noname/character/xianding/skill.js

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import { lib, game, ui, get, ai, _status } from "../../noname.js";
/** @type { importCharacterConfig['skill'] } */
const skills = {
//关樾
dcshouzhi: {
audio: 2,
trigger: {
global: "phaseEnd",
},
filter(event, player) {
let delt = 0;
player.checkHistory("lose", evt => {
delt -= evt.hs.length;
});
player.checkHistory("gain", evt => {
delt += evt.cards.length;
});
return delt < 0 || (delt > 0 && player.countCards("h"));
},
locked(skill, player) {
return player && player.storage.dcshouzhi_modified;
},
derivation: ["dcshouzhi_modified"],
onremove: ["dcshouzhi_modified"],
async cost(event, trigger, player) {
let delt = 0;
player.checkHistory("lose", evt => {
delt -= evt.hs.length;
});
player.checkHistory("gain", evt => {
delt += evt.cards.length;
});
const forced = !player.storage.dcshouzhi_modified;
if (delt < 0) {
const bool = forced ? true : await player.chooseBool(get.prompt("dcshouzhi"), "你可以摸两张牌。").forResultBool();
event.result = { bool };
} else {
const next = player.chooseCard("守执:请弃置一张手牌").set("filterCard", (card, player) => {
return lib.filter.cardDiscardable(card, player, "dcshouzhi");
});
next.set("forced", forced);
if (!forced) {
next.set("prompt", get.prompt("dcshouzhi"))
.set("prompt2", "你可以弃置一张手牌。")
.set("ai", card => {
const player = get.player();
if (player.hasSkill("dcxingmen") && get.recoverEffect(player, player) > 0) return 6 - get.value(card);
return 0;
});
}
event.result = await next.forResult();
}
},
async content(event, trigger, player) {
const { cards } = event;
if (cards && cards.length) await player.discard(cards);
else await player.draw(2);
await game.asyncDelayx();
},
},
dcfenhui: {
audio: 2,
enable: "phaseUse",
limited: true,
filterTarget(card, player, target) {
const list = get.event("dcfenhui_enabled");
if (!list || !list.length) return false;
return list.includes(target);
},
onChooseToUse(event) {
if (game.online) return;
const player = event.player;
const evts = player.getAllHistory("useCard", evt => {
return get.color(evt.card, player) === "black" && evt.targets && evt.targets.length;
});
event.set(
"dcfenhui_enabled",
game.filterPlayer(current => {
return evts.filter(evt => evt.targets.includes(current)).length;
})
);
},
skillAnimation: true,
animationColor: "fire",
derivation: ["dcxingmen"],
async content(event, trigger, player) {
player.awakenSkill("dcfenhui");
const target = event.target;
const count = player.getAllHistory("useCard", evt => {
return get.color(evt.card, player) === "black" && evt.targets && evt.targets.includes(target);
}).length;
target.addMark("dcfenhui_mark", Math.min(5, count));
player.addSkill("dcfenhui_effect");
},
subSkill: {
effect: {
audio: "dcfenhui",
trigger: {
source: "damageBegin1",
global: "die",
},
filter(event, player) {
return event.player.hasMark("dcfenhui_mark");
},
logTarget: "player",
forced: true,
charlotte: true,
async content(event, trigger, player) {
if (trigger.name === "damage") {
trigger.player.removeMark("dcfenhui_mark", 1);
trigger.num++;
} else {
await player.loseMaxHp();
player.storage.dcshouzhi_modified = true;
await player.addSkills("dcxingmen");
}
},
},
mark: {
marktext: "恨",
intro: {
name: "恨(奋恚)",
name2: "恨",
content: "mark",
},
},
},
ai: {
order: 6,
result: {
target(player, target) {
if (
!player.hasCard(card => {
return get.tag(card, "damage") && player.canUse(card, target, true, true) && get.effect(target, card, player, player) > 0;
}, "hs")
)
return 0;
const count = Math.min(
5,
player.getAllHistory("useCard", evt => {
return get.color(evt.card, player) === "black" && evt.targets && evt.targets.includes(target);
}).length
);
let value = Math.max(player.getHp(true), 3) - count;
if (
(count - 1) *
(target.hasSkillTag("filterDamage", null, {
player: player,
})
? 1
: 2) >=
target.getHp(true) +
target.countCards("hs", card => {
return target.canSaveCard(card, target);
})
)
value -= 2;
return Math.min(0, value);
},
},
},
},
dcxingmen: {
audio: 2,
trigger: {
player: "loseAfter",
},
filter(event, player) {
return event.getParent(2).name === "dcshouzhi" && player.isDamaged();
},
frequent: true,
prompt2: "你可以回复1点体力。",
group: ["dcxingmen_norespond"],
check(event, player) {
return get.recoverEffect(player, player) > 0;
},
async content(event, trigger, player) {
await player.recover();
},
subSkill: {
norespond: {
audio: "dcxingmen",
trigger: {
player: "gainAfter",
},
filter(event, player) {
return event.getParent().name === "draw" && event.cards.length >= 2 && event.cards.every(card => get.color(card) === "red");
},
forced: true,
locked: false,
popup: false,
async content(event, trigger, player) {
player.addGaintag(trigger.cards, "dcxingmen");
player.addSkill("dcxingmen_directHit");
},
},
directHit: {
audio: "dcxingmen",
trigger: { player: "useCard" },
forced: true,
charlotte: true,
filter(event, player) {
return player.hasHistory("lose", evt => {
if (evt.getParent() !== event) return false;
return Object.values(evt.gaintag_map).some(tags => tags.includes("dcxingmen"));
});
},
async content(event, trigger, player) {
trigger.directHit.addArray(game.filterPlayer());
game.log(trigger.card, "不可被响应");
},
},
},
},
//武关羽
dcjuewu: {
audio: 2,
enable: "chooseToUse",
filter(event, player) {
if (
!player.hasCard(card => {
return _status.connectMode || get.number(card) === 2;
}, "hes")
)
return false;
for (const name of ["shuiyanqijuny"].concat(lib.inpile)) {
if (player.getStorage("dcjuewu_used").includes(name)) continue;
const card = get.autoViewAs({ name }, "unsure");
if (!get.tag(card, "damage")) continue;
if (event.filterCard(card, player, event)) return true;
if (name === "sha") {
for (const nature of lib.inpile_nature) {
card.nature = nature;
if (event.filterCard(card, player, event)) return true;
}
}
}
return false;
},
hiddenCard(player, name) {
if (!lib.inpile.includes(name)) return false;
if (player.getStorage("dcjuewu_used").includes(name)) return false;
if (
!player.hasCard(card => {
return _status.connectMode || get.number(card) === 2;
}, "hes")
)
return false;
return get.tag({ name }, "damage");
},
group: "dcjuewu_inTwo",
chooseButton: {
dialog(event, player) {
let list = get.inpileVCardList(info => {
return get.tag({ name: info[2] }, "damage");
});
if (!list.some(info => info[2] === "shuiyanqijuny")) list.add(["锦囊", "", "shuiyanqijuny"]);
list = list.filter(info => {
const name = info[2],
nature = info[3];
if (player.getStorage("dcjuewu_used").includes(name)) return false;
const card = get.autoViewAs({ name, nature }, "unsure");
return event.filterCard(card, player, event);
});
return ui.create.dialog("绝武", [list, "vcard"]);
},
check(button) {
if (get.event().getParent().type != "phase") return 1;
const player = get.player();
return player.getUseValue({
name: button.link[2],
nature: button.link[3],
});
},
backup(links, player) {
return {
audio: "dcjuewu",
filterCard(card, player) {
return get.number(card) === 2;
},
position: "hes",
check(card) {
return 8 - get.value(card);
},
popname: true,
viewAs: {
name: links[0][2],
nature: links[0][3],
},
precontent() {
if (!player.storage.dcjuewu_used) {
player.when({ global: "phaseAfter" }).then(() => {
delete player.storage.dcjuewu_used;
});
}
player.markAuto("dcjuewu_used", event.result.card.name);
},
};
},
prompt(links, player) {
return "将一张点数为2的牌当" + (get.translation(links[0][3]) || "") + get.translation(links[0][2]) + "使用";
},
},
subSkill: {
backup: {},
inTwo: {
audio: "dcjuewu",
trigger: {
player: "gainAfter",
global: "loseAsyncAfter",
},
filter(event, player) {
const cards = event.getg(player);
if (!cards.length) return false;
return game.hasPlayer(current => {
if (current === player) return false;
const evt = event.getl(current);
return evt && evt.hs.length + evt.es.length + evt.js.length > 0;
});
},
forced: true,
locked: false,
async content(event, trigger, player) {
player.addGaintag(trigger.getg(player), "dcjuewu_two");
player.addSkill("dcjuewu_two");
},
},
two: {
charlotte: true,
mod: {
cardnumber(card) {
if (card.hasGaintag("dcjuewu_two")) return 2;
},
},
},
},
ai: {
fireAttack: true,
respondSha: true,
skillTagFilter(player) {
if (
!player.hasCard(card => {
return _status.connectMode || get.number(card) === 2;
}, "hes")
)
return false;
},
order: 1,
result: {
player(player) {
if (get.event("dying")) return get.attitude(player, get.event("dying"));
return 1;
},
},
},
},
dcwuyou: {
audio: 2,
global: "dcwuyou_g",
subSkill: {
g: {
audio: "dcwuyou",
enable: "phaseUse",
usable: 1,
filter(event, player) {
if (!player.countCards("h")) return false;
return game.hasPlayer(current => {
return current.hasSkill("dcwuyou");
});
},
filterCard: true,
filterTarget(card, player, target) {
return target.hasSkill("dcwuyou");
},
selectTarget() {
const count = game.countPlayer(current => {
return current.hasSkill("dcwuyou");
});
return count > 1 ? 1 : -1;
},
check(card) {
const player = get.player();
const hasFriend = game.hasPlayer(current => {
return current.hasSkill("dcwuyou") && get.attitude(player, current) > 0;
});
return (hasFriend ? 7 : 1) - get.value(card);
},
prompt() {
const player = get.player(),
list = game.filterPlayer(current => {
return current.hasSkill("dcwuyou");
}),
list2 = list.filter(current => current !== player);
const moreThanOne = list.length > 1,
includesMe = list.includes(player);
let str = "选择一张手牌,";
if (includesMe) str += `点击“确定”,${moreThanOne ? "或" : ""}`;
if (moreThanOne || !includesMe) str += `将此牌交给${get.translation(list2)}${list2.length > 1 ? "中的一人" : ""}`;
str += "然后执行后续效果。";
return str;
},
discard: false,
lose: false,
delay: false,
async content(event, trigger, player) {
const { target } = event;
const isMe = target === player;
let { cards } = event;
if (!isMe) await player.give(cards, target);
const names = lib.inpile
.filter(name => {
return get.type2(name) !== "equip";
})
.randomGets(5);
if (names.includes("sha")) names.splice(names.indexOf("sha") + 1, 0, ...lib.inpile_nature.map(nature => ["sha", nature]));
const vcard = names.map(namex => {
let name = namex,
nature;
if (Array.isArray(namex)) [name, nature] = namex;
const info = [get.type(name), "", name, nature];
return info;
});
const links = await target
.chooseButton(["武佑:选择一个牌名", [vcard, "vcard"]], true)
.set("user", player)
.set("ai", button => {
const player = get.player(),
user = get.event("user");
return user.getUseValue({ name: button.link[2], nature: button.link[3] }) * get.attitude(player, user);
})
.forResultLinks();
if (!links || !links.length) return;
const viewAs = { name: links[0][2], nature: links[0][3] };
if (!isMe) {
cards = await target
.chooseToGive(player)
.set("ai", card => {
const player = get.event("player"),
target = get.event().getParent().player;
if (get.attitude(player, target) <= 0) return 0;
return 6 - get.value(card);
})
.forResultCards();
}
if (!cards) return;
const card = cards[0];
if (player.getCards("h").includes(card)) {
if (!player.storage.dcwuyou_transfer) player.storage.dcwuyou_transfer = {};
player.storage.dcwuyou_transfer[card.cardid] = viewAs;
player.addGaintag(cards, "dcwuyou_transfer");
player.addSkill("dcwuyou_transfer");
}
},
ai: {
order: 10,
result: {
player(player, target) {
if (get.attitude(player, target) > 0) return 1;
return 0;
},
target: 0.5,
},
},
},
transfer: {
trigger: { player: "useCard1" },
forced: true,
popup: false,
charlotte: true,
filter(event, player) {
if (event.addCount === false) return false;
return player.hasHistory("lose", evt => {
if (evt.getParent() != event) return false;
for (const i in evt.gaintag_map) {
if (evt.gaintag_map[i].includes("dcwuyou_transfer")) return true;
}
return false;
});
},
async content(event, trigger, player) {
trigger.addCount = false;
const stat = player.getStat().card,
name = trigger.card.name;
if (typeof stat[name] === "number") stat[name]--;
},
mod: {
cardname(card, player) {
const map = player.storage.dcwuyou_transfer;
if (map && map[card.cardid] && get.itemtype(card) == "card" && card.hasGaintag("dcwuyou_transfer")) return map[card.cardid].name;
},
cardnature(card, player) {
const map = player.storage.dcwuyou_transfer;
if (map && map[card.cardid] && get.itemtype(card) == "card" && card.hasGaintag("dcwuyou_transfer")) return map[card.cardid].nature || false;
},
cardUsable(card) {
if (!card.cards) return;
if (card.cards.some(card => card.hasGaintag("dcwuyou_transfer"))) return Infinity;
},
},
},
},
},
dcyixian: {
audio: 2,
enable: "phaseUse",
limited: true,
skillAnimation: true,
animationColor: "metal",
chooseButton: {
dialog(event, player) {
const dialog = ui.create.dialog("义贤:你可以选择一项", "hidden");
dialog.add([
[
["field", "获得场上的所有装备牌"],
["discardPile", "获得弃牌堆中的所有装备牌"],
],
"textbutton",
]);
return dialog;
},
check(button) {
const player = get.player();
if (button.link == "field")
return game
.filterPlayer()
.map(current => {
const cards = current.getCards("e"),
att = get.sgnAttitude(player, current);
return cards
.map(card => {
return Math.max(player.hasSkill("dcjuewu") ? 5 : 0, get.value(card, player)) - get.value(card, current) * att;
})
.reduce((p, c) => p + c, 0);
})
.reduce((p, c) => p + c, 0);
if (button.link == "discardPile")
return Array.from(ui.discardPile.childNodes)
.filter(card => {
return get.type(card) === "equip";
})
.map(card => {
return Math.max(player.hasSkill("dcjuewu") ? 5 : 0, get.value(card, player));
})
.reduce((p, c) => p + c, 0);
return 0.1;
},
backup(links) {
return {
audio: "dcyixian",
filterCard: () => false,
selectCard: -1,
pos: links[0],
filterTarget: () => false,
selectTarget: -1,
skillAnimation: true,
animationColor: "metal",
async content(event, trigger, player) {
player.awakenSkill("dcyixian");
const position = lib.skill.dcyixian_backup.pos;
let cards = [];
if (position === "field") {
cards.addArray(
game
.filterPlayer()
.map(current => current.getCards("e"))
.flat()
);
} else {
cards.addArray(
Array.from(ui.discardPile.childNodes).filter(card => {
return get.type(card) === "equip";
})
);
}
if (!cards.length) return;
await player.gain(cards, position === "field" ? "give" : "gain2");
const pairs = game.filterPlayer().map(current => {
let lostNum = 0;
current.checkHistory("lose", evt => {
if (evt.getParent(2) === event) lostNum += evt.cards2.length;
});
return [current, lostNum];
});
for (const pair of pairs) {
const [target, num] = pair;
if (!num) continue;
const bool = await player
.chooseBool(`是否令${get.translation(target)}${get.cnNumber(num)}张牌并回复1点体力`)
.set("choice", get.effect(target, { name: "draw" }, player, player) + get.recoverEffect(target, player, player) / 5 > 0)
.forResultBool();
if (bool) {
player.line(target, "green");
await target.draw(num);
await target.recover();
}
if (!event.isMine() && !event.isOnline()) await game.asyncDelayx();
}
},
};
},
prompt(links) {
return `点击“确定”,从${links[0] === "field" ? "场上" : "弃牌堆中"}获得所有装备牌`;
},
},
subSkill: {
backup: {},
},
ai: {
order: 10,
threaten: 2.9,
result: {
player(player) {
const enemies = game.filterPlayer(current => {
return get.rawAttitude(player, current) < 0 && get.attitude(player, current) >= 0;
}),
knownEnemies = game.filterPlayer(current => {
return get.attitude(player, current) < 0;
});
if ((!knownEnemies.length && player.countCards("e") > 1) || (player.getHp() > 3 && enemies.length > 0 && knownEnemies.length < 2 && knownEnemies.length < enemies.length && !knownEnemies.some(enemy => get.attitude(player, enemy) <= -9))) return 0;
const val1 = game
.filterPlayer()
.map(current => {
const cards = current.getCards("e"),
att = get.sgnAttitude(player, current);
return cards
.map(card => {
return Math.max(player.hasSkill("dcjuewu") ? 5 : 0, get.value(card, player)) - get.value(card, current) * att;
})
.reduce((p, c) => p + c, 0);
})
.reduce((p, c) => p + c, 0);
const val2 = Array.from(ui.discardPile.childNodes)
.filter(card => {
return get.type(card) === "equip";
})
.map(card => {
return Math.max(player.hasSkill("dcjuewu") ? 5 : 0, get.value(card, player));
})
.reduce((p, c) => p + c, 0);
return Math.max(val1, val2) > 20 ? 4 : 0;
},
},
},
},
//SP甄宓
dcjijie: {
audio: 2,
trigger: {
global: ["gainAfter", "loseAsyncAfter", "recoverAfter"],
},
getIndex(event, player) {
if (event.name !== "loseAsync") return [[event.player]];
return [
game
.filterPlayer(current => {
return current !== player && _status.currentPhase !== current && event.getg(current).length > 0;
})
.sortBySeat(),
];
},
filter(event, player, triggername, targets) {
if (player.getStorage("dcjijie_used").includes(event.name == "recover" ? "recover" : "draw")) return false;
if (event.name === "recover") return targets[0] !== player && _status.currentPhase !== targets[0] && player.isDamaged();
return targets.some(current => {
return current !== player && _status.currentPhase !== current && event.getg(current).length > 0;
});
},
forced: true,
logTarget(event, player, triggername, targets) {
return targets;
},
async content(event, trigger, player) {
player.addTempSkill("dcjijie_used");
if (trigger.name === "recover") {
player.markAuto("dcjijie_used", ["recover"]);
await player.recover(trigger.num);
} else {
const count = game.countPlayer(current => {
if (current === player || _status.currentPhase === current) return 0;
return trigger.getg(current).length;
});
player.markAuto("dcjijie_used", ["draw"]);
await player.draw(count);
}
},
subSkill: {
used: {
charlotte: true,
onremove: true,
},
},
},
dchuiji: {
audio: 2,
enable: "phaseUse",
usable: 1,
filterTarget: true,
chooseButton: {
dialog(event, player) {
const name = get.translation(event.result.targets[0]);
const dialog = ui.create.dialog(
`惠济:请选择要令${name}执行的选项`,
[
[
["draw", "令其摸两张牌"],
["equip", "令其随机使用牌堆中的一张装备牌"],
],
"textbutton",
],
"hidden"
);
return dialog;
},
filter(button, player) {
const target = get.event().getParent().result.targets[0];
const link = button.link;
if (button.link === "equip" && target.isMin()) return false;
return true;
},
check(button) {
const player = get.player(),
target = get.event().getParent().result.targets[0];
const link = button.link;
const att = get.attitude(player, target) / 5;
const hs = target.countCards("h");
if (link === "draw") {
return (2 - (hs + 2 > game.countPlayer()) * hs) * att;
}
return (1.1 - (hs > game.countPlayer()) * hs) * att;
},
backup(links) {
return {
audio: "dchuiji",
target: get.event().result.targets[0],
link: links[0],
filterTarget(card, player, target) {
return target === lib.skill.dchuiji_backup.target;
},
selectTarget: -1,
async content(event, trigger, player) {
const link = lib.skill.dchuiji_backup.link;
const { target } = event;
if (link === "draw") await target.draw(2);
else {
const card = get.cardPile2(card => {
if (get.type(card) !== "equip") return false;
return target.canUse(card, target) && !get.cardtag(card, "gifts");
});
if (card) await target.chooseUseTarget(card, true).set("nopopup", true);
else {
game.log("但是牌堆里没有", target, "的装备!");
await game.asyncDelayx();
}
}
if (target.countCards("h") < game.countPlayer()) return;
player
.when({ global: "wuguRemained" })
.filter(evt => {
return evt.getParent(3) === event;
})
.vars({ originalOwner: target })
.then(() => {
const remained = trigger.remained.filterInD("d");
if (!remained.length) return event.finish();
player.line(originalOwner);
originalOwner.gain(remained, "gain2");
});
await target.chooseUseTarget(
{
name: "wugu",
storage: {
fixedShownCards: target.getCards("h"),
},
},
true
);
},
};
},
prompt(links) {
return "点击“确定”以执行效果";
},
},
subSkill: {
backup: {},
},
ai: {
order(item, player) {
if (!game.hasPlayer(current => current !== player && get.attitude(player, current) > 0) && game.hasPlayer(current => get.attitude(player, current) <= 0)) return 10;
if (
game.hasPlayer(current => {
const del = player.countCards("h") - current.countCards("h"),
toFind = [2, 4].find(num => Math.abs(del) === num);
if (toFind === 4 && del < 0 && get.attitude(player, current) <= 0) {
return true;
}
return false;
})
)
return 10;
return 1;
},
result: {
target(player, target) {
const del = player.countCards("h") - target.countCards("h"),
toFind = [2, 4].find(num => Math.abs(del) === num);
if (toFind) {
return (-del * (get.attitude(player, target) * Math.min(3, target.countCards("h"))) * toFind) / 10;
}
return -1;
},
},
},
},
//曹芳
dczhimin: {
audio: 2,
trigger: { global: "roundStart" },
filter(event, player) {
return game.hasPlayer(current => current != player && current.countCards("h")) && player.getHp() > 0;
},
forced: true,
group: ["dczhimin_mark", "dczhimin_draw"],
async content(event, trigger, player) {
const targets = await player
.chooseTarget(
`置民:请选择至多${get.cnNumber(player.getHp())}名其他角色`,
"你获得这些角色各自手牌中的随机一张点数最小的牌",
(card, player, target) => {
return target !== player && target.countCards("h");
},
[1, player.getHp()],
true
)
.set("ai", target => {
const player = get.player();
return get.effect(target, { name: "shunshou_copy", position: "h" }, player, player) + 0.1;
})
.forResultTargets();
if (!targets || !targets.length) return;
targets.sortBySeat(trigger.player);
player.line(targets, "thunder");
const toGain = [];
for (const target of targets) {
const cards = target.getCards("h"),
minNumber = cards.map(card => get.number(card)).sort((a, b) => a - b)[0];
const gainableCards = cards
.filter(card => {
return get.number(card) === minNumber && lib.filter.canBeGained(card, player, target);
})
.randomSort();
toGain.push(gainableCards[0]);
}
if (toGain.length) await player.gain(toGain, "giveAuto");
await game.asyncDelayx();
},
ai: {
threaten: 5.8,
},
mod: {
aiOrder(player, card, num) {
if (
num > 0 &&
get.itemtype(card) === "card" &&
card.hasGaintag("dczhimin_tag") &&
player.countCards("h", cardx => {
return cardx.hasGaintag("dczhimin_tag") && cardx !== card;
}) < player.maxHp
)
return num / 10;
},
},
subSkill: {
mark: {
audio: "dczhimin",
trigger: {
player: "gainAfter",
global: "loseAsyncAfter",
},
forced: true,
filter(event, player) {
if (_status.currentPhase === player || !event.getg(player).some(card => get.position(card) === "h" && get.owner(card) === player)) return false;
return true;
},
async content(event, trigger, player) {
player.addGaintag(
trigger.getg(player).filter(card => get.position(card) === "h" && get.owner(card) === player),
"dczhimin_tag"
);
},
},
draw: {
audio: "dczhimin",
trigger: {
player: "loseAfter",
global: ["equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter"],
},
forced: true,
filter(event, player) {
const evt = event.getl(player);
if (!evt.hs.length) return false;
return Object.values(evt.gaintag_map).flat().includes("dczhimin_tag");
},
async content(event, trigger, player) {
const count = player.maxHp - player.countCards("h");
if (count <= 0) return;
await player.draw(count);
},
},
},
},
dcjujian: {
audio: 2,
enable: "phaseUse",
usable: 1,
zhuSkill: true,
filter(event, player) {
return game.hasPlayer(current => {
return player.hasZhuSkill("dcjujian", current) && current.group === "wei" && current !== player;
});
},
filterTarget(_, player, target) {
return player.hasZhuSkill("dcjujian", target) && target.group === "wei" && target !== player;
},
async content(event, trigger, player) {
const target = event.targets[0];
await target.draw();
target.addTempSkill("dcjujian_forbid", "roundStart");
target.markAuto("dcjujian_forbid", player);
},
ai: {
result: {
target(player, target) {
const num = target.countCards("hs", card => {
return get.type(card) == "trick" && target.canUse(card, player) && get.effect(player, card, target, player) < -2;
}),
att = get.attitude(player, target);
if (att < 0) return -0.74 * num;
return 1.5;
},
},
},
subSkill: {
forbid: {
audio: "dcjujian",
trigger: {
player: "useCardToBefore",
},
filter(event, player) {
if (get.type(event.card) !== "trick") return false;
return player.getStorage("dcjujian_forbid").includes(event.target);
},
forced: true,
charlotte: true,
onremove: true,
direct: true,
async content(event, trigger, player) {
await trigger.target.logSkill("dcjujian_forbid", player);
trigger.cancel();
},
intro: {
content: "使用普通锦囊牌对$无效",
},
ai: {
effect: {
player(card, player, target, current) {
if (get.type(card) == "trick" && player.getStorage("dcjujian_forbid").includes(target)) return "zeroplayertarget";
},
},
},
},
},
},
//谋司马懿
dcsbquanmou: {
audio: 2,
audioname: ["dc_sb_simayi_shadow"],
zhuanhuanji: true,
marktext: "☯",
enable: "phaseUse",
filter(event, player) {
const selected = player.getStorage("dcsbquanmou_selected");
return game.hasPlayer(current => !selected.includes(current) && player.inRange(current) && current.countCards("he") > 0);
},
filterTarget(card, player, target) {
if (player === target) return false;
const selected = player.getStorage("dcsbquanmou_selected");
return !selected.includes(target) && player.inRange(target) && target.countCards("he") > 0;
},
prompt() {
const player = get.player();
if (player.storage.dcsbquanmou) return "转换技。出牌阶段每名角色限一次你可以令一名攻击范围内的其他角色交给你一张牌。当你于本阶段内下次对其造成伤害后你可以选择除其外的至多三名其他角色对这些角色依次造成1点伤害。";
return "转换技。出牌阶段每名角色限一次,你可以令一名攻击范围内的其他角色交给你一张牌。当你于本阶段内下次对其造成伤害时,取消之。";
},
async content(event, trigger, player) {
const target = event.targets[0];
player.changeZhuanhuanji("dcsbquanmou");
player.changeSkin("dcsbquanmou", "dc_sb_simayi" + (player.storage.dcsbquanmou ? "_shadow" : ""));
player.markAuto("dcsbquanmou_selected", [target]);
const cards = await target.chooseCard("he", true, `选择交给${get.translation(player)}一张牌`).forResultCards();
if (cards && cards.length) {
await target.give(cards, player);
const key = `dcsbquanmou_${Boolean(!player.storage.dcsbquanmou)}`;
player.addTempSkill(key, { global: ["phaseUseBefore", "phaseChange"] });
player.markAuto(key, [target]);
target.addAdditionalSkill(`${key}_${player.playerid}`, `${key}_mark`);
}
},
ai: {
order: 9,
result: {
player: function (player, target) {
if (player.storage.dcsbquanmou) return 1;
return 1 + game.countPlayer(i => player !== i && target !== i && !i.hasSkill("false_mark") && get.attitude(player, i) < 0);
},
target: function (player, target) {
let res = target.hasSkillTag("noh") ? 0 : -1;
if (player.storage.dcsbquanmou) return res + 0.6;
return res;
},
},
},
onremove: true,
mark: true,
intro: {
content: storage => {
if (storage) return "转换技。出牌阶段每名角色限一次你可以令一名攻击范围内的其他角色交给你一张牌。当你于本阶段内下次对其造成伤害后你可以选择除其外的至多三名其他角色对这些角色依次造成1点伤害。";
return "转换技。出牌阶段每名角色限一次,你可以令一名攻击范围内的其他角色交给你一张牌。当你于本阶段内下次对其造成伤害时,取消之。";
},
},
group: "dcsbquanmou_change",
subSkill: {
change: {
audio: "dcsbquanmou",
audioname: ["dc_sb_simayi_shadow"],
trigger: {
global: "phaseBefore",
player: "enterGame",
},
filter(event, player) {
return event.name != "phase" || game.phaseNumber == 0;
},
prompt2(event, player) {
//无名杀先阳后阴,不要问为什么
return "切换【权谋】为状态" + (player.storage.dcsbquanmou ? "阳" : "阴");
},
check: () => Math.random() > 0.5,
content() {
player.changeZhuanhuanji("dcsbquanmou");
player.changeSkin("dcsbquanmou", "dc_sb_simayi" + (player.storage.dcsbquanmou ? "_shadow" : ""));
},
},
true: {
charlotte: true,
audio: "dcsbquanmou",
audioname: ["dc_sb_simayi_shadow"],
trigger: { source: "damageSource" },
forced: true,
popup: false,
filter(event, player) {
return player.getStorage("dcsbquanmou_true").includes(event.player);
},
async content(event, trigger, player) {
const target = trigger.player;
player.getStorage("dcsbquanmou_true").remove(target);
target.removeAdditionalSkill(`dcsbquanmou_true_${player.playerid}`);
if (game.hasPlayer(current => current != player && current != target)) {
const result = await player
.chooseTarget([1, 3], `权谋:是否对${get.translation(target)}之外的至多三名其他角色各造成1点伤害`, (card, player, target) => {
return target != player && target != get.event().getTrigger().player;
})
.set("ai", target => {
const player = get.player();
return get.damageEffect(target, player, player);
})
.forResult();
if (result.bool) {
await player.logSkill("dcsbquanmou", result.targets);
for (let i of result.targets) {
if (i.isIn()) await i.damage();
}
}
}
},
onremove(player, skill) {
game.filterPlayer(current => {
current.removeAdditionalSkill(`${skill}_${player.playerid}`);
});
delete player.storage[skill];
delete player.storage.dcsbquanmou_selected;
},
},
true_mark: {
charlotte: true,
mark: true,
marktext: "讨",
intro: {
name: "权谋 - 阳",
content: () => {
return `当你下次受到${get.translation(_status.currentPhase)}造成的伤害后其可以对除你之外的至多三名其他角色各造成1点伤害。`;
},
},
ai: {
threaten: 2.5,
effect: {
target(card, player, target) {
if (get.tag(card, "damage") && player && player.hasSkill("dcsbquanmou_true")) {
let tars = game.countPlayer(i => player !== i && target !== i && get.attitude(player, target) < 0 && !target.hasSkill("dcsbquanmou_false_mark"));
return [1, 0, 1, (6 * Math.min(3, tars)) / (3 + Math.pow(target.countCards("h"), 2))];
}
},
},
},
},
false: {
charlotte: true,
audio: "dcsbquanmou",
audioname: ["dc_sb_simayi_shadow"],
trigger: { source: "damageBegin2" },
forced: true,
filter(event, player) {
return player.getStorage("dcsbquanmou_false").includes(event.player);
},
async content(event, trigger, player) {
const target = trigger.player;
player.getStorage("dcsbquanmou_false").remove(target);
target.removeAdditionalSkill(`dcsbquanmou_false_${player.playerid}`);
trigger.cancel();
},
onremove(player, skill) {
game.filterPlayer(current => {
current.removeAdditionalSkill(`${skill}_${player.playerid}`);
});
delete player.storage[skill];
delete player.storage.dcsbquanmou_selected;
},
},
false_mark: {
charlotte: true,
mark: true,
marktext: "抚",
intro: {
name: "权谋 - 阴",
content: () => {
return `当你下次受到${get.translation(_status.currentPhase)}造成的伤害时,防止此伤害。`;
},
},
ai: {
nodamage: true,
nofire: true,
nothunder: true,
skillTagFilter(player, tag, arg) {
return arg && arg.player && arg.player.hasSkill("dcsbquanmou_false");
},
effect: {
target(card, player, target) {
if (get.tag(card, "damage") && player && player.hasSkill("dcsbquanmou_false")) return "zeroplayertarget";
},
},
},
},
},
},
dcsbpingliao: {
audio: 2,
audioname: ["dc_sb_simayi_shadow"],
trigger: { player: "useCard" },
forced: true,
filter(event, player) {
return event.card.name == "sha";
},
logTarget(event, player) {
return game.filterPlayer(current => player.inRange(current));
},
async content(event, trigger, player) {
const unrespondedTargets = [];
const respondedTargets = [];
let nonnonTargetResponded = false;
const targets = game.filterPlayer().sortBySeat();
const prompt = `###是否打出红色基本牌响应${get.translation(player)}###${get.translation(player)}使用了一张不公开目标的${get.translation(trigger.card)}。若你选择响应且你不是此牌的隐藏目标,则其摸两张牌;若你选择不响应且你是此牌的隐藏目标,则你本回合内不能使用或打出手牌。`;
for (let target of targets) {
if (target.isIn() && player.inRange(target)) {
const result = await target
.chooseToRespond(prompt, (card, player) => {
if (get.type(card) !== "basic") return false;
const color = get.color(card);
return color == "red" || color == "unsure";
})
.set("ai", card => {
const player = get.player(),
event = get.event();
const source = event.getParent().player;
//是队友且没有其他疑似队友的选手响应 那响应一下
if (get.attitude(player, source) > 0) {
if (
!event.respondedTargets.some(current => {
return get.attitude(player, current) > 0 || get.attitude(source, current) >= 0;
})
)
return get.order(card);
return -1;
}
//如果自己没有其他的闪桃就不响应
else {
const needsTao = player.hp <= 1;
const shanAndTao = player.getCards("hs", card => {
const name = get.name(card);
return name == "shan" || (needsTao && name == "shan");
});
shanAndTao.remove(card);
if (card.cards) shanAndTao.removeArray(card.cards);
if (!shanAndTao.length) return 0;
}
return event.getRand("dcsbpingliao") > 1 / Math.max(1, player.hp) ? 0 : get.order(card);
})
.set("respondedTargets", respondedTargets)
.forResult();
if (result.bool) {
respondedTargets.push(target);
if (!trigger.targets.includes(target)) nonnonTargetResponded = true;
await game.asyncDelay();
} else if (trigger.targets.includes(target)) unrespondedTargets.push(target);
}
}
unrespondedTargets.forEach(current => {
current.addTempSkill("dcsbpingliao_blocker");
game.log(current, "本回合内无法使用或打出手牌");
});
if (nonnonTargetResponded) {
player.draw(2);
player.addTempSkill("dcsbpingliao_buff", { global: "phaseChange" });
player.addMark("dcsbpingliao_buff", 1, false);
}
},
ai: {
ignoreLogAI: true,
skillTagFilter: function (player, tag, args) {
if (args) {
return args.card && get.name(args.card) == "sha";
}
},
},
group: "dcsbpingliao_hide",
subSkill: {
hide: {
trigger: { player: "useCard0" },
forced: true,
filter(event, player) {
return event.card.name == "sha";
},
async content(event, trigger, player) {
trigger.hideTargets = true;
game.log(player, "隐藏了", trigger.card, "的目标");
},
},
buff: {
onremove: true,
charlotte: true,
mod: {
cardUsable(card, player, num) {
if (card.name == "sha") return num + player.countMark("dcsbpingliao_buff");
},
},
mark: true,
intro: {
content: "本阶段内使用【杀】的次数上限+#",
},
},
blocker: {
charlotte: true,
mod: {
cardEnabled2(card, player) {
if (player.getCards("h").includes(card)) return false;
},
},
mark: true,
marktext: "封",
intro: {
content: "本回合内不能使用或打出手牌",
},
},
},
},
//陈武董袭
dcduanxie: {
audio: "duanxie",
inherit: "duanxie",
selectTarget: 1,
},
//吕范
diaodu: {
audio: 2,
trigger: { player: ["phaseUseBegin", "logSkill"] },
filter(event, player) {
if (event.name == "logSkill" && event.skill != "diancai") return false;
return game.hasPlayer(target => {
return get.distance(player, target) <= 1 && target.countGainableCards(player, "e");
});
},
direct: true,
async content(event, trigger, player) {
const {
result: { bool, targets },
} = await player
.chooseTarget(get.prompt2("diaodu"), (card, player, target) => {
return get.distance(player, target) <= 1 && target.countGainableCards(player, "e");
})
.set("ai", target => {
const player = get.event("player"),
att = get.attitude(player, target);
let num = 0;
if (target.hasSkill("gzxiaoji")) num += 2.5;
if (target.isDamaged() && target.getEquip("baiyin")) num += 2.5;
if (target.hasSkill("xuanlve")) num += 2;
return get.sgn(att) * num + (target == player ? 1 : 0);
});
if (bool) {
const aim = targets[0];
player.logSkill("diaodu", aim);
const {
result: { bool, cards },
} = await player.gainPlayerCard(aim, "e", true);
if (bool && game.hasPlayer(target => target != aim)) {
const card = cards[0];
const {
result: { bool, targets },
} = await player
.chooseTarget(
"调度:将" + get.translation(card) + "交给另一名角色",
(card, player, target) => {
return target != get.event("aim");
},
true
)
.set("ai", target => {
const player = get.event("player");
return get.attitude(player, target);
})
.set("aim", aim);
if (bool && get.owner(card) == player) {
const target = targets[0];
player.line(target, "green");
if (target != player) await player.give([card], target);
if (get.owner(card) == target) {
const {
result: { bool },
} = await target.chooseUseTarget(card);
if (bool) await player.draw();
else await target.draw();
}
}
}
}
},
},
diancai: {
audio: 2,
inherit: "mbdiancai",
filter(event, player) {
if (_status.currentPhase === player) return false;
let num = player
.getHistory("lose", evt => {
return evt.cards2 && evt.cards2.length && evt.getParent("phaseUse") == event;
})
.reduce((sum, evt) => {
return sum + evt.cards2.length;
}, 0);
return num >= Math.min(5, player.getHp());
},
},
//崔琰毛玠
zhengbi: {
audio: 2,
trigger: { player: "phaseUseBegin" },
filter(event, player) {
return game.hasPlayer(target => target != player);
},
direct: true,
async content(event, trigger, player) {
const {
result: { bool, targets },
} = await player.chooseTarget(get.prompt2("zhengbi"), lib.filter.notMe).set("ai", target => {
const player = get.event("player");
return -get.attitude(player, target) * target.countCards("he");
});
if (bool) {
const target = targets[0],
str = get.translation(target);
player.logSkill("zhengbi", target);
let choiceList = ["此阶段结束时,若" + str + "本阶段获得过牌,则你获得其手牌区和装备区各一张牌"];
if (player.countCards("h", { type: "basic" })) choiceList.push("交给" + str + "一张基本牌,然后其交给你一张非基本牌或两张基本牌");
const {
result: { index },
} = await player
.chooseControl()
.set("choiceList", choiceList)
.set("ai", () => get.event("controls").length - 1);
if (index == 0) {
player.line(target);
player
.when("phaseUseEnd")
.filter(evt => evt == trigger)
.then(() => {
if (target.isIn() && target.getHistory("gain", evt => evt.getParent("phaseUse") == trigger).length) {
player.line(target);
let num = (target.countGainableCards(player, "h") > 0) + (target.countGainableCards(player, "e") > 0);
if (num) {
player.gainPlayerCard(target, num, "he", true).set("filterButton", button => {
return !ui.selected.buttons.some(but => get.position(button.link) == get.position(but.link));
});
}
}
})
.vars({ target: target });
} else {
const {
result: { bool },
} = await player.chooseToGive(target, { type: "basic" }, true).set("prompt", "征辟:交给" + str + "一张基本牌");
if (bool) {
let choices = [];
if (target.countCards("he", { type: ["trick", "delay", "equip"] })) choices.push("一张非基本牌");
if (target.countCards("h", { type: "basic" }) > 1) choices.push("两张基本牌");
if (choices.length) {
const {
result: { control },
} = await target
.chooseControl(choices)
.set("ai", function (event, player) {
if (choices.length > 1) {
if (
player.countCards("he", { type: ["trick", "delay", "equip"] }, function (card) {
return get.value(card) < 7;
})
)
return 0;
return 1;
}
return 0;
})
.set("prompt", "征辟:交给" + get.translation(player) + "…</div>");
const check = control == "一张非基本牌";
await target.chooseToGive("he", check ? 1 : 2, { type: check ? ["trick", "delay", "equip"] : "basic" }, player, true).set("prompt", "征辟:交给" + get.translation(player) + control);
} else if (target.countCards("h")) await target.give(target.getCards("h"), player);
}
}
}
},
},
fengying: {
unique: true,
limited: true,
audio: 2,
enable: "phaseUse",
filter(event, player) {
return player.countCards("h") && player.countCards("h") == player.countDiscardableCards(player, "h");
},
skillAnimation: true,
animationColor: "thunder",
async content(event, trigger, player) {
player.awakenSkill("fengying");
await player.discard(player.getCards("h"));
const evt = player.insertPhase();
player
.when("phaseBegin")
.filter(evtx => evtx == evt)
.then(() => {
if (player.isMinHp() && player.maxHp > 0 && player.countCards("h") < player.maxHp) {
player.drawTo(player.maxHp);
}
});
},
ai: {
order: 0.0001,
result: {
player(player) {
return player.isMinHp() ? 1 : 0;
},
},
},
},
//胡遵
dczhantao: {
audio: 2,
trigger: { global: "damageEnd" },
filter(event, player) {
if (!event.player.isIn() || (event.player !== player && !player.inRange(event.player))) return false;
return event.source && event.source != player;
},
check(event, player) {
if (!event.source.isIn() || !event.card || typeof get.number(event.card) !== "number") return 0;
return get.effect(event.source, { name: "sha" }, player, player) >= 0;
},
logTarget: "player",
async content(event, trigger, player) {
player
.judge(card => {
const evt = get.event().getParent(get.event("eventName")).getTrigger();
if (!evt.source || !evt.source.isIn() || !evt.card || typeof get.number(evt.card) !== "number") return 0;
if (get.number(card) > get.number(evt.card)) return 1.5;
return 0;
})
.set("judge2", r => r.bool)
.set("callback", () => {
const evtx = event.getParent();
const evt = event.getParent(evtx.eventName).getTrigger();
if (!evt.source || !evt.source.isIn() || !evt.card || typeof get.number(evt.card) !== "number") return;
if (event.judgeResult.number > get.number(evt.card)) {
const sha = new lib.element.VCard({ name: "sha" }),
target = evt.source;
if (player.canUse(sha, target, false, false)) {
player.useCard(sha, target, false);
}
}
})
.set("eventName", event.name);
},
},
dcanjing: {
audio: 2,
trigger: { source: "damageSource" },
filter(event, player) {
return game.hasPlayer(current => current.isDamaged());
},
usable: 1,
direct: true,
async content(event, trigger, player) {
const maxCount = player.getAllHistory("useSkill", evt => evt.skill === "dcanjing").length + 1;
const result = await player
.chooseTarget(get.prompt2("dcanjing"), (card, player, target) => target.isDamaged(), [1, maxCount])
.set("ai", target => {
return get.attitude(get.player(), target) > 0;
})
.forResult();
if (!result.bool) return player.storage.counttrigger.dcanjing--;
const targets = result.targets.slice();
targets.sortBySeat(_status.currentPhase);
player.logSkill("dcanjing", targets);
for (const target of targets) await target.draw();
const minHp = targets.map(i => i.getHp()).sort((a, b) => a - b)[0];
await game.asyncDelayx();
for (const target of targets) {
if (!target.isIn()) continue;
if (target.getHp() === minHp) await target.recover();
}
},
},
//诸葛梦雪
dcjichun: {
audio: 2,
enable: "phaseUse",
filter(event, player) {
return player.countCards("he", card => lib.skill.dcjichun.filterCard(card, player));
},
filterCard(card, player) {
if (!get.cardNameLength(card) || ui.selected.cards.length) return false;
if (
game.hasPlayer(target => {
return target.countCards("h") < player.countCards("h");
})
)
return true;
if (
lib.filter.cardDiscardable(card, player) &&
game.hasPlayer(target => {
return target.countCards("h") > player.countCards("h") && target.countDiscardableCards(player, "hej");
})
)
return true;
return false;
},
selectCard: [1, 2],
filterTarget(cardx, player, target) {
if (!ui.selected.cards.length) return false;
const card = ui.selected.cards[0];
if (target.countCards("h") < player.countCards("h")) return true;
if (lib.filter.cardDiscardable(card, player) && target.countCards("h") > player.countCards("h") && target.countDiscardableCards(player, "hej")) return true;
return false;
},
usable: 1,
position: "he",
check(card) {
return get.cardNameLength(card);
},
complexCard: true,
complexSelect: true,
lose: false,
discard: false,
delay: false,
targetprompt() {
const target = ui.selected.targets[0],
player = get.event("player");
return target.countCards("h") < player.countCards("h") ? "给牌摸牌" : "双双弃牌";
},
async content(event, trigger, player) {
const card = event.cards[0],
target = event.target;
const num = get.cardNameLength(card);
await player.showCards([card], get.translation(player) + "发动了【寄春】");
if (target.countCards("h") < player.countCards("h")) {
await player.give(card, target);
await player.draw(num);
} else {
await player.discard(card);
await player.discardPlayerCard(target, "hej", [1, num]);
}
},
ai: {
order: 7,
result: {
target(player, target) {
return target.countCards("h") < player.countCards("h") ? get.attitude(player, target) : -get.effect(target, { name: "guohe" }, player, player);
},
},
},
},
dchanying: {
audio: 2,
trigger: { player: "phaseZhunbeiBegin" },
frequent: true,
async content(event, trigger, player) {
const card = get.cardPile(card => get.type(card) == "equip" && !get.cardtag(card, "gifts"));
if (!card) {
player.chat("无牌可得?!");
game.log("但是牌堆已经没有装备牌了!");
return;
}
await player.showCards([card], get.translation(player) + "发动了【寒英】");
if (game.hasPlayer(target => target.countCards("h") == player.countCards("h") && target.hasUseTarget(card))) {
const {
result: { bool, targets },
} = await player
.chooseTarget(
"请选择使用" + get.translation(card) + "的目标角色",
(card, player, target) => {
return target.countCards("h") == player.countCards("h") && target.hasUseTarget(get.event("card"));
},
true
)
.set("ai", target => get.effect(target, get.event("card"), target, get.event("player")))
.set("card", card);
if (bool) {
const target = targets[0];
player.line(target);
target.chooseUseTarget(card, true, "nopopup");
}
} else {
player.chat("无人可装?!");
game.log("但是场上没有角色可以使用", card, "");
}
},
},
//柏灵筠
dclinghui: {
audio: 2,
trigger: { global: "phaseJieshuBegin" },
filter(event, player) {
if (_status.currentPhase === player) return true;
return game.getGlobalHistory("everything", evt => evt.name == "dying").length;
},
frequent: true,
async content(event, trigger, player) {
let cards = get.cards(3);
await game.cardsGotoOrdering(cards);
const {
result: { bool, links },
} = await player
.chooseButton(["灵慧:是否使用其中的一张牌并随机获得其中一张剩余牌?", cards])
.set("filterButton", button => {
return get.player().hasUseTarget(button.link);
})
.set("ai", button => {
return get.event("player").getUseValue(button.link);
});
if (bool) {
const card = links[0];
cards.remove(card);
player.$gain2(card, false);
await game.asyncDelayx();
await player.chooseUseTarget(true, card, false);
cards = cards.filterInD();
if (cards.length) {
const cardx = cards.randomRemove();
await player.gain(cardx, "gain2");
}
}
if (cards.length) {
cards.reverse();
game.cardsGotoPile(cards.filterInD(), "insert");
game.log(player, "将", get.cnNumber(cards.length), "张牌置于了牌堆顶");
}
},
},
dcxiace: {
audio: 2,
trigger: {
player: "damageEnd",
source: "damageSource",
},
filter(event, player) {
const bool1 = event.player == player && !player.hasHistory("custom", evt => evt.dcxiace == "player") && game.hasPlayer(target => target != player && !target.hasSkill("fengyin"));
const bool2 =
event.source &&
event.source == player &&
!player.hasHistory("custom", evt => evt.dcxiace == "source") &&
player.isDamaged() &&
player.countCards("he", card => {
if (_status.connectMode && get.position(card) == "h") return true;
return lib.filter.cardDiscardable(card, player);
});
return bool1 || bool2;
},
direct: true,
async content(event, trigger, player) {
if (trigger.player == player && !player.hasHistory("custom", evt => evt.dcxiace == "player") && game.hasPlayer(target => target != player && !target.hasSkill("fengyin"))) {
const {
result: { bool, targets },
} = await player
.chooseTarget((card, player, target) => {
return target != player && !target.hasSkill("fengyin");
})
.set("prompt", get.prompt("dcxiace"))
.set("prompt2", "令一名其他角色的非锁定技于本回合失效")
.set("ai", target => {
const player = get.event("player");
return (
-get.sgn(get.attitude(player, target)) *
(target.getSkills(null, false, false).filter(skill => {
return !get.is.locked(skill);
}).length +
1) *
(target === _status.currentPhase ? 10 : 1)
);
});
if (bool) {
const target = targets[0];
player.logSkill("dcxiace", target);
player.getHistory("custom").push({ dcxiace: "player" });
target.addTempSkill("fengyin");
}
}
if (
trigger.source &&
trigger.source == player &&
!player.hasHistory("custom", evt => evt.dcxiace == "source") &&
player.isDamaged() &&
player.countCards("he", card => {
if (_status.connectMode && get.position(card) == "h") return true;
return lib.filter.cardDiscardable(card, player);
}) &&
player.hasSkill("dcxiace")
) {
const {
result: { bool },
} = await player
.chooseToDiscard("he", get.prompt("dcxiace"), "弃置一张牌并回复1点体力")
.set("ai", card => {
const player = get.event("player");
if (get.recoverEffect(player, player, player) <= 0) return 0;
return 7 - get.value(card);
})
.set("logSkill", "dcxiace");
if (bool) {
player.getHistory("custom").push({ dcxiace: "source" });
await player.recover();
}
}
},
},
dcyuxin: {
unique: true,
limited: true,
audio: 2,
trigger: { global: "dying" },
filter(event, player) {
return event.player.hp < (event.player == player ? 1 : player.getHp());
},
prompt2(event, player) {
return "令其将体力值回复至" + (event.player == player ? 1 : player.getHp()) + "点";
},
check(event, player) {
if (get.recoverEffect(event.player, player, player) <= 0) return false;
return lib.skill.luanfeng.check(event, player);
},
logTarget: "player",
skillAnimation: true,
animationColor: "thunder",
async content(event, trigger, player) {
player.awakenSkill("dcyuxin");
trigger.player.recover((trigger.player == player ? 1 : player.getHp()) - trigger.player.hp);
},
},
//清河公主
dczhangji: {
audio: 2,
trigger: { global: "useCard" },
filter: function (event, player) {
return event.targets && event.targets.length > 1 && event.targets.includes(player);
},
forced: true,
logTarget: "player",
content: function* (event, map) {
const player = map.player,
trigger = map.trigger,
target = trigger.player;
let targets = trigger.targets.slice();
targets.sortBySeat(_status.currentPhase || target);
targets.remove(player);
player
.when({ global: "useCardToTargeted" })
.filter(evt => targets.length && evt.getParent() == trigger && evt.targets.length == evt.getParent().triggeredTargets4.length)
.then(() => {
trigger.getParent().targets = [player].concat(targets);
trigger.getParent().triggeredTargets4 = [player].concat(targets);
})
.vars({ targets: targets });
player
.when({ target: ["useCardToEnd", "useCardToExcluded"] })
.filter(evt => targets.length && evt.getParent() == trigger)
.then(() => {
player.draw(targets.length);
})
.vars({ targets: targets });
},
},
dczengou: {
audio: 2,
enable: "phaseUse",
filter: function (event, player) {
return player.maxHp > 0 && player.countCards("he") > 0;
},
filterCard: true,
selectCard: () => [1, _status.event.player.maxHp],
position: "he",
filterTarget: lib.filter.notMe,
discard: false,
lose: false,
delay: false,
usable: 1,
check: function (card) {
if (card.name == "tao" || card.name == "jiu") return 0;
return 1 / (get.value(card) || 0.5);
},
content: function* (event, map) {
const player = map.player,
cards = event.cards,
target = event.target;
yield player.give(cards, target).gaintag.add("dczengou_debuff");
yield player.draw(cards.length);
target.addSkill("dczengou_debuff");
},
ai: {
order: 10,
result: { target: -1 },
},
subSkill: {
debuff: {
charlotte: true,
mark: true,
intro: {
content: "下次体力值增加或使用牌结算完毕后展示所有手牌,然后失去手牌中“谮构”牌数的体力值",
},
trigger: { player: ["changeHp", "useCardAfter"] },
filter: function (event, player) {
return event.name == "useCard" || event.num > 0;
},
forced: true,
popup: false,
content: function () {
player.removeSkill("dczengou_debuff");
const cards = player.getCards("h", card => card.hasGaintag("dczengou_debuff"));
player.showHandcards();
if (cards.length) player.loseHp(cards.length);
},
mod: {
aiValue: function (player, card, num) {
if (get.itemtype(card) == "card" && card.hasGaintag("dczengou_debuff")) return -1;
},
aiUseful: function () {
return lib.skill.dczengou.subSkill.debuff.mod.aiValue.apply(this, arguments);
},
aiOrder: function (player, card, num) {
if (get.itemtype(card) == "card" && card.hasGaintag("dczengou_debuff")) {
const cards = player.getCards("h", card => card.hasGaintag("dczengou_debuff"));
if (cards.length == 1) return num + 10;
return 0;
}
},
},
},
},
},
//曹宪
dclingxi: {
audio: 2,
trigger: { player: ["phaseUseBegin", "phaseUseEnd"] },
filter: function (event, player) {
return player.countCards("he") && player.maxHp > 0;
},
direct: true,
content: function* (event, map) {
var player = map.player,
num = player.maxHp;
var result = yield player
.chooseCard(get.prompt("dclingxi"), "将至多" + get.cnNumber(num) + "张牌称为“翼”置于武将牌上", "he", [1, num])
.set("ai", card => {
let player = _status.event.player,
dis = player.needsToDiscard(0, (i, player) => {
return !player.canIgnoreHandcard(i) && !ui.selected.cards.includes(i);
}),
cards = ui.selected.cards.concat(player.getExpansions("dclingxi")),
suit = get.suit(card, false);
if (_status.event.suits.length < 4) _status.event.suits.add(get.suit(ui.selected.cards.at(-1), false));
if (_status.event.triggerName === "phaseUseEnd") {
if (_status.event.suits.includes(suit)) return (dis ? 10 : 3) - get.useful(card);
return (dis ? 6 : 1) - get.useful(card);
}
_status.event.hvt.remove(ui.selected.cards.at(-1));
if (_status.event.hvt.length === 1 && card === _status.event.hvt[0]) return 0;
let temp;
if (
!cards.some(i => {
temp = get.suit(i, false);
return cards.some(j => {
return i !== j && suit === get.suit(j, false);
});
}) &&
suit === temp
)
return 15 - get.value(card);
if (!_status.event.hvt.length) {
if (_status.event.suits.includes(suit)) return (dis ? 10 : 3) - get.useful(card);
return (dis ? 6 : 1) - get.useful(card);
}
if (_status.event.hvt.includes(card)) {
if (!_status.event.suits.includes(suit)) return 6 - get.value(card);
if (card.name === "sha") return 3 - get.value(card);
return 1 - get.value(card);
}
return 15 - get.value(card);
})
.set("complexCard", true)
.set(
"hvt",
player.getCards("hs", card => {
return card.name === "zhuge" || player.hasValueTarget(card, null, true);
})
)
.set(
"suits",
(() => {
let suits = [];
player.getExpansions("dclingxi").forEach(i => {
suits.add(get.suit(i, false));
});
return suits;
})()
)
.set("triggerName", event.triggername);
if (result.bool) {
player.logSkill("dclingxi");
player.addToExpansion(result.cards, player, "give").gaintag.add("dclingxi");
}
},
marktext: "翼",
intro: {
content: "expansion",
markcount: "expansion",
},
onremove: function (player, skill) {
var cards = player.getExpansions(skill);
if (cards.length) player.loseToDiscardpile(cards);
},
group: "dclingxi_effect",
subSkill: {
effect: {
audio: "dclingxi",
trigger: {
player: "loseAfter",
global: ["equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter"],
},
filter: function (event, player) {
var num = 2 * player.getExpansions("dclingxi").reduce((list, card) => list.add(get.suit(card, false)), []).length;
num -= player.countCards("h");
if (!num) return false;
if (event.name == "lose" && event.getlx !== false) {
for (var i in event.gaintag_map) {
if (event.gaintag_map[i].includes("dclingxi")) return true;
}
return false;
}
return game.getGlobalHistory("cardMove", function (evt) {
if (evt.name != "lose" || event != evt.getParent()) return false;
for (var i in evt.gaintag_map) {
if (evt.gaintag_map[i].includes("dclingxi") && evt.player == player) return true;
}
return false;
}).length;
},
forced: true,
locked: false,
content: function () {
var num = 2 * player.getExpansions("dclingxi").reduce((list, card) => list.add(get.suit(card, false)), []).length;
num -= player.countCards("h");
if (num > 0) player.draw(num);
else player.chooseToDiscard("h", -num, true);
},
},
},
ai: {
combo: "dczhifou",
},
},
dczhifou: {
audio: 2,
trigger: { player: "useCardAfter" },
filter: function (event, player) {
var num = player.getHistory("useSkill", evt => evt.skill == "dczhifou").length + 1;
return player.getExpansions("dclingxi").length >= num;
},
direct: true,
content: function* (event, map) {
var player = map.player,
cards = player.getExpansions("dclingxi");
var num = player.getHistory("useSkill", evt => evt.skill == "dczhifou").length + 1;
var result = yield player
.chooseButton(["###" + get.prompt("dczhifou") + "###移去至少" + get.cnNumber(num) + "张武将牌上的“翼”", cards], [num, cards.length])
.set("ai", button => {
if (!_status.event.res.bool) return 0;
if (_status.event.res.cards.includes(button.link)) return 1;
return 0;
})
.set("num", num)
.set(
"res",
(() => {
if (
player.isPhaseUsing() &&
player.hasCard(i => {
return player.hasValueTarget(i, null, true);
}, "h")
)
return false;
let suits = [],
cs = player.getExpansions("dclingxi"),
cards = [],
temp = num;
for (let i = 0; i < cs.length; i++) {
if (!temp) break;
let suit = get.suit(cs[i], false);
if (suits.includes(suit)) {
cards.push(cs.splice(i--, 1)[0]);
temp--;
} else suits.push(suit);
}
while (temp > 0) {
cards.push(cs.pop());
temp--;
}
temp = suits.length * 2 - player.countCards("h");
if (temp > 0 || (!temp && num < Math.max(2, 5 - player.hp))) cs = true;
else cs = false;
return {
bool: cs,
cards: cards,
};
})()
);
if (result.bool) {
player.logSkill("dczhifou");
player.loseToDiscardpile(result.links);
var list = [],
choiceList = ["将一张牌称为“翼”置于你的武将牌上", "弃置两张牌", "失去1点体力"];
if (!player.hasSkill("dczhifou_0") && game.hasPlayer(target => target.countCards("he"))) list.push("置入“翼”");
else choiceList[0] = '<span style="opacity:0.5">' + choiceList[0] + "</span>";
if (
!player.hasSkill("dczhifou_1") &&
game.hasPlayer(target => {
return target == player ? target.countDiscardableCards(target, "he") : target.countCards("he");
})
)
list.push("弃置卡牌");
else choiceList[1] = '<span style="opacity:0.5">' + choiceList[1] + "</span>";
if (!player.hasSkill("dczhifou_2")) list.push("失去体力");
else choiceList[2] = '<span style="opacity:0.5">' + choiceList[2] + "</span>";
if (!list.length) return;
var str = "";
for (var i of list) {
str += i;
str += "、";
}
str = str.slice(0, -1);
var result2 = yield player
.chooseTarget(
"知否:令一名角色执行以下一项",
str,
(card, player, target) => {
if (!player.hasSkill("dczhifou_2")) return true;
if (!player.hasSkill("dczhifou_0") && target.countCards("he")) return true;
return target == player ? target.countDiscardableCards(target, "he") : target.countCards("he");
},
true
)
.set("ai", target => {
var player = _status.event.player,
list = [];
if (!player.hasSkill("dczhifou_0")) list.push(get.effect(target, { name: "guohe_copy2" }, target, player) / 2);
if (!player.hasSkill("dczhifou_1")) list.push(get.effect(target, { name: "guohe_copy2" }, target, player));
if (!player.hasSkill("dczhifou_2")) list.push(get.effect(target, { name: "losehp" }, player, player));
return list.sort((a, b) => b - a)[0];
});
if (result2.bool) {
var target = result2.targets[0];
player.line(target);
list = list.filter(control => {
if (control == "失去体力") return true;
if (control == "置入“翼”" && target.countCards("he")) return true;
return target.countDiscardableCards(target, "he");
});
var result3;
if (!list.length) {
game.log(target, "没有可执行项");
return;
} else if (list.length == 1) result3 = { control: list[0] };
else
result3 = yield player
.chooseControl(list)
.set("prompt", "知否:请选择一项")
.set(
"choiceList",
choiceList.map(str => "令" + get.translation(target) + str)
)
.set("ai", () => {
var player = _status.event.player;
var target = _status.event.target;
var getNum = function (control) {
return [get.effect(target, { name: "guohe_copy2" }, target, player) / 2, get.effect(target, { name: "guohe_copy2" }, target, player), get.effect(target, { name: "losehp" }, target, player)][["置入“翼”", "弃置卡牌", "失去体力"].indexOf(control)];
};
var controls = _status.event.controls.slice();
return controls.sort((a, b) => getNum(b) - getNum(a))[0];
})
.set("target", target);
switch (result3.control) {
case "置入“翼”":
player.addTempSkill("dczhifou_0");
var result4 = yield target.chooseCard("he", choiceList[0], true);
if (result4.bool) player.addToExpansion(result4.cards, target, "give").gaintag.add("dclingxi");
break;
case "弃置卡牌":
player.addTempSkill("dczhifou_1");
target.chooseToDiscard("he", 2, true);
break;
case "失去体力":
player.addTempSkill("dczhifou_2");
target.loseHp();
break;
}
}
}
},
subSkill: {
0: { charlotte: true },
1: { charlotte: true },
2: { charlotte: true },
},
ai: {
combo: "dclingxi",
},
},
//周瑜
//无 双 万 军 取 首
dcsbronghuo: {
audio: 2,
audioname: ["dc_sb_zhouyu_shadow"],
trigger: { player: "useCard1" },
filter: function (event, player) {
return (event.card.name == "sha" && game.hasNature(event.card, "fire")) || event.card.name == "huogong";
},
forced: true,
content: function () {
trigger.baseDamage = game.countGroup();
},
ai: { threaten: 3.5 },
},
dcsbyingmou: {
mark: true,
marktext: "☯",
zhuanhuanji: true,
intro: {
content: function (storage) {
if (!storage) return "每回合限一次,当你使用牌指定第一个目标后,你可以选择一名目标角色,你将手牌数摸至与其相同(至多摸五张),然后视为对其使用一张【火攻】。";
return "每回合限一次,当你使用牌指定第一个目标后,你可以选择一名目标角色,令一名手牌数为全场最大的角色对其使用手牌中所有的【杀】和伤害类锦囊牌(若其没有可使用的牌则将手牌数弃至与你相同)。";
},
},
audio: 2,
audioname: ["dc_sb_zhouyu_shadow"],
trigger: { player: "useCardToPlayered" },
filter: function (event, player) {
return event.isFirstTarget && event.targets.some(target => target != player);
},
usable: 1,
direct: true,
content: function* (event, map) {
var result,
player = map.player,
targets = map.trigger.targets;
var storage = player.storage.dcsbyingmou;
if (storage) {
result = yield player
.chooseCardTarget({
prompt: get.prompt("dcsbyingmou"),
prompt2: "选择一名目标角色,令一名手牌数为全场最大的角色对其使用手牌中所有的【杀】和伤害类锦囊牌(若其没有可使用的牌则将手牌数弃至与你相同)",
filterTarget: function (card, player, target) {
if (!ui.selected.targets.length) return _status.event.targets.includes(target);
return target.isMaxHandcard();
},
selectTarget: 2,
complexSelect: true,
complexTarget: true,
multitarget: true,
targetprompt: ["目标角色", "使用角色"],
filterCard: () => false,
selectCard: -1,
ai2: function (target) {
var player = _status.event.player;
var getNum = function (player, target, source) {
return player
.getCards("h", card => {
if (get.name(card) != "sha" && (get.type(card) != "trick" || !get.tag(card, "damage"))) return false;
return player.canUse(card, target, false);
})
.reduce((sum, card) => sum + get.effect(target, card, player, source), 0);
};
if (!ui.selected.targets.length) {
var targets = game.filterPlayer(target => target.isMaxHandcard());
targets.sort((a, b) => getNum(b, target, player) - getNum(a, target, player));
return getNum(targets[0], target, player) + 1;
}
return getNum(target, ui.selected.targets[0], player) + 1;
},
})
.set("targets", targets);
} else
result = yield player
.chooseTarget(get.prompt("dcsbyingmou"), "选择一名目标角色,将手牌数摸至与其相同,然后视为对其使用一张【火攻】", (card, player, target) => _status.event.targets.includes(target))
.set("ai", target => {
var player = _status.event.player;
return Math.max(0, Math.min(5, target.countCards("h") - player.countCards("h"))) * 2 + get.effect(target, { name: "huogong" }, player, player);
})
.set("targets", targets);
if (result.bool) {
var target = result.targets[0];
if (storage) {
yield player.logSkill("dcsbyingmou", result.targets, false);
player.line2(result.targets);
player.changeZhuanhuanji("dcsbyingmou");
player.changeSkin("dcsbyingmou", "dc_sb_zhouyu" + (player.storage.dcsbyingmou ? "_shadow" : ""));
var source = result.targets[1],
discard = true;
while (true) {
var cards = source.getCards("h", card => {
if (get.name(card) != "sha" && (get.type(card) != "trick" || !get.tag(card, "damage"))) return false;
return source.canUse(card, target, false);
});
if (cards.length) {
if (discard) discard = false;
yield source.useCard(cards.randomGet(), target, false);
} else break;
}
if (discard && player.countCards("h") < source.countCards("h")) source.chooseToDiscard(source.countCards("h") - player.countCards("h"), "h", true);
} else {
yield player.logSkill("dcsbyingmou", target);
player.changeZhuanhuanji("dcsbyingmou");
player.changeSkin("dcsbyingmou", "dc_sb_zhouyu" + (player.storage.dcsbyingmou ? "_shadow" : ""));
if (player.countCards("h") < target.countCards("h")) player.draw(Math.min(5, target.countCards("h") - player.countCards("h")));
if (player.canUse({ name: "huogong" }, target, false)) player.useCard({ name: "huogong" }, target, false);
}
} else player.storage.counttrigger.dcsbyingmou--;
},
group: "dcsbyingmou_change",
subSkill: {
change: {
audio: "dcsbyingmou",
audioname: ["dc_sb_zhouyu_shadow"],
trigger: {
global: "phaseBefore",
player: "enterGame",
},
filter(event, player) {
return event.name != "phase" || game.phaseNumber == 0;
},
prompt2(event, player) {
//无名杀先阳后阴,不要问为什么
return "切换【英谋】为状态" + (player.storage.dcsbyingmou ? "阳" : "阴");
},
check: () => Math.random() > 0.5,
content() {
player.changeZhuanhuanji("dcsbyingmou");
player.changeSkin("dcsbyingmou", "dc_sb_zhouyu" + (player.storage.dcsbyingmou ? "_shadow" : ""));
},
},
},
},
//鲁肃
dcsbmingshi: {
audio: 2,
audioname: ["dc_sb_lusu_shadow"],
trigger: { player: "phaseDrawBegin2" },
filter: function (event, player) {
return !event.numFixed;
},
frequent: true,
content: function () {
trigger.num += 2;
player
.when("phaseDrawEnd")
.filter((evt, player) => evt == trigger && player.countCards("h"))
.then(() => {
var str = "明势:请展示三张牌并令一名其他角色选择获得其中的一张牌";
if (player.countCards("h") <= 3) str = "明势:展示手牌并令一名其他角色选择获得其中的一张牌";
player.chooseCardTarget({
prompt: str,
filterTarget: lib.filter.notMe,
filterCard: true,
selectCard: function () {
var player = _status.event.player;
if (player.countCards("h") <= 3) return -1;
return 3;
},
position: "h",
forced: true,
ai1: function (card) {
return -get.value(card);
},
ai2: function (target) {
var player = _status.event.player;
if (player.hasSkill("dcsbmengmou") && !get.is.blocked("dcsbmengmou", player) && player.storage.dcsbmengmou && get.attitude(player, target) < 0) return get.effect(target, { name: "losehp" }, player, player);
return get.attitude(player, target);
},
});
})
.then(() => {
if (result.bool) {
var target = result.targets[0];
event.target = target;
var cards = result.cards;
player.showCards(cards, get.translation(player) + "发动了【明势】");
target
.chooseButton(["明势:请获得其中一张牌", cards], true)
.set("filterButton", button => {
return lib.filter.canBeGained(button.link, _status.event.source, _status.event.player);
})
.set("ai", button => get.value(button.link))
.set("source", player);
} else event.finish();
})
.then(() => {
if (result.bool) {
var card = result.links[0];
if (lib.filter.canBeGained(card, player, target)) target.gain(card, player, "giveAuto");
else game.log("但", card, "不能被", player, "获得!");
}
});
},
},
dcsbmengmou: {
mark: true,
marktext: "☯",
zhuanhuanji: true,
intro: {
content: function (storage) {
if (!storage) return "每回合限一次当你得到其他角色的牌后或其他角色得到你的牌后你可以令该角色使用至多X张【杀】且其每以此法造成1点伤害其回复1点体力。X为你的体力上限";
return "每回合限一次当你得到其他角色的牌后或其他角色得到你的牌后你可令该角色打出至多X张【杀】然后其失去Y点体力。X为你的体力上限Y为X-其打出【杀】数)";
},
},
audio: 2,
audioname: ["dc_sb_lusu_shadow"],
trigger: { global: ["gainAfter", "loseAsyncAfter"] },
filter: function (event, player) {
if (typeof player.maxHp != "number" || player.maxHp <= 0) return false;
if (event.name == "loseAsync" && event.type != "gain") return false;
if (player.hasSkill("dcsbmengmou_true") && player.hasSkill("dcsbmengmou_false")) return false;
var cards1 = event.getl(player).cards2,
cards2 = event.getg(player);
return (
game.hasPlayer(function (current) {
if (current == player) return false;
var cardsx = event.getg(current);
return cardsx.some(i => cards1.includes(i));
}) ||
game.hasPlayer(function (current) {
if (current == player) return false;
var cardsx = event.getl(current).cards2;
return cards2.some(i => cardsx.includes(i));
})
);
},
direct: true,
content: function* (event, map) {
var player = map.player,
trigger = map.trigger;
var storage = player.storage.dcsbmengmou;
player.addTempSkill("dcsbmengmou_effect", "dcsbmengmouAfter");
var targets = [],
num = player.maxHp;
var cards1 = trigger.getl(player).cards2;
var cards2 = trigger.getg(player);
targets.addArray(
game.filterPlayer(function (current) {
if (current == player) return false;
var cardsx = trigger.getg(current);
return cardsx.some(i => cards1.includes(i));
})
);
targets.addArray(
game.filterPlayer(function (current) {
if (current == player) return false;
var cardsx = trigger.getl(current).cards2;
return cards2.some(i => cardsx.includes(i));
})
);
targets.sortBySeat();
var check_true = function (player, target) {
if (get.attitude(player, target) > 0) {
if (
target.countCards("hs", card => {
if (get.name(card) != "sha") return false;
return target.hasValueTarget(card);
})
)
return 4;
return 0.5;
}
if (get.attitude(player, target) < 0) {
if (
!target.countCards("hs", card => {
if (get.name(card) != "sha") return false;
return target.hasValueTarget(card);
})
) {
if (
target.countCards("hs", card => {
if (get.name(card) != "sha") return false;
return target.hasUseTarget(card);
})
)
return -3;
return -1;
}
return 0;
}
return 0;
};
var check_false = function (player, target) {
if (get.attitude(player, target) < 0) return get.effect(target, { name: "losehp" }, player, player);
return 0;
};
var result, target;
if (targets.length == 1) {
target = targets[0];
var str;
if (storage) str = "令" + get.translation(target) + "打出至多" + get.cnNumber(num) + "张【杀】然后其失去Y点体力。Y为" + num + "-其打出【杀】数)";
else str = "令" + get.translation(target) + "使用至多" + get.cnNumber(num) + "张【杀】其每以此法造成1点伤害其回复1点体力";
result = yield player.chooseBool(get.prompt("dcsbmengmou", target), str).set("choice", (storage ? check_false(player, target) : check_true(player, target)) > 0);
} else {
result = yield player
.chooseTarget(get.prompt("dcsbmengmou"), lib.skill.dcsbmengmou.intro.content(storage), (card, player, target) => _status.event.targets.includes(target))
.set("ai", target => {
return _status.event.check(_status.event.player, target);
})
.set("targets", targets)
.set("check", storage ? check_false : check_true)
.set("ainmate", false);
}
if (result.bool) {
if (!target) target = result.targets[0];
yield player.logSkill("dcsbmengmou", target);
player.addTempSkill("dcsbmengmou_" + (storage || false));
player.changeZhuanhuanji("dcsbmengmou");
//鲁肃暂时没有另一张原画(悲
//player.changeSkin("dcsbmengmou", "dc_sb_lusu" + (player.storage.dcsbmengmou ? "_shadow" : ""));
while (num > 0) {
num--;
var result2;
if (storage) {
result2 = yield target
.chooseToRespond((card, player) => {
return get.name(card) == "sha";
})
.set("ai", card => {
return 1 + Math.random();
})
.set("prompt", "盟谋:是否打出一张【杀】?")
.set("prompt2", "当前进度:" + (3 - num) + "/3");
} else
result2 = yield target
.chooseToUse(card => {
if (!lib.filter.cardEnabled(card, _status.event.player, _status.event)) return false;
return get.name(card) == "sha";
})
.set("prompt", "盟谋:是否使用一张【杀】?")
.set("prompt2", "当前进度:" + (3 - num) + "/3");
if (!result2.bool) {
if (storage) {
target.popup("杯具");
target.loseHp(num + 1);
}
break;
}
}
}
},
group: "dcsbmengmou_change",
subSkill: {
effect: {
charlotte: true,
trigger: { global: "damageSource" },
filter: function (event, player) {
if (!event.source || event.getParent().type != "card") return false;
if (event.source.isHealthy() || event.card.name != "sha") return false;
return event.getParent(4).name == "dcsbmengmou" && event.getParent(4).player == player;
},
forced: true,
popup: false,
firstDo: true,
content: function () {
trigger.source.recover(trigger.num);
},
},
true: { charlotte: true },
false: { charlotte: false },
change: {
audio: "dcsbmengmou",
audioname: ["dc_sb_lusu_shadow"],
trigger: {
global: "phaseBefore",
player: "enterGame",
},
filter(event, player) {
return event.name != "phase" || game.phaseNumber == 0;
},
prompt2(event, player) {
//无名杀先阳后阴,不要问为什么
return "切换【盟谋】为状态" + (player.storage.dcsbmengmou ? "阳" : "阴");
},
check: () => Math.random() > 0.5,
content() {
player.changeZhuanhuanji("dcsbmengmou");
//鲁肃暂时没有另一张原画(悲
//player.changeSkin("dcsbmengmou", "dc_sb_lusu" + (player.storage.dcsbmengmou ? "_shadow" : ""));
},
},
},
},
//张臶
dc_zj_a: {
audio: 2,
trigger: { player: "damageBegin2" },
filter: function (event, player) {
return event.getParent().type == "card";
},
forced: true,
content: function () {
var num = get.number(trigger.card);
if (typeof num == "number" && num > 0) trigger.num = num;
else trigger.cancel();
},
ai: {
effect: {
target: function (card, player, target, current) {
if (get.tag(card, "damage") && typeof get.number(card) != "number") return "zeroplayertarget";
},
},
},
},
dc_zj_b: {
audio: 2,
trigger: { player: "phaseJieshuBegin" },
filter: function (event, player) {
return player.countDiscardableCards(player, "he");
},
direct: true,
content: function* (event, map) {
var player = map.player;
var result = yield player.chooseTarget(get.prompt2("dc_zj_b"), lib.filter.notMe).set("ai", target => {
var player = _status.event.player;
if (!player.hasFriend()) return 0;
return -game.countPlayer(current => current.inRange(target) && get.attitude(current, target) < 0 && get.damageEffect(target, current, current) > 0);
});
if (result.bool) {
var target = result.targets[0];
player.logSkill("dc_zj_b", target);
player.discard(player.getCards("he")).discarder = player;
target.addSkill("dc_zj_a");
target.addSkill("dc_zj_b_threaten");
player
.when("phaseBegin")
.then(() => {
if (target.isIn()) {
target.removeSkill("dc_zj_a");
target.removeSkill("dc_zj_b_threaten");
}
})
.vars({ target: target });
}
},
subSkill: {
//定要将你赶尽杀绝
threaten: {
charlotte: true,
mark: true,
marktext: "噩",
intro: { content: "已经开始汗流浃背了" },
ai: { threaten: 114514 * 1919810 },
},
},
},
//诸葛若雪
dcqiongying: {
audio: 2,
enable: "phaseUse",
usable: 1,
direct: true,
filter: function (event, player) {
return player.canMoveCard();
},
content: function* (event, map) {
const player = map.player;
event.pushHandler("onNextMoveCard", (event, option) => {
if (_status.connectMode && event.step == 1 && event._result.bool && option.state == "end") {
game.broadcastAll(() => {
delete _status.noclearcountdown;
game.stopCountChoose();
});
}
});
let result = yield player
.moveCard(false, `###琼英###移动场上的一张牌,然后弃置一张与此牌花色相同的手牌(若没有则展示手牌)。`)
.set("logSkill", "dcqiongying")
.set("custom", {
add: {},
replace: {
window: () => {
if (get.event().name == "chooseTarget") ui.click.cancel();
},
},
});
if (result.bool) {
const card = result.card,
suit = get.suit(card);
if (!player.hasCard({ suit: suit })) player.showHandcards();
else player.chooseToDiscard({ suit: suit }, true, `请弃置一张${get.translation(suit)}手牌`);
} else {
player.getStat("skill").dcqiongying--;
}
},
ai: {
expose: 0.2,
order: function (item, player) {
if (player.countCards("h") <= 4) return 0.5;
return 9;
},
result: {
player: function (player) {
if (player.canMoveCard(true)) return 1;
return 0;
},
},
},
},
dcnuanhui: {
audio: 2,
trigger: { player: "phaseJieshuBegin" },
direct: true,
content: function* (event, map) {
const player = map.player;
let result = yield player
.chooseTarget(get.prompt("dcnuanhui"), "选择一名装备区有牌的角色该角色可以依次使用X张基本牌X为其装备区牌数且至少为1")
.set("ai", target => {
return get.event("aiTarget") == target ? 10 : 0;
})
.set(
"aiTarget",
(() => {
const player = get.player();
const list = get.inpileVCardList(info => {
return info[0] == "basic";
});
if (!list.length) return null;
const getUseValue = target => {
if (get.attitude(player, target) <= 0) return -1;
const toUse = [];
const hp = target.hp;
let eff = 0,
count = Math.max(1, target.countCards("e"));
while (count--) {
target.hp = Math.min(target.maxHp, target.hp + toUse.filter(card => card.name == "tao").length);
const listx = list
.map(info => {
const card = new lib.element.VCard({
name: info[2],
nature: info[3],
isCard: true,
});
return [card, target.getUseValue(card)];
})
.sort((a, b) => {
return b[1] - a[1];
});
const mostValuablePair = listx[0].slice();
if (mostValuablePair[1] <= 0) mostValuablePair[1] = 0;
eff += mostValuablePair[1];
toUse.push(mostValuablePair[0]);
target.hp = hp;
}
if (toUse.length > 1 && eff > 0) {
eff -= target
.getCards("e", card => {
return lib.filter.cardDiscardable(card, target, "dcnuanhui");
})
.map(card => {
return get.value(card, target);
})
.reduce((p, c) => {
return p + c;
}, 0);
}
return eff;
};
const playerList = game
.filterPlayer()
.map(current => [current, getUseValue(current)])
.sort((a, b) => b[1] - a[1]);
if (playerList[0][1] <= 0) return null;
return playerList[0][0];
})()
);
if (!result.bool) return event.finish();
const target = result.targets[0];
player.logSkill("dcnuanhui", target);
if (!target.isUnderControl(true) && !target.isOnline()) game.delayx();
const total = Math.max(1, target.countCards("e"));
let count = 0,
forced = false,
used = [],
discard = false;
while (count < total) {
const basicList = get.inpileVCardList(info => {
return info[0] == "basic" && target.hasUseTarget({ name: info[2], nature: info[3], isCard: true });
});
if (!basicList.length) {
game.log("但是", target, "无牌可出!");
break;
}
const str = forced ? "视为使用一张基本牌" : "是否视为使用一张基本牌?";
const result = yield target.chooseButton([str, [basicList, "vcard"]], forced).set("ai", button => {
return get.player().getUseValue({
name: button.link[2],
nature: button.link[3],
isCard: true,
});
});
if (!result.bool) {
game.log("但是", target, "不愿出牌!");
break;
}
forced = true;
const card = new lib.element.VCard({
name: result.links[0][2],
nature: result.links[0][3],
isCard: true,
});
const result2 = yield target.chooseUseTarget(card, true, false);
if (!discard && result2.bool) {
if (used.includes(result.links[0][2])) discard = true;
else used.add(result.links[0][2]);
}
count++;
}
if (discard) {
const cards = target.getCards("e", card => {
return lib.filter.cardDiscardable(card, target, "dcnuanhui");
});
if (cards.length) target.discard(cards).discarder = target;
}
},
ai: {
expose: 0.3,
threaten: 3.7,
},
},
//曹轶
dcmiyi: {
audio: 2,
trigger: { player: "phaseZhunbeiBegin" },
direct: true,
content: function* (event, map) {
const player = map.player;
if (_status.connectMode)
game.broadcastAll(() => {
_status.noclearcountdown = true;
});
let result = yield player
.chooseControl(["回复体力", "受到伤害"], "cancel2")
.set("choiceList", ["令你即将选择的角色各回复1点体力", "令你即将选择的角色各受到你造成的1点伤害"])
.set("prompt", get.prompt("dcmiyi"))
.set("ai", () => {
return get.event("choice");
})
.set(
"choice",
(() => {
let damage = 0;
game.countPlayer(current => {
let eff = get.damageEffect(current, player, player);
if (!current.isDamaged()) {
if (eff > 0) eff = -eff;
} else if (current.hasSkillTag("maixie")) {
if (get.attitude(player, current) <= 0) {
if (current.getHp(true) >= 2) eff = 0;
else eff /= 10;
} else if (current.getHp(true) >= 2) {
eff += 30;
}
} else eff /= 3;
damage += eff;
});
if (damage < -20) return 0;
if (damage > 5) return 1;
if (lib.skill.mbhuiyao.getUnrealDamageTargets(player, [[player], game.filterPlayer()])) return 0;
return "cancel2";
})()
);
if (result.control == "cancel2") {
if (_status.connectMode) {
game.broadcastAll(() => {
delete _status.noclearcountdown;
game.stopCountChoose();
});
}
return event.finish();
}
const func = ["recover", "damage"],
ind = result.index;
const fn = func[ind];
result = yield player
.chooseTarget(`蜜饴:令任意名角色${result.control.slice(0, 2)}1点${result.control.slice(2)}`, [1, Infinity])
.set("ai", target => {
const toDamage = get.event("toDamage");
let eff = get.damageEffect(target, player, player);
if (toDamage) {
if (target.hasSkillTag("maixie")) {
if (get.attitude(player, target) <= 0) {
if (target.getHp(true) >= 2) eff = 0;
else eff /= 10;
} else if (target.getHp(true) >= 2) {
eff += 30;
}
}
return eff;
}
if (!target.isDamaged()) {
eff *= -2;
}
if (target.getHp(true) >= 2) return -eff;
return 0;
})
.set("toDamage", result.index == 1);
if (_status.connectMode) {
game.broadcastAll(() => {
delete _status.noclearcountdown;
game.stopCountChoose();
});
}
if (!result.bool) return event.finish();
const targets = result.targets.slice().sortBySeat();
player.logSkill("dcmiyi", targets, fn == "damage" ? "fire" : "green");
while (targets.length) {
const target = targets.shift();
if (!target.isIn()) continue;
target[fn]();
target
.when({ global: "phaseJieshuBegin" })
.vars({
fn: func[ind ^ 1],
source: player,
})
.then(() => {
if (source.isIn()) {
if (!trigger._dcmiyi_logged) {
source.logSkill("dcmiyi");
trigger._dcmiyi_logged = true;
}
source.line(player, fn == "damage" ? "fire" : "green");
}
player[fn](source);
});
}
},
},
dcyinjun: {
audio: 2,
trigger: { player: "useCardAfter" },
filter: function (event, player) {
if (get.name(event.card, false) != "sha" && get.type2(event.card) != "trick") return false;
if (event.targets.length != 1 || !event.targets[0].isIn()) return false;
if (!player.canUse(new lib.element.VCard({ name: "sha" }), event.targets[0], false)) return false;
return player.hasHistory("lose", evt => {
if (evt.getParent() != event) return false;
return event.cards.every(card => {
return evt.hs.includes(card);
});
});
},
prompt2: function (event, player) {
return `视为对${get.translation(event.targets)}使用一张无伤害来源的【杀】`;
},
check: function (event, player) {
const sha = new lib.element.VCard({ name: "sha" });
return Math.max(...[event.targets[0], player].map(source => get.effect(event.targets[0], sha, source, player))) > 0;
},
logTarget: "targets",
content: function* (event, map) {
const player = map.player,
trigger = map.trigger,
target = trigger.targets[0];
yield (player.useCard(new lib.element.VCard({ name: "sha" }), target, false).oncard = () => {
get.event().customArgs.default.customSource = {
isDead: () => true,
};
});
if (player.getHistory("useSkill", evt => evt.skill == "dcyinjun").length > player.getHp()) {
player.tempBanSkill("dcyinjun");
}
},
},
//马伶俐
dclima: {
audio: 2,
mod: {
globalFrom: function (from, to, distance) {
return (
distance -
Math.max(
1,
game.countPlayer(current => {
return current.countCards("e", card => {
return get.is.attackingMount(card) || get.is.defendingMount(card);
});
})
)
);
},
},
},
dcxiaoyin: {
audio: 2,
trigger: { player: "phaseZhunbeiBegin" },
filter: function (event, player) {
return game.hasPlayer(current => get.distance(player, current) <= 1);
},
group: "dcxiaoyin_damage",
prompt2: function (event, player) {
return `亮出牌堆顶的${get.cnNumber(game.countPlayer(current => get.distance(player, current) <= 1))}张牌,获得其中的红色牌,将其中任意张黑色牌置于等量名座次连续的其他角色的武将牌上。`;
},
frequent: true,
check: () => true,
content: function* (event, map) {
var player = map.player;
var count = game.countPlayer(current => get.distance(player, current) <= 1);
var cards = game.cardsGotoOrdering(get.cards(count)).cards;
yield player.showCards(cards, `${get.translation(player)}【硝引】亮出`);
player.gain(
cards.filter(i => get.color(i, false) == "red"),
"gain2"
);
var blackOnes = cards.filter(i => get.color(i, false) == "black");
if (!blackOnes.length) return event.finish();
event.videoId = lib.status.videoId++;
var func = (cards, id) => {
var dialog = ui.create.dialog("硝引:剩余的黑色牌", `<div class="text center">请选择至多${get.cnNumber(cards.length)}名座次连续的其他角色,然后将以下这些牌置于这些角色的武将牌上。</div>`, cards);
dialog.videoId = id;
return dialog;
};
if (player == game.me) func(blackOnes, event.videoId);
else if (player.isOnline2()) {
player.send(func, blackOnes, event.videoId);
}
var targets = game.filterPlayer(current => current != player);
if (targets.length == 1) var result = { bool: true, targets: targets };
else
var result = yield player
.chooseTarget([1, blackOnes.length], true, (card, player, target) => {
if (player == target) return false;
var selected = ui.selected.targets;
if (!selected.length) return true;
for (var i of selected) {
if (i.getNext() == target || i.getPrevious() == target) return true;
}
return false;
})
.set("complexSelect", true)
.set("complexTarget", true)
.set("multitarget", true)
.set("multiline", true)
.set("ai", target => {
if (get.event("aiTargets").includes(target)) return 10;
return 0.1;
})
.set(
"aiTargets",
(() => {
var targets = game.filterPlayer(i => i != player).sortBySeat(player);
var maxEff = -Infinity,
aiTargets = [];
for (var i = 0; i < targets.length; i++) {
for (var j = 0; j < blackOnes.length; j++) {
if (targets.length < i + j) break;
var targetsx = targets.slice(i, j);
var tmpEff = targetsx
.map(current => {
return get.damageEffect(current, current, player, "fire");
})
.reduce((p, c) => {
return p + c;
}, 0);
if (tmpEff > maxEff) {
maxEff = tmpEff;
aiTargets = targetsx;
}
}
}
return aiTargets;
})()
)
.set("prompt", false);
if (!result.bool) {
event.finish();
return;
}
var func = (num, id) => {
var dialog = get.idDialog(id);
if (dialog) dialog.content.childNodes[1].innerHTML = `<div class="text center">将${get.cnNumber(num)}张黑色牌按照选择的角色的座次顺序置于这些角色武将牌上</div>`;
};
var targets = result.targets.slice().sortBySeat(player);
var num = targets.length;
if (player == game.me) func(num, event.videoId);
else if (player.isOnline2()) player.send(func, num, event.videoId);
if (blackOnes.length == 1) var result = { bool: true, links: blackOnes };
else
var result = yield player
.chooseButton(true, num)
.set("dialog", event.videoId)
.set("ai", () => 1);
game.broadcastAll("closeDialog", event.videoId);
if (result.bool) {
var cards = result.links;
player.line(targets);
targets.forEach((current, ind) => {
current.addToExpansion(cards[ind], "gain2").gaintag.add("dcxiaoyin");
game.log(current, "将", cards[ind], "当“硝引”置于了武将牌上");
});
}
},
marktext: "硝",
intro: {
content: "expansion",
markcount: "expansion",
},
subSkill: {
damage: {
audio: "dcxiaoyin",
trigger: { global: "damageBegin3" },
filter: function (event, player) {
if (!event.source || !event.source.isIn()) return false;
return event.player.getExpansions("dcxiaoyin").length;
},
//direct:true,
async cost(event, trigger, player) {
const source = trigger.source,
target = trigger.player;
const cards = target.getExpansions("dcxiaoyin");
if (trigger.hasNature("fire")) {
const types = cards.map(i => get.type2(i, false));
const str = get.translation(types).replace(/(.*)、/, "$1或");
event.result = await source
.chooseCard(`硝引:是否弃置一张${str}牌?`, `若如此做,将${get.translation(target)}的对应的“硝引”牌置入弃牌堆,令你对其造成的伤害+1`, "he", function (card, player) {
if (!get.event("types").includes(get.type2(card))) return false;
return lib.filter.cardDiscardable.apply(this, arguments);
})
.set("types", types)
.set("ai", card => {
if (get.event("goon")) return 7 - get.value(card);
return 0;
})
.set("goon", get.damageEffect(target, player, player, "fire") > 0 && get.attitude(player, target) <= 0)
.forResult();
} else {
event.result = await source
.chooseBool(`###是否响应${get.translation(player)}的【硝引】?###获得${get.translation(target)}的一张“硝引”牌(${get.translation(cards)}),然后将你对其造成的此次伤害改为火焰伤害。`)
.set(
"choice",
(() => {
if (get.damageEffect(target, source, source, "fire") < get.damageEffect(target, source, source) - 5) return false;
if (cards.map(i => get.value(i)).reduce((p, c) => p + c, 0) > 0) return true;
return false;
})()
)
.forResult();
}
},
async content(event, trigger, player) {
const source = trigger.source,
target = trigger.player;
if (trigger.hasNature("fire")) {
source.line(target, "fire");
const type = get.type2(event.cards[0]);
await source.discard(event.cards).set("discarder", source);
//await game.asyncDelayx();
const cardsToDiscard = target.getExpansions("dcxiaoyin").filter(card => get.type2(card, false) === type);
if (cardsToDiscard.length === 1) await target.loseToDiscardpile(cardsToDiscard);
else if (cardsToDiscard.length > 1) {
const result = await source.chooseButton([`请选择移去${get.translation(source)}的一张“硝引”牌`, cardsToDiscard], true).forResult();
await target.loseToDiscardpile(result.links);
}
trigger.addNumber("num", 1);
} else {
source.line(target, "fire");
const cards = target.getExpansions("dcxiaoyin");
if (cards.length === 1) await source.gain(cards, target, "give");
else if (cards.length > 1) {
const result = await source.chooseButton([`请选择获得${get.translation(source)}的一张“硝引”牌`, cards], true).forResult();
await source.gain(result.links, target, "give");
}
game.setNature(trigger, "fire");
}
},
},
},
ai: {
threaten: 4,
},
},
dchuahuo: {
audio: 2,
enable: "phaseUse",
usable: 1,
viewAs: {
name: "sha",
nature: "fire",
storage: { dchuahuo: true },
},
filterCard: { color: "red" },
position: "hs",
filter: function (event, player) {
return player.countCards("hs", { color: "red" });
},
check: function (card) {
return 6 - get.value(card);
},
precontent: function () {
event.getParent().addCount = false;
player
.when("useCardToPlayer")
.filter(evt => evt.card.storage && evt.card.storage.dchuahuo)
.then(() => {
if (trigger.target.getExpansions("dcxiaoyin").length) {
var targets = game.filterPlayer(current => {
return current.getExpansions("dcxiaoyin").length;
});
player.chooseBool(`是否更改${get.translation(trigger.card)}的目标?`, `将此牌的目标改为所有有“硝引”的角色(${get.translation(targets)})。`).set("choice", targets.map(current => get.effect(current, trigger.card, player, player)).reduce((p, c) => p + c, 0) > get.effect(trigger.target, trigger.card, player, player));
} else event.finish();
})
.then(() => {
if (result.bool) {
trigger.targets.length = 0;
trigger.getParent().triggeredTargets1.length = 0;
trigger.untrigger();
var targets = game.filterPlayer(current => {
return current.getExpansions("dcxiaoyin").length;
});
player.line(targets, "fire");
trigger.targets.addArray(targets);
game.log(targets, "成为了", trigger.card, "的新目标");
game.delayx();
}
});
},
ai: {
order: () => get.order({ name: "sha" }) + 0.2,
result: { player: 1 },
},
},
//武陆逊
dcxiongmu: {
audio: 2,
trigger: { global: "roundStart" },
// filter:function(event,player){
// return player.countCards('h')<player.maxHp;
// },
group: "dcxiongmu_minus",
prompt2: function (event, player) {
return (player.countCards("h") < player.maxHp ? "将手牌摸至" + get.cnNumber(player.maxHp) + "张,然后" : "") + "将任意张牌随机置入牌堆并从牌堆或弃牌堆中获得等量点数为8的牌。";
},
content: function () {
"step 0";
player.drawTo(player.maxHp);
"step 1";
var cards = player.getCards("he");
if (!cards.length) event.finish();
else if (cards.length == 1) event._result = { bool: true, cards: cards };
else
player.chooseCard("雄幕:将任意张牌置入牌堆的随机位置", "he", [1, Infinity], true).set("ai", card => {
return 6 - get.value(card);
});
"step 2";
if (result.bool) {
var cards = result.cards;
event.cards = cards;
game.log(player, `${get.cnNumber(cards.length)}张牌置入了牌堆`);
player.loseToDiscardpile(cards, ui.cardPile, "blank").set("log", false).insert_index = function () {
return ui.cardPile.childNodes[get.rand(0, ui.cardPile.childNodes.length - 1)];
};
} else event.finish();
"step 3";
var list = [],
shown = [];
var piles = ["cardPile", "discardPile"];
for (var pile of piles) {
for (var i = 0; i < ui[pile].childNodes.length; i++) {
var card = ui[pile].childNodes[i];
var number = get.number(card, false);
if (!list.includes(card) && number == 8) {
list.push(card);
if (pile == "discardPile") shown.push(card);
if (list.length >= cards.length) break;
}
}
if (list.length >= cards.length) break;
}
if (list.length) {
var next = player.gain(list);
next.shown_cards = shown;
next.set("animate", function (event) {
var player = event.player,
cards = event.cards,
shown = event.shown_cards;
if (shown.length < cards.length) {
var num = cards.length - shown.length;
player.$draw(num);
game.log(player, "从牌堆获得了", get.cnNumber(num), "张点数为8的牌");
}
if (shown.length > 0) {
player.$gain2(shown, false);
game.log(player, "从弃牌堆获得了", shown);
}
return 500;
});
next.gaintag.add("dcxiongmu_tag");
player.addTempSkill("dcxiongmu_tag", "roundStart");
}
},
ai: {
effect: {
target: function (card, player, target) {
if (target.countCards("h") > target.getHp() || player.hasSkillTag("jueqing")) return;
if (player._dcxiongmu_temp) return;
if (_status.event.getParent("useCard", true) || _status.event.getParent("_wuxie", true)) return;
if (get.tag(card, "damage")) {
if (target.getHistory("damage").length > 0) {
return [1, -2];
} else {
if (get.attitude(player, target) > 0 && target.hp > 1) {
return 0;
}
if (get.attitude(player, target) < 0 && !player.hasSkillTag("damageBonus")) {
if (card.name == "sha") return;
var sha = false;
player._dcxiongmu_temp = true;
var num = player.countCards("h", function (card) {
if (card.name == "sha") {
if (sha) {
return false;
} else {
sha = true;
}
}
return get.tag(card, "damage") && player.canUse(card, target) && get.effect(target, card, player, player) > 0;
});
delete player._dcxiongmu_temp;
if (player.hasSkillTag("damage")) {
num++;
}
if (num < 2) {
var enemies = player.getEnemies();
if (enemies.length == 1 && enemies[0] == target && player.needsToDiscard()) {
return;
}
return 0;
}
}
}
}
},
},
},
subSkill: {
minus: {
audio: "dcxiongmu",
trigger: { player: "damageBegin4" },
filter: function (event, player) {
return (
player.countCards("h") <= player.getHp() &&
game
.getGlobalHistory(
"everything",
evt => {
return evt.name == "damage" && evt.player == player;
},
event
)
.indexOf(event) == 0
);
},
forced: true,
locked: false,
content: function () {
trigger.num--;
},
},
tag: {
charlotte: true,
onremove: function (player) {
player.removeGaintag("dcxiongmu_tag");
},
mod: {
ignoredHandcard: function (card, player) {
if (card.hasGaintag("dcxiongmu_tag")) return true;
},
cardDiscardable: function (card, player, name) {
if (name == "phaseDiscard" && card.hasGaintag("dcxiongmu_tag")) return false;
},
},
},
},
},
dczhangcai: {
audio: 2,
mod: {
aiOrder: (player, card, num) => {
if (num > 0 && get.tag(card, "draw") && ui.cardPile.childNodes.length + ui.discardPile.childNodes.length < 20) return 0;
},
aiValue: (player, card, num) => {
if (num > 0 && card.name === "zhuge") return 20;
},
aiUseful: (player, card, num) => {
if (num > 0 && card.name === "zhuge") return 10;
},
},
trigger: {
player: ["useCard", "respond"],
},
filter: function (event, player) {
if (player.hasSkill("dczhangcai_all")) return true;
return get.number(event.card) == 8;
},
prompt2: function (event, player) {
const num = player.hasSkill("dczhangcai_all") ? get.number(event.card) : 8;
let count = 1;
if (typeof num == "number")
count = Math.max(
1,
player.countCards("h", card => get.number(card) == num)
);
return "你可以摸" + get.cnNumber(count) + "张牌。";
},
check: (event, player) => {
const num = player.hasSkill("dczhangcai_all") ? get.number(event.card) : 8;
let count = 1;
if (typeof num == "number")
count = Math.max(
1,
player.countCards("h", card => get.number(card) == num)
);
return ui.cardPile.childNodes.length + ui.discardPile.childNodes.length >= count;
},
frequent: true,
locked: false,
content: function () {
var num = player.hasSkill("dczhangcai_all") ? get.number(trigger.card) : 8;
var count = 1;
if (typeof num == "number")
count = Math.max(
1,
player.countCards("h", card => get.number(card) == num)
);
player.draw(count);
},
ai: {
threaten: 4,
},
subSkill: {
all: {
charlotte: true,
mark: true,
intro: {
content: "当你使用或打出牌时你可以摸X张牌X为你手牌中与此牌点数相同的牌数且至少为1",
},
},
},
},
dcruxian: {
audio: 2,
enable: "phaseUse",
limited: true,
skillAnimation: true,
animationColor: "wood",
content: function () {
"step 0";
player.awakenSkill("dcruxian");
player.addTempSkill("dczhangcai_all", { player: "phaseBegin" });
},
ai: {
combo: "dczhangcai",
order: 15,
result: {
player: function (player) {
if (!player.hasSkill("dczhangcai")) return 0;
if (player.countCards("hs", card => get.number(card) != 8 && player.hasValueTarget(card)) > 3 || player.hp == 1) return 5;
return 0;
},
},
},
},
//新杀许靖
dcshangyu: {
audio: 2,
trigger: {
global: "phaseBefore",
player: "enterGame",
},
filter: function (event, player) {
return event.name != "phase" || game.phaseNumber == 0;
},
forced: true,
content: function () {
"step 0";
var card = get.cardPile(card => get.name(card, false) == "sha");
if (card) {
event.card = card;
player.gain(card, "gain2").gaintag.add("dcshangyu_tag");
player.markAuto("dcshangyu", card);
} else {
player.chat("不是,连杀都没有?");
event.finish();
}
"step 1";
if (get.owner(card) == player && get.position(card) == "h" && game.hasPlayer(current => current != player)) {
let targets = game
.filterPlayer(
i => {
return get.attitude(player, i) > 0;
},
null,
true
)
.sortBySeat(
get.zhu(player) ||
game.findPlayer(i => {
return i.getSeatNum() === 1;
})
);
if (targets.includes(player)) targets = targets.slice(0, targets.indexOf(player));
player
.chooseTarget(`是否将${get.translation(card)}交给一名其他角色?`, lib.filter.notMe)
.set("ai", target => {
let idx = _status.event.targets.indexOf(target);
if (idx < 0) return -1;
return 1 / (idx + 1);
})
.set("targets", targets);
} else event.finish();
"step 2";
if (result.bool) {
var target = result.targets[0];
player.line(target);
if (get.mode() !== "identity" || player.identity !== "nei") player.addExpose(0.2);
player.give(card, target).gaintag.add("dcshangyu_tag");
}
player.addSkill("dcshangyu_effect");
},
subSkill: {
effect: {
audio: "dcshangyu",
trigger: {
global: "damageSource",
},
filter: function (event, player) {
return event.cards && event.cards.some(card => player.getStorage("dcshangyu").includes(card));
},
forced: true,
charlotte: true,
direct: true,
group: ["dcshangyu_transfer", "dcshangyu_addTag"],
content: function () {
"step 0";
var list = [player];
if (trigger.source && trigger.source.isIn()) {
player.logSkill("dcshangyu_effect", trigger.source);
list.push(trigger.source);
} else player.logSkill("dcshangyu_effect");
list.sortBySeat();
game.asyncDraw(list);
},
},
transfer: {
audio: "dcshangyu",
trigger: {
global: ["loseAfter", "loseAsyncAfter", "cardsDiscardAfter", "equipAfter"],
},
forced: true,
direct: true,
filter: function (event, player) {
if (
!game.hasPlayer(current => {
return !player.getStorage("dcshangyu_transfer").includes(current);
})
)
return false;
return event.getd().some(card => {
return get.position(card) == "d" && player.getStorage("dcshangyu").includes(card);
});
},
content: function () {
"step 0";
var cards = trigger.getd().filter(card => {
return get.position(card) == "d" && player.getStorage("dcshangyu").includes(card);
}),
targets = game
.filterPlayer(current => {
return !player.getStorage("dcshangyu_transfer").includes(current);
})
.sortBySeat(_status.currentPhase);
if (targets.length && targets[0] === _status.currentPhase && !_status.currentPhase.getCardUsable("sha")) targets.push(targets.shift());
event.cards = cards;
player
.chooseTarget(
`赏誉:将${get.translation(cards)}交给一名可选角色`,
(card, player, target) => {
return !player.getStorage("dcshangyu_transfer").includes(target);
},
true
)
.set("ai", target => {
let att = get.sgnAttitude(_status.event.player, target),
idx = 1 + _status.event.targets.indexOf(target);
if (att < 0) return -idx;
return att + 1 / idx;
})
.set("targets", targets);
"step 1";
if (result.bool) {
var target = result.targets[0];
player.logSkill("dcshangyu_transfer", target);
if (!player.storage.dcshangyu_transfer) {
player.when({ global: "phaseAfter" }).then(() => {
player.unmarkSkill("dcshangyu_transfer");
delete player.storage.dcshangyu_transfer;
});
}
player.markAuto("dcshangyu_transfer", target);
target.gain(cards, "gain2").set("giver", player).gaintag.add("dcshangyu_tag");
}
},
intro: {
content: "本回合已交给过$",
},
},
addTag: {
trigger: {
global: ["gainAfter", "loseAsyncAfter"],
},
charlotte: true,
popup: false,
silent: true,
lastDo: true,
filter: function (event, player) {
return game.hasPlayer(current => {
var cards = event.getg(current);
return cards.some(card => player.getStorage("dcshangyu").includes(card));
});
},
content: function () {
game.countPlayer(current => {
var cards = trigger.getg(current);
if (cards.length) {
cards = cards.filter(card => player.getStorage("dcshangyu").includes(card));
current.addGaintag(cards, "dcshangyu_tag");
}
});
},
},
},
},
dccaixia: {
audio: 2,
trigger: {
player: "damageEnd",
source: "damageSource",
},
filter: function (event, player) {
return !player.hasMark("dccaixia_clear");
},
direct: true,
locked: false,
content: function () {
"step 0";
var choices = Array.from({
length: Math.min(5, game.players.length + game.dead.length),
}).map((_, i) => get.cnNumber(i + 1, true));
player
.chooseControl(choices, "cancel2")
.set("prompt", get.prompt("dccaixia"))
.set("prompt2", "你可以摸至多" + get.cnNumber(choices.length) + "张牌,但是你此后需要再使用等量的牌才可再发动本技能。")
.set("ai", () => {
return _status.event.choice;
})
.set(
"choice",
(function () {
var cards = player.getCards("hs", card => get.name(card, player) !== "sha" && player.hasValueTarget(card));
var damage = Math.min(player.getCardUsable({ name: "sha" }), player.countCards("hs", "sha")) + cards.filter(i => get.tag(i, "damage")).length;
if (player.isPhaseUsing() || player.hp + player.hujia + player.countCards("hs", i => get.tag(card, "recover")) > 2) {
if (damage) return Math.min(choices.length - 1, cards.length - damage);
return Math.min(choices.length - 1, cards.length - 1);
}
return choices.length - 1;
})()
);
"step 1";
if (result.control != "cancel2") {
player.logSkill("dccaixia");
var num = result.index + 1;
player.draw(num);
player.addMark("dccaixia_clear", num);
player.addSkill("dccaixia_clear");
}
},
mod: {
aiOrder: function (player, card, num) {
if (!get.tag(card, "damage")) return;
if (player.countMark("dccaixia_clear") > 1) return num / 3;
return num + 6;
},
},
subSkill: {
clear: {
trigger: { player: "useCard1" },
filter: function (event, player) {
return player.hasMark("dccaixia_clear");
},
forced: true,
popup: false,
charlotte: true,
content: function () {
player.removeMark("dccaixia_clear", 1);
},
intro: {
name: "才瑕",
name2: "瑕",
content: "距离刷新技能还需使用&张牌",
},
},
},
},
//十周年二乔
dcxingwu: {
intro: {
content: "expansion",
markcount: "expansion",
onunmark: function (storage, player) {
player.removeAdditionalSkill("dcluoyan");
},
},
onremove: function (player, skill) {
var cards = player.getExpansions(skill);
if (cards.length) player.loseToDiscardpile(cards);
},
audio: "xingwu",
trigger: { player: "phaseDiscardBegin" },
filter: function (event, player) {
return player.countCards("h");
},
direct: true,
content: function () {
"step 0";
player
.chooseCard("h", get.prompt("dcxingwu"), "将一张手牌作为“舞”置于武将牌上")
.set("ai", function (card) {
var att = 1,
list = [];
for (var i of player.getExpansions("dcxingwu")) {
if (!list.includes(get.suit(i))) list.push(get.suit(i));
}
if (!list.includes(get.suit(card))) att = 2;
if (_status.event.goon) return (20 - get.value(card)) * att;
return (7 - get.value(card)) * att;
})
.set("goon", player.needsToDiscard() || player.getExpansions("dcxingwu").length == 2);
"step 1";
if (result.bool) {
player.logSkill("dcxingwu");
var cards = result.cards;
player.addToExpansion(cards, player, "give").gaintag.add("dcxingwu");
}
"step 2";
game.delayx();
if (player.getExpansions("dcxingwu").length > 2) {
player.chooseButton(["是否移去三张“舞”并发射核弹?", player.getExpansions("dcxingwu")], 3).ai = button => {
if (
game.hasPlayer(function (current) {
return get.attitude(player, current) < 0;
})
)
return 1;
return 0;
};
} else event.finish();
"step 3";
if (result.bool) {
event.cards = result.links;
var list = [],
str = ["<span class='texiaotext' style='color:#66FF00'>小型</span>", "<span class='texiaotext' style='color:#6666FF'>中型</span>", "<span class='texiaotext' style='color:#FF0000'>巨型</span>"];
for (var i of event.cards) {
if (!list.includes(get.suit(i))) list.push(get.suit(i));
}
player.chooseTarget("请选择" + str[list.length - 1] + "核弹的投射的目标(伤害:" + list.length + "点)", lib.filter.notMe, true).ai = target => {
var att = 1;
if (target.sex == "male") att = 1.5;
if ((target.hp == target.sex) == "male" ? 2 : 1) att *= 1.2;
if (get.mode() == "identity" && player.identity == "fan" && target.isZhu) att *= 3;
return -get.attitude(player, target) * att * Math.max(1, target.countCards("e"));
};
}
"step 4";
if (result.bool) {
var list = [];
for (var i of event.cards) {
if (!list.includes(get.suit(i))) list.push(get.suit(i));
}
player.loseToDiscardpile(event.cards);
player.logSkill("dcxingwu", result.targets[0]);
player.discardPlayerCard(result.targets[0], "e", result.targets[0].countCards("e"), true);
result.targets[0].damage(result.targets[0].sex == "female" ? 1 : list.length);
}
},
},
dcluoyan: {
derivation: ["retianxiang", "liuli"],
init: function (player) {
if (player.getExpansions("dcxingwu").length) player.addAdditionalSkill("dcluoyan", ["retianxiang", "liuli"]);
else player.removeAdditionalSkill("dcluoyan");
},
onremove: function (player) {
player.removeAdditionalSkill("dcluoyan");
},
trigger: { player: ["loseAfter", "loseAsyncAfter", "addToExpansionAfter"] },
filter: function (event, player) {
var cards = player.getExpansions("dcxingwu"),
skills = player.additionalSkills.dcluoyan;
return !((cards.length && skills && skills.length) || (!cards.length && (!skills || !skills.length)));
},
forced: true,
silent: true,
content: function () {
lib.skill.dcluoyan.init(player, "dcluoyan");
},
ai: {
combo: "dcxingwu",
},
},
retianxiang_daxiaoqiao: {
audio: "tianxiang_daxiaoqiao",
inherit: "retianxiang",
},
//田尚衣
dcposuo: {
onChooseToUse: function (event) {
if (!game.online && !event.dcposuo_cards) {
var player = event.player;
var evtx = event.getParent("phaseUse");
var suits = lib.suit.slice(0).reverse();
suits = suits.filter(suit => !player.getStorage("dcposuo_suits").includes(suit) && player.countCards("hs", card => get.suit(card, player) == suit));
if (
!suits.length ||
player.getHistory("sourceDamage", evt => {
return evt.player != player && evt.getParent("phaseUse") == evtx;
}).length
)
event.set("dcposuo_cards", undefined);
else {
var list = [],
cards = Array.from(ui.cardPile.childNodes);
cards.addArray(Array.from(ui.discardPile.childNodes));
game.countPlayer(current => cards.addArray(current.getCards("hejxs")));
for (var name of lib.inpile) {
if (!get.tag({ name: name }, "damage") || get.type(new lib.element.VCard({ name: name })) === "delay") continue;
let same = cards.filter(card => get.name(card, false) == name && !get.natureList(card, false).length);
if (same.length) {
for (var suit of suits) {
if (same.some(card => get.suit(card, false) == suit)) {
list.push([suit, "", name, undefined, suit]);
}
}
}
for (var nature of lib.inpile_nature) {
same = cards.filter(card => get.name(card, false) == name && get.is.sameNature(get.natureList(card, false), nature));
if (same.length) {
for (var suit of suits) {
if (same.some(card => get.suit(card, false) == suit)) {
list.push([suit, "", name, nature, suit]);
}
}
}
}
}
event.set("dcposuo_cards", list);
}
}
},
audio: 2,
enable: "phaseUse",
filter: function (event, player) {
return event.dcposuo_cards && event.dcposuo_cards.length;
},
chooseButton: {
dialog: function (event, player) {
return ui.create.dialog("婆娑", [event.dcposuo_cards, "vcard"], "hidden");
},
check: function (button) {
var player = _status.event.player;
return player.getUseValue({ name: button.link[2], nature: button.link[3] });
},
backup: function (links, player) {
return {
suit: links[0][4],
filterCard: function (card, player) {
return get.suit(card, player) == lib.skill.dcposuo_backup.suit;
},
viewAs: {
name: links[0][2],
nature: links[0][3],
isCard: true,
},
check: function (card) {
return 6.5 - get.value(card);
},
precontent: function () {
player.logSkill("dcposuo");
delete event.result.skill;
player.addTempSkill("dcposuo_suits", "phaseUseAfter");
player.markAuto("dcposuo_suits", [get.suit(event.result.cards[0])]);
},
};
},
prompt: function (links, player) {
var suit = links[0][4];
var name = links[0][2];
var nature = links[0][3];
return "将一张" + get.translation(suit) + "牌当作" + (get.translation(nature) || "") + get.translation(name) + "使用";
},
},
ai: {
order: 10,
result: { player: 1 },
},
subSkill: {
suits: {
charlotte: true,
onremove: true,
},
},
},
dcxiaoren: {
audio: 2,
trigger: {
source: "damageSource",
},
usable: 1,
check: (event, player) => {
let rev = game.countPlayer(i => {
return i.isDamaged() && get.attitude(_status.event.player, i) > 0;
});
if (!event.player.isIn() || game.countPlayer() < 2) return rev;
if (get.damageEffect(event.player.getPrevious(), player, _status.event.player) > -rev) return true;
return get.damageEffect(event.player.getNext(), player, _status.event.player) > -rev;
},
content: function () {
"step 0";
player.addTempSkill("dcxiaoren_dying");
event.target = trigger.player;
"step 1";
player.judge();
"step 2";
if (result.color == "red")
player.chooseTarget("绡刃是否令一名角色回复1点体力若回满则额外摸一张牌").set("ai", target => {
let rec = get.recoverEffect(target, _status.event.player, _status.event.player);
if (target.getDamagedHp() <= 1) return rec + get.effect(target, { name: "draw" }, target, _status.event.player);
return rec;
});
else if (result.color != "black" || !trigger.player.isIn() || game.countPlayer() < 2) event.goto(9);
else event.goto(5);
"step 3";
if (result.bool) {
var target = result.targets[0];
event.target = target;
player.line(target);
target.recover();
} else event.goto(9);
"step 4";
if (event.target.isHealthy()) event.target.draw();
event.goto(9);
"step 5";
var targets = [].addArray([target.getPrevious(), target.getNext()]);
if (targets.length > 1)
player
.chooseTarget(
"绡刃对其中一名角色造成1点伤害",
(card, player, target) => {
return _status.event.targets.includes(target);
},
true
)
.set("ai", target => {
let player = _status.event.player;
return get.damageEffect(target, player, player);
})
.set("targets", targets);
else if (targets.length) event._result = { bool: true, targets: targets };
"step 6";
if (result.bool) {
let target = result.targets[0];
event.target = target;
player.line(target);
target.damage("nocard");
} else event.goto(9);
"step 7";
if (player.storage.dcxiaoren_dying || get.is.blocked(event.name, player)) event._result = { bool: false };
else if (event.frequent) event._result = { bool: true };
else
player
.chooseBool("绡刃:是否再次进行判定并执行对应效果直到未能执行此项或有角色进入濒死状态?")
.set("ai", function () {
return _status.event.bool;
})
.set("bool", lib.skill.dcxiaoren.check({ player: event.target }, player));
"step 8";
if (result.bool) {
event.frequent = true;
event.goto(1);
}
"step 9";
player.removeSkill("dcxiaoren_dying");
},
subSkill: {
dying: {
init: player => {
delete player.storage.dcxiaoren_dying;
},
onremove: player => {
delete player.storage.dcxiaoren_dying;
},
trigger: { global: "dying" },
forced: true,
popup: false,
charlotte: true,
content: function () {
player.storage.dcxiaoren_dying = true;
},
},
},
},
//孙翎鸾
dclingyue: {
audio: 2,
trigger: { global: "damageSource" },
forced: true,
filter: function (event, player) {
if (!event.source || !event.source.isIn()) return false;
var history = event.source.actionHistory;
for (var i = history.length - 1; i >= 0; i--) {
if (i == history.length - 1) {
if (history[i].sourceDamage.indexOf(event) > 0) return false;
} else if (history[i].sourceDamage.some(evt => evt != event)) return false;
if (history[i].isRound) break;
}
return true;
},
content: function () {
var num = 1,
current = _status.currentPhase;
if (current && trigger.source != current) {
var num = 0,
players = game.players.slice(0).concat(game.dead);
for (var target of players) {
target.getHistory("sourceDamage", function (evt) {
num += evt.num;
});
}
}
player.draw(num);
},
},
dcpandi: {
audio: 2,
enable: "phaseUse",
filter: function (event, player) {
var players = event.dcpandi;
if (!players || !players.length) return false;
var source = player.storage.dcpandi_effect;
return get.itemtype(source) != "player" || !source.isIn();
},
pandi_wrapKey: function () {
var str = "";
for (var arg of arguments) {
if (arg === null || arg === undefined) {
str += arg + "-";
continue;
}
switch (get.itemtype(arg)) {
case "player":
str += "p:" + arg.playerid;
break;
case "card":
if (arg.cardid) {
str += "c:" + arg.cardid;
} else {
str += "c:" + arg.name;
}
break;
default:
str += "n:" + arg;
break;
}
str += "-";
}
return str;
},
pandi_effect: function (target, card, player, viewer) {
if (!_status.event) return get.effect(target, card, player, viewer);
var key = lib.skill.dcpandi.pandi_wrapKey.apply(null, arguments);
var effect = _status.event.getTempCache("effect", key);
if (effect !== undefined) return effect;
effect = get.effect(target, card, player, viewer);
_status.event.putTempCache("effect", key, effect);
return effect;
},
pandi_canUse: function (player, card, target, arg1, arg2) {
if (!_status.event) return player.canUse(card, target, arg1, arg2);
var key = lib.skill.dcpandi.pandi_wrapKey.apply(null, arguments);
var effect = _status.event.getTempCache("canUse", key);
if (effect !== undefined) return effect;
effect = player.canUse(card, target, arg1, arg2);
_status.event.putTempCache("canUse", key, effect);
return effect;
},
pandi_effect_use: function (target, card, player, viewer) {
if (!_status.event) return get.effect_use(target, card, player, viewer);
var key = lib.skill.dcpandi.pandi_wrapKey.apply(null, arguments);
var effect = _status.event.getTempCache("effect_use", key);
if (effect !== undefined) return effect;
effect = get.effect_use(target, card, player, viewer);
_status.event.putTempCache("effect_use", key, effect);
return effect;
},
onChooseToUse: function (event) {
if (!game.online && event.type == "phase" && !event.dcpandi) {
var players = game.filterPlayer(function (current) {
return current != event.player && current.getHistory("sourceDamage").length == 0;
});
event.set("dcpandi", players);
}
},
filterTarget: function (card, player, target) {
var players = _status.event.dcpandi;
if (!players || !players.length) return false;
return players.includes(target);
},
content: function () {
if (target.isIn()) {
player.storage.dcpandi_effect = target;
player.addTempSkill("dcpandi_effect", "phaseUseAfter");
}
},
ai: {
threaten: 4,
order: 12,
result: {
player: function (player, target) {
return player.getCards("hs").reduce(function (eff, card) {
return Math.max(eff, lib.skill.dcpandi.getUseValue(card, target, player) - lib.skill.dcpandi.getUseValue(card, player, player));
}, 0);
},
},
},
getUseValue: function (card, player, viewer) {
if (typeof card == "string") {
card = { name: card, isCard: true };
}
var key = lib.skill.dcpandi.pandi_wrapKey(card, player, viewer);
if (_status.event) {
var uv = _status.event.getTempCache("getUseValue", key);
if (uv !== undefined) {
return uv;
}
}
var targets = game.filterPlayer();
var value = [];
var min = 0;
var info = get.info(card);
if (!info || info.notarget) {
if (_status.event) {
_status.event.putTempCache("getUseValue", key, 0);
}
return 0;
}
var range;
var select = get.copy(info.selectTarget);
if (select == undefined) {
if (info.filterTarget == undefined) {
if (_status.event) {
_status.event.putTempCache("getUseValue", key, true);
}
return true;
}
range = [1, 1];
} else if (typeof select == "number") range = [select, select];
else if (get.itemtype(select) == "select") range = select;
else if (typeof select == "function") range = select(card, player);
if (info.singleCard) range = [1, 1];
game.checkMod(card, player, range, "selectTarget", player);
if (!range) {
if (_status.event) {
_status.event.putTempCache("getUseValue", key, 0);
}
return 0;
}
for (var i = 0; i < targets.length; i++) {
if (lib.skill.dcpandi.pandi_canUse(player, card, targets[i], null, true)) {
var eff = lib.skill.dcpandi.pandi_effect(targets[i], card, player, viewer);
value.push(eff);
}
}
value.sort(function (a, b) {
return b - a;
});
for (var i = 0; i < value.length; i++) {
if (i == range[1] || (range[1] != -1 && value[i] <= 0)) break;
min += value[i];
}
if (_status.event) {
_status.event.putTempCache("getUseValue", key, min);
}
return min;
},
subSkill: {
effect: {
audio: "dcpandi",
charlotte: true,
priority: Infinity,
onremove: true,
mark: "character",
intro: {
content: "下一张牌视为由$使用",
},
trigger: { player: "useCardBefore" },
forced: true,
filter: function (event, player) {
var source = player.storage.dcpandi_effect;
return get.itemtype(source) == "player" && source.isIn();
},
logTarget: (event, player) => player.storage.dcpandi_effect,
content: function () {
trigger.player = player.storage.dcpandi_effect;
trigger.noai = true;
player.removeSkill("dcpandi_effect");
game.delay(0.5);
},
ai: {
order: function (card, player, target, current) {
if (typeof card != "object") return;
var source = player.storage.dcpandi_effect;
if (!source.isIn() || get.itemtype(source) != "player" || get.itemtype(source.storage.dcpandi_effect) == "player") return;
return [0, lib.skill.dcpandi.pandi_effect_use(target, card, source, player), 0, lib.skill.dcpandi.pandi_effect(target, card, source, target)];
},
},
mod: {
selectCard: function (card, player, range) {
var source = player.storage.dcpandi_effect;
if (!source.isIn() || get.itemtype(source) != "player" || get.itemtype(source.storage.dcpandi_effect) == "player") return;
var range,
info = get.info(card);
var select = get.copy(info.selectTarget);
if (select == undefined) {
if (info.filterTarget == undefined) return [0, 0];
range = [1, 1];
} else if (typeof select == "number") range = [select, select];
else if (get.itemtype(select) == "select") range = select;
else if (typeof select == "function") range = select(card, source);
game.checkMod(card, source, range, "selectTarget", source);
},
cardEnabled2: function (card, player, event) {
var source = player.storage.dcpandi_effect;
if (!source.isIn() || get.itemtype(source) != "player" || get.itemtype(source.storage.dcpandi_effect) == "player") return;
var check = game.checkMod(card, source, event, "unchanged", "cardEnabled2", source);
return check;
},
cardEnabled: function (card, player, event) {
var source = player.storage.dcpandi_effect;
if (!source.isIn() || get.itemtype(source) != "player" || get.itemtype(source.storage.dcpandi_effect) == "player") return;
if (event === "forceEnable") {
var mod = game.checkMod(card, source, event, "unchanged", "cardEnabled", source);
if (mod != "unchanged") return mod;
return true;
} else {
var filter = get.info(card).enable;
if (!filter) return;
var mod = game.checkMod(card, player, source, "unchanged", "cardEnabled", source);
if (mod != "unchanged") return mod;
if (typeof filter == "boolean") return filter;
if (typeof filter == "function") return filter(card, source, event);
}
},
cardUsable: function (card, player, num) {
var source = player.storage.dcpandi_effect;
if (!source.isIn() || get.itemtype(source) != "player" || get.itemtype(source.storage.dcpandi_effect) == "player") return;
var event = _status.event;
if (event.type == "chooseToUse_button") event = event.getParent();
if (source != _status.event.player) return true;
if (info.updateUsable == "phaseUse") {
if (event.getParent().name != "phaseUse") return true;
if (event.getParent().player != source) return true;
}
event.addCount_extra = true;
var num = info.usable;
if (typeof num == "function") num = num(card, source);
num = game.checkMod(card, source, num, event, "cardUsable", source);
if (typeof num != "number") return true;
if (source.countUsed(card) < num) return true;
if (
game.hasPlayer(function (current) {
return game.checkMod(card, source, current, false, "cardUsableTarget", source);
})
) {
return true;
}
return false;
},
playerEnabled: function (card, player, target) {
var source = player.storage.dcpandi_effect;
if (!source.isIn() || get.itemtype(source) != "player" || get.itemtype(source.storage.dcpandi_effect) == "player") return;
return lib.filter.targetEnabledx(card, source, target);
},
targetInRange: function (card, player, target) {
var source = player.storage.dcpandi_effect;
if (!source.isIn() || get.itemtype(source) != "player" || get.itemtype(source.storage.dcpandi_effect) == "player") return;
return lib.filter.targetInRange(card, source, target);
},
},
},
},
},
//新服灭霸
dctongye: {
audio: 2,
trigger: {
global: ["phaseBefore", "dieAfter"],
player: "enterGame",
},
forced: true,
filter: function (event, player) {
if (game.countGroup() > 4) return false;
if (event.name == "die") return true;
return event.name != "phase" || game.phaseNumber == 0;
},
content: function () {
player.addSkill("dctongye_buff");
var num = game.countGroup();
if (num <= 4) {
player.addMark("dctongye_handcard", 3, false);
game.log(player, "手牌上限", "#y+3");
}
if (num <= 3) {
player.addMark("dctongye_range", 3, false);
game.log(player, "攻击范围", "#y+3");
}
if (num <= 2) {
player.addMark("dctongye_sha", 3, false);
game.log(player, "使用杀的次数上限", "#y+3");
}
if (num <= 1) {
player.addMark("dctongye_draw", 3, false);
game.log(player, "摸牌阶段额定摸牌数", "#y+3");
}
},
subSkill: {
buff: {
audio: "dctongye",
trigger: { player: "phaseDrawBegin2" },
forced: true,
filter: function (event, player) {
if (!player.hasMark("dctongye_draw")) return false;
return !event.numFixed;
},
content: function () {
trigger.num += player.countMark("dctongye_draw");
},
charlotte: true,
onremove: ["dctongye_handcard", "dctongye_range", "dctongye_sha", "dctongye_draw"],
mark: true,
marktext: "统",
intro: {
content: function (storage, player) {
var str = "";
var hand = player.countMark("dctongye_handcard"),
range = player.countMark("dctongye_range"),
sha = player.countMark("dctongye_sha"),
draw = player.countMark("dctongye_draw");
if (hand > 0) {
str += "<li>手牌上限+" + hand + "";
}
if (range > 0) {
str += "<li>攻击范围+" + range + "";
}
if (sha > 0) {
str += "<li>使用【杀】的次数上限+" + sha + "";
}
if (draw > 0) {
str += "<li>摸牌阶段额定摸牌数+" + draw + "。";
}
str = str.slice(0, -1) + "。";
return str;
},
},
mod: {
maxHandcard: function (player, num) {
return num + player.countMark("dctongye_handcard");
},
attackRange: function (player, num) {
return num + player.countMark("dctongye_range");
},
cardUsable: function (card, player, num) {
if (card.name == "sha") {
return num + player.countMark("dctongye_sha");
}
},
},
ai: {
threaten: 2.6,
},
},
},
},
dcmianyao: {
audio: 2,
trigger: {
player: "phaseDrawEnd",
},
direct: true,
filter: function (event, player) {
return player.countCards("h") > 0;
},
content: function () {
"step 0";
player
.chooseCard("h", get.prompt("dcmianyao"), "展示点数最小的一张牌并随机插入牌堆中,然后于回合结束时摸此牌点数张牌。", function (card, player) {
var num = get.number(card, player);
return !player.hasCard(card2 => {
return card != card2 && get.number(card2, player) < num;
});
})
.set("ai", card => {
var player = _status.event.player;
var value = player.getUseValue(card, null, true);
if (value > 5 && get.number(card) <= 2) return 0;
return 1 + 1 / Math.max(0.1, value);
});
"step 1";
if (result.bool) {
player.logSkill("dcmianyao");
var card = result.cards[0];
event.card = card;
player.showCards([card], get.translation(player) + "发动了【免徭】");
} else event.finish();
"step 2";
player.$throw(1, 1000);
player.lose(card, ui.cardPile).insert_index = function () {
return ui.cardPile.childNodes[get.rand(0, ui.cardPile.childNodes.length - 1)];
};
player.addTempSkill("dcmianyao_draw");
var num = get.number(card);
if (num > 0) player.addMark("dcmianyao_draw", num, false);
},
subSkill: {
draw: {
trigger: {
player: "phaseEnd",
},
filter: function (event, player) {
return player.hasMark("dcmianyao_draw");
},
forced: true,
charlotte: true,
onremove: true,
content: function () {
player.draw(player.countMark("dcmianyao_draw"));
},
},
},
},
dcchangqu: {
audio: 2,
enable: "phaseUse",
usable: 1,
selectTarget: function () {
return [1, game.countPlayer() - 1];
},
complexSelect: true,
complexTarget: true,
multitarget: true,
multiline: true,
filterTarget: function (card, player, target) {
if (player == target) return false;
var next = player.getNext(),
prev = player.getPrevious();
var selected = ui.selected.targets;
if (!selected.includes(next) && !selected.includes(prev)) return target == next || target == prev;
for (var i of selected) {
if (i.getNext() == target || i.getPrevious() == target) return true;
}
return false;
},
contentBefore: function () {
event.getParent()._dcchangqu_targets = targets.slice();
},
content: function () {
"step 0";
event.targets = event.getParent()._dcchangqu_targets;
var current = targets[0];
current.addMark("dcchangqu_warship");
current.addMark("dcchangqu_warshipx", 1, false);
event.num = 0;
game.delayx();
"step 1";
var target = targets.shift();
event.target = target;
var num = Math.max(1, event.num);
var nextPlayer = targets.find(i => {
return i.isIn();
});
if (target.hasMark("dcchangqu_warshipx")) {
var prompt2 = "是否交给" + get.translation(player) + get.cnNumber(num) + "张手牌?" + (nextPlayer ? "若如此做,将“战舰”移动给" + get.translation(nextPlayer) + "" : "") + "否则你下次受到的属性伤害值+" + num;
target
.chooseCard(get.translation(player) + "对你发动了【长驱】", prompt2, num)
.set("ai", card => {
if (_status.event.att > 0) return 15 - get.value(card);
if (_status.event.take) return 0;
return 8.2 - 0.8 * Math.min(5, _status.event.target.hp + _status.event.target.hujia) - get.value(card);
})
.set("att", get.attitude(target, player))
.set("take", function () {
var base = num;
var getEffect = function (target, player, num) {
var natures = ["fire", "thunder", "ice"];
return (
natures
.map(nature => {
return (get.damageEffect(target, target, player, nature) * Math.sqrt(num)) / Math.min(1.5, 1 + target.countCards("h"));
})
.reduce((sum, eff) => {
return sum + eff;
}, 0) / natures.length
);
};
var eff = getEffect(player, player, base);
return targets
.some((current, ind) => {
var num = base + ind + 1;
var effx = getEffect(current, player, num);
return effx < eff;
})
.set("target", target);
});
} else event.goto(4);
"step 2";
if (result.bool) {
var cards = result.cards;
target.give(cards, player);
event.num++;
} else {
target.addSkill("dcchangqu_add");
target.addMark("dcchangqu_add", Math.max(1, event.num), false);
target.link(true);
event.goto(4);
}
"step 3";
var nextPlayer = targets.find(i => {
return i.isIn();
});
if (nextPlayer) {
target.line(nextPlayer);
nextPlayer.addMark("dcchangqu_warship", target.countMark("dcchangqu_warship"));
nextPlayer.addMark("dcchangqu_warshipx", target.countMark("dcchangqu_warshipx"), false);
event.goto(1);
game.delayx();
}
target.removeMark("dcchangqu_warship", target.countMark("dcchangqu_warship"));
target.removeMark("dcchangqu_warshipx", target.countMark("dcchangqu_warshipx"), false);
"step 4";
var targets = game.players.slice().concat(game.dead);
targets.forEach(i => {
delete i.storage.dcchangqu_warshipx;
});
},
ai: {
order: 10,
expose: 0.05,
result: {
target: function (player, target) {
var att = get.attitude(player, target);
var targets = game.filterPlayer(i => i != player);
targets.sortBySeat(player);
var targets2 = targets.reverse();
var sum = 0;
var maxSum = -Infinity,
maxIndex = -1;
var maxSum2 = -Infinity,
maxIndex2 = -1;
for (var i = 0; i < targets.length; i++) {
var current = targets[i];
var att = -get.attitude(player, current) - 0.1;
var val = Math.sqrt(i + 1) * att;
val /= 0.01 + Math.max(3, current.countCards("h") / 2);
sum += val;
if (sum > maxSum) {
maxSum = sum;
maxIndex = i;
}
}
var sum = 0;
for (var i = 0; i < targets2.length; i++) {
var current = targets[i];
var att = -get.attitude(player, current) - 0.1;
var val = Math.sqrt(i + 1) * att;
val /= 0.01 + Math.max(3, current.countCards("h") / 2);
sum += val;
if (sum > maxSum2) {
maxSum2 = sum;
maxIndex2 = i;
}
}
if (maxSum < maxSum2) {
targets = targets2;
maxIndex = maxIndex2;
}
if (ui.selected.targets.length > maxIndex) return -100 * get.sgnAttitude(player, target);
if (target == targets[ui.selected.targets.length]) return get.sgnAttitude(player, target);
return 0;
},
},
},
subSkill: {
warship: {
marktext: "舰",
intro: {
name: "战舰",
name2: "战舰",
content: "这里停了&艘战舰!不过啥用没有。",
},
},
add: {
trigger: {
player: "damageBegin3",
},
filter: function (event, player) {
return event.hasNature() && player.hasMark("dcchangqu_add");
},
forced: true,
onremove: true,
charlotte: true,
content: function () {
"step 0";
trigger.num += player.countMark("dcchangqu_add");
player.removeSkill("dcchangqu_add");
},
marktext: "驱",
intro: {
content: "下次受到的属性伤害+#",
},
},
},
},
//周不疑
dcshiji: {
audio: 2,
trigger: {
global: "phaseJieshuBegin",
},
filter: function (event, player) {
return event.player.isIn() && !event.player.getHistory("sourceDamage").length;
},
direct: true,
content: function () {
"step 0";
trigger.player.addTempSkill("dcshiji_forbidself");
var list = [];
for (var name of lib.inpile) {
var type = get.type(name);
if (type != "trick") continue;
if (player.getStorage("dcshiji_used").includes(name)) continue;
var card = {
name: name,
storage: { dcshiji: true },
};
if (trigger.player.hasUseTarget(card)) {
list.push([type, "", name]);
}
}
if (list.length) {
player
.chooseButton([get.prompt("dcshiji", trigger.player), [list, "vcard"]])
.set("ai", button => {
if (_status.event.tochoose) return _status.event.getTrigger().player.getUseValue({ name: button.link[2] });
return 0;
})
.set(
"tochoose",
get.attitude(player, trigger.player) > 0 &&
trigger.player.hasCard(card => {
return get.value(card) < 7;
}, "hes")
);
} else event.finish();
"step 1";
if (result.bool) {
var card = {
name: result.links[0][2],
storage: { dcshiji: true },
};
var str = get.translation(card);
player.logSkill("dcshiji", trigger.player);
player.addTempSkill("dcshiji_used", "roundStart");
player.markAuto("dcshiji_used", [card.name]);
player.popup(str);
game.log(player, "声明了", "#y" + str);
game.broadcastAll(function (card) {
lib.skill.dcshiji_backup.viewAs = card;
lib.skill.dcshiji_backup.prompt = "十计:是否将一张牌当做" + get.translation(card) + "使用?";
}, card);
var next = trigger.player.chooseToUse();
next.set("openskilldialog", "十计:是否将一张牌当做" + get.translation(card) + "使用?");
next.set("norestore", true);
next.set("addCount", false);
next.set("_backupevent", "dcshiji_backup");
next.set("custom", {
add: {},
replace: { window: function () {} },
});
next.backup("dcshiji_backup");
}
},
subSkill: {
backup: {
filterCard: function (card) {
return get.itemtype(card) == "card";
},
position: "hes",
selectCard: 1,
check: card => 7 - get.value(card),
popname: true,
},
used: {
charlotte: true,
onremove: true,
mark: true,
marktext: "计",
intro: {
content: "本轮已声明过$",
},
},
forbidself: {
charlotte: true,
mod: {
targetEnabled: function (card, player, target) {
if (player == target && card.storage && card.storage.dcshiji) return false;
},
},
},
},
},
dcsilun: {
audio: 2,
trigger: {
player: ["phaseZhunbeiBegin", "damageEnd"],
},
frequent: true,
content: function () {
"step 0";
player.draw(4);
event.count = 0;
event.equipCount = {};
game.countPlayer(current => {
event.equipCount[current.playerid] = current.countCards("e");
}, true);
"step 1";
if (!player.countCards("he")) event.goto(5);
else
player.chooseCard("四论:选择一张牌(" + (event.count + 1) + "/" + "4", "然后选择将此牌置于场上或牌堆的两端", true, "he").set("ai", card => {
var player = _status.event.player;
if (["equip", "delay"].includes(get.type(card)) && player.hasValueTarget(card)) return 50;
return 50 - get.value(card);
});
"step 2";
if (result.bool) {
var card = result.cards[0];
event.card = card;
event.count++;
var choices = ["牌堆顶", "牌堆底"];
var type = get.type(card);
if (
(type == "equip" &&
game.hasPlayer(current => {
return current.canEquip(card);
})) ||
(type == "delay" &&
game.hasPlayer(current => {
return current.canAddJudge(card);
}))
)
choices.unshift("场上");
player
.chooseControl(choices)
.set("prompt", "请选择要将" + get.translation(card) + "置于的位置")
.set("ai", () => {
return _status.event.choice;
})
.set(
"choice",
(function () {
if (["equip", "delay"].includes(get.type(card)) && player.hasValueTarget(card) && choices.includes("场上")) return "场上";
var val = get.value(card);
var next = _status.currentPhase;
if (next) {
if (trigger.name == "damage") next = next.getNext();
if ((get.attitude(player, next) > 0 && val >= 6) || (get.attitude(player, next) < 0 && val <= 4.5)) return "牌堆顶";
}
return "牌堆底";
})()
);
}
"step 3";
if (result.control == "场上") {
var type = get.type(card);
player
.chooseTarget("将" + get.translation(card) + "置于一名角色的场上", true, (card, player, target) => {
return _status.event.targets.includes(target);
})
.set(
"targets",
game.filterPlayer(current => {
if (type == "equip") return current.canEquip(card);
if (type == "delay") return current.canAddJudge(card);
return false;
})
)
.set("ai", target => {
var player = _status.event.player;
var card = _status.event.card;
return (
get.attitude(player, target) *
(get.type(card) == "equip"
? get.value(card, target)
: get.effect(
target,
{
name: card.viewAs || card.name,
cards: [card],
},
target,
target
))
);
})
.set("card", card);
} else {
player.$throw(card, 1000);
var next = player.lose(card, ui.cardPile, "visible");
if (result.control == "牌堆顶") next.insert_card = true;
game.log(player, "将", card, "置于了", "#y" + result.control);
}
"step 4";
if (result.bool && result.targets && result.targets.length) {
var target = result.targets[0];
player.line(target);
player.$give(card, target, false);
if (get.type(card) == "equip") {
target.equip(card);
} else {
target.addJudge(card);
}
}
"step 5";
game.countPlayer(current => {
var count = current.countCards("e");
var prevCount = event.equipCount[current.playerid] || 0;
if (count != prevCount) {
current.link(false);
current.turnOver(false);
}
event.equipCount[current.playerid] = count;
});
if (event.count < 4) event.goto(1);
},
},
//杜预
dcjianguo: {
audio: 2,
enable: "phaseUse",
filter: function (event, player) {
return !player.hasSkill("dcjianguo_0") || !player.hasSkill("dcjianguo_1");
},
chooseButton: {
dialog: function (event, player) {
var dialog = ui.create.dialog("谏国:请选择一项", "hidden");
dialog.add([
[
["discard", "令一名角色摸一张牌,然后弃置一半手牌"],
["draw", "令一名角色弃置一张牌,然后摸等同于手牌数一半的牌"],
],
"textbutton",
]);
return dialog;
},
filter: function (button, player) {
if (button.link == "discard" && player.hasSkill("dcjianguo_0")) return false;
if (button.link == "draw" && player.hasSkill("dcjianguo_1")) return false;
return true;
},
check: function (button) {
var player = _status.event.player;
if (button.link == "discard") {
var discard = Math.max.apply(
Math,
game
.filterPlayer(current => {
return lib.skill.dcjianguo_discard.filterTarget(null, player, current);
})
.map(current => {
return get.effect(current, "dcjianguo_discard", player, player);
})
);
return discard;
}
if (button.link == "draw") {
var draw = Math.max.apply(
Math,
game
.filterPlayer(current => {
return lib.skill.dcjianguo_draw.filterTarget(null, player, current);
})
.map(current => {
return get.effect(current, "dcjianguo_draw", player, player);
})
);
return draw;
}
return 0;
},
backup: function (links) {
return get.copy(lib.skill["dcjianguo_" + links[0]]);
},
prompt: function (links) {
if (links[0] == "discard") return "令一名角色摸一张牌,然后弃置一半手牌";
return "令一名角色弃置一张牌,然后摸等同于手牌数一半的牌";
},
},
ai: {
order: 10,
threaten: 2.8,
result: {
//想让杜预两个技能自我联动写起来太累了,开摆
player: 1,
},
},
subSkill: {
0: { charlotte: true },
1: { charlotte: true },
backup: { audio: "dcjianguo" },
discard: {
audio: "dcjianguo",
filterTarget: () => true,
filterCard: () => false,
selectCard: -1,
content: function () {
"step 0";
player.addTempSkill("dcjianguo_0", "phaseUseAfter");
target.draw();
game.delayex();
"step 1";
var num = Math.ceil(target.countCards("h") / 2);
if (num > 0) target.chooseToDiscard(num, true, "谏国:请弃置" + get.cnNumber(num) + "张手牌");
},
ai: {
result: {
target: function (player, target) {
return 1.1 - Math.floor(target.countCards("h") / 2);
},
},
tag: {
gain: 1,
loseCard: 2,
},
},
},
draw: {
audio: "dcjianguo",
filterTarget: function (card, player, target) {
return target.countCards("he");
},
filterCard: () => false,
selectCard: -1,
content: function () {
"step 0";
player.addTempSkill("dcjianguo_1", "phaseUseAfter");
target.chooseToDiscard("he", true, "谏国:请弃置一张牌");
"step 1";
var num = Math.ceil(target.countCards("h") / 2);
if (num > 0) target.draw(num);
},
ai: {
result: {
target: function (player, target) {
var fix = 0;
var num = target.countCards("h");
if (player == target && num % 2 == 1 && num >= 5) fix += 1;
return Math.ceil(num / 2 - 0.5) + fix;
},
},
tag: {
loseCard: 1,
gain: 2,
},
},
},
},
},
dcdyqingshi: {
audio: 2,
trigger: {
player: "useCardToPlayered",
},
filter: function (event, player) {
if (player != _status.currentPhase) return false;
if (!event.isFirstTarget) return false;
if (event.card.name != "sha" && get.type(event.card, false) != "trick") return false;
if (player.countCards("h") != player.getHistory("useCard").indexOf(event.getParent()) + 1) return false;
return event.targets.some(target => {
return target != player && target.isIn();
});
},
direct: true,
locked: false,
content: function () {
"step 0";
var targets = trigger.targets.filter(target => {
return target != player && target.isIn();
});
player
.chooseTarget(get.prompt("dcdyqingshi"), "对一名不为你的目标角色造成1点伤害", (card, player, target) => {
return _status.event.targets.includes(target);
})
.set("ai", target => {
var player = _status.event.player;
return get.damageEffect(target, player, player);
})
.set("targets", targets);
"step 1";
if (result.bool) {
var target = result.targets[0];
player.logSkill("dcdyqingshi", target);
target.damage();
}
},
mod: {
aiOrder: function (player, card, num) {
if (_status.currentPhase != player) return;
var cardsh = [];
if (Array.isArray(card.cards)) {
cardsh.addArray(
card.cards.filter(card => {
return get.position(card) == "h";
})
);
}
var del = player.countCards("h") - cardsh.length - player.getHistory("useCard").length - 1;
if (del < 0) return;
if (del > 0) {
if (card.name == "sha" || get.type(card, false) != "trick") return num / 3;
return num + 1;
}
return num + 15;
},
},
},
//甘糜
dcchanjuan: {
init: function (player) {
if (!player.storage.dcchanjuan) {
player.storage.dcchanjuan = {};
}
},
audio: 2,
trigger: { player: "useCardAfter" },
filter: function (event, player) {
if (
event.targets.length != 1 ||
!player.hasHistory("lose", evt => {
if (evt.getParent() != event) return false;
return event.cards.every(card => evt.hs.includes(card));
})
)
return false;
if (!["basic", "trick"].includes(get.type(event.card, false))) return false;
if (event.getParent(2).name == "dcchanjuan") return false;
return !player.storage.dcchanjuan[event.card.name] || player.storage.dcchanjuan[event.card.name] < 2;
},
direct: true,
content: function () {
"step 0";
var card = {
name: trigger.card.name,
nature: trigger.card.nature,
isCard: true,
};
player
.chooseUseTarget(card, get.prompt("dcchanjuan"), false, false)
.set("prompt2", "视为再使用一张" + get.translation(card))
.set("logSkill", "dcchanjuan");
"step 1";
if (result.bool) {
if (!player.storage.dcchanjuan[trigger.card.name]) player.storage.dcchanjuan[trigger.card.name] = 0;
player.storage.dcchanjuan[trigger.card.name]++;
var list1 = trigger.targets,
list2 = result.targets;
if (list1.slice().removeArray(list2).length == 0 && list2.slice().removeArray(list1).length == 0) player.draw();
}
},
ai: { threaten: 2 },
mark: true,
intro: {
markcount: storage => 0,
content: function (storage) {
var str = "已使用牌名:",
names = Object.keys(storage);
if (!names.length) str += "无";
else
names.forEach(name => {
str += "<br><li>【";
str += get.translation(name);
str += "】:";
str += storage[name] + "次";
});
return str;
},
},
},
dcxunbie: {
unique: true,
audio: 2,
trigger: {
player: "dying",
},
filter: function (event, player) {
if (player.hp > 0) return false;
var characters = ["dc_ganfuren", "dc_mifuren"];
game.countPlayer(current => {
if (current.name1 == "dc_ganfuren" || current.name2 == "dc_ganfuren") {
characters.remove("dc_ganfuren");
}
if (current.name1 == "dc_mifuren" || current.name2 == "dc_mifuren") {
characters.remove("dc_mifuren");
}
});
return characters.length && [player.name1, player.name2].some(name => {
return get.character(name, 3).includes("dcxunbie");
});
},
check: () => true,
skillAnimation: true,
animationColor: "fire",
limited: true,
derivation: ["dcyongjue", "dcshushen", "dcshenzhi", "dcguixiu", "dccunsi"],
content: function () {
"step 0";
player.awakenSkill("dcxunbie");
var characters = ["dc_ganfuren", "dc_mifuren"];
game.countPlayer(current => {
if (current.name1 == "dc_ganfuren" || current.name2 == "dc_ganfuren") {
characters.remove("dc_ganfuren");
}
if (current.name1 == "dc_mifuren" || current.name2 == "dc_mifuren") {
characters.remove("dc_mifuren");
}
});
if (characters.length == 1) event._result = { control: characters[0] };
else {
player
.chooseControl(characters)
.set("dialog", ["选择要替换成的武将", [characters, "character"]])
.set("ai", () => [0, 1].randomGet());
}
"step 1";
var character = result.control;
if (!_status.characterlist) {
lib.skill.pingjian.initList();
}
player.reinitCharacter((get.character(player.name2, 3).includes("dcxunbie") ?
player.name2 : player.name1
), character);
"step 2";
player.recover(1 - player.hp);
player.addTempSkill("dcxunbie_muteki", { player: "phaseAfter" });
},
subSkill: {
muteki: {
trigger: {
player: "damageBegin4",
},
charlotte: true,
forced: true,
content: function () {
trigger.cancel();
},
mark: true,
intro: { content: "防止受到的所有伤害直到我的回合结束" },
ai: {
nofire: true,
nothunder: true,
nodamage: true,
effect: {
target: function (card, player, target, current) {
if (get.tag(card, "damage")) return "zeroplayertarget";
},
},
},
},
},
},
//散装版糜夫人
dcguixiu: {
audio: "guixiu",
trigger: {
player: "phaseBegin",
},
forced: true,
onremove: true,
filter: function (event, player) {
return !player.hasMark("dcguixiu");
},
group: "dcguixiu_rec",
content: function () {
player.addMark("dcguixiu", 1, false);
player.draw(2);
},
subSkill: {
rec: {
audio: "guixiu",
trigger: {
player: "useSkillAfter",
},
forced: true,
filter: function (event, player) {
return event.skill == "dccunsi" && player.isDamaged();
},
content: function () {
player.recover();
},
},
},
},
dccunsi: {
audio: "cunsi",
enable: "phaseUse",
limited: true,
skillAnimation: true,
animationColor: "orange",
filterTarget: true,
derivation: "dcyongjue",
content: function () {
"step 0";
player.awakenSkill("dccunsi");
target.addSkillLog("dcyongjue");
if (target != player) player.draw(2);
},
ai: {
order: 10,
result: {
target: 1,
},
},
},
dcyongjue: {
audio: "yongjue",
trigger: {
player: "useCard",
},
filter: function (event, player) {
var evtx = event.getParent("phaseUse");
if (!evtx || evtx.player != player) return false;
return (
player
.getHistory("useCard", evt => {
return evt.card.name == "sha" && event.getParent("phaseUse") == evtx;
})
.indexOf(event) == 0
);
},
direct: true,
content: function () {
"step 0";
var choices = ["选项一"];
var choiceList = ["令" + get.translation(trigger.card) + "不计入次数", "获得此牌"];
if (trigger.cards.length) {
choices.push("选项二");
choiceList[1] = "获得" + get.translation(trigger.cards);
} else choiceList[1] = '<span style="opacity:0.5">' + choiceList[1] + "</span>";
choices.push("cancel2");
player
.chooseControl(choices)
.set("choiceList", choiceList)
.set("ai", () => {
return _status.event.choice;
})
.set(
"choice",
(function () {
if (choices.length == 3 && trigger.addCount === false) return 1;
if (player.getCardUsable({ name: "sha" }) < player.countCards("hs", "sha")) return 0;
if (choices.length == 3) return 1;
return 0;
})()
);
"step 1";
if (result.control == "cancel2") {
event.finish();
return;
}
player.logSkill("dcyongjue");
game.log(player, "选择了", "#y" + result.control);
if (result.control == "选项一") {
if (trigger.addCount !== false) {
trigger.addCount = false;
trigger.player.getStat().card.sha--;
}
} else {
var cards = trigger.cards.filterInD();
if (cards.length) player.gain(cards, "gain2");
}
},
},
//散装版甘夫人
dcshushen: {
audio: "shushen",
trigger: {
player: "recoverEnd",
},
direct: true,
content: function () {
"step 0";
event.num = trigger.num;
"step 1";
player.chooseTarget(get.prompt("dcshushen"), "选择一名其他角色然后令其回复1点体力或令你与其各摸一张牌", lib.filter.notMe).set("ai", target => {
var player = _status.event.player;
return get.recoverEffect(target, player, player) / 2 + get.attitude(player, target);
});
"step 2";
if (result.bool) {
var target = result.targets[0];
event.target = target;
player.logSkill("dcshushen", target);
event.num--;
var choices = ["选项二"];
var choiceList = ["令" + get.translation(target) + "回复1点体力", "你与" + get.translation(target) + "各摸一张牌"];
if (target.isDamaged()) choices.unshift("选项一");
else choiceList[0] = '<span style="opacity:0.5">' + choiceList[0] + "</span>";
player
.chooseControl(choices)
.set("choiceList", choiceList)
.set("prompt", "淑慎:请选择一项")
.set("ai", () => {
return _status.event.choice;
})
.set(
"choice",
(function () {
if (target.hp <= 2 || get.recoverEffect(target, player, player) > 20) return 0;
return "选项二";
})()
);
} else event.finish();
"step 3";
if (result.control == "选项一") {
target.recover();
} else {
var drawers = [player, target].sortBySeat(_status.currentPhase);
game.asyncDraw(drawers);
}
"step 4";
if (event.num > 0) event.goto(1);
},
},
dcshenzhi: {
audio: "shenzhi",
trigger: {
player: "phaseZhunbeiBegin",
},
filter: function (event, player) {
return player.countCards("h") > player.hp;
},
direct: true,
content: function () {
"step 0";
player
.chooseToDiscard(get.prompt("dcshenzhi"), "弃置一张手牌然后回复1点体力")
.set("logSkill", "dcshenzhi")
.set("ai", card => {
var player = _status.event.player;
if (!player.isDamaged()) return 0;
return Math.min(3, 10 - 2 * player.hp) - get.value(card);
});
"step 1";
if (result.bool) {
player.recover();
}
},
},
//阮籍
dczhaowen: {
audio: 2,
trigger: { player: "phaseUseBegin" },
filter: function (event, player) {
return player.countCards("h");
},
check: function (event, player) {
return player.hasCard(card => {
return get.color(card) == "black" || (get.color(card) == "red" && player.hasValueTarget(card));
});
},
content: function () {
"step 0";
player.showHandcards();
"step 1";
player.addTempSkill("dczhaowen_effect");
game.broadcastAll(function (cards) {
cards.forEach(card => card.addGaintag("dczhaowen_tag"));
}, player.getCards("h"));
},
ai: {
threaten: 3,
},
subSkill: {
effect: {
audio: "dczhaowen",
enable: "chooseToUse",
charlotte: true,
onremove: function (player) {
player.removeGaintag("dczhaowen_tag");
},
hiddenCard: function (player, name) {
return (
get.type(name) == "trick" &&
!player.getStorage("dczhaowen_viewed").includes(name) &&
player.countCards("h", card => {
return get.color(card) == "black" && card.hasGaintag("dczhaowen_tag");
}) > 0
);
},
filter: function (event, player) {
if (
!player.hasCard(card => {
return get.color(card) == "black" && card.hasGaintag("dczhaowen_tag");
})
)
return false;
var storage = player.getStorage("dczhaowen_viewed");
for (var i of lib.inpile) {
if (!storage.includes(i) && get.type(i) == "trick" && event.filterCard(get.autoViewAs({ name: i }, "unsure"), player, event)) return true;
}
return false;
},
chooseButton: {
dialog: function (event, player) {
var cards = player.getCards("h", card => {
return get.color(card) == "black" && card.hasGaintag("dczhaowen_tag");
});
var storage = player.getStorage("dczhaowen_viewed");
var list = [];
for (var i of lib.inpile) {
if (!storage.includes(i) && get.type(i) == "trick" && event.filterCard(get.autoViewAs({ name: i }, "unsure"), player, event)) {
list.push(["锦囊", "", i]);
}
}
return ui.create.dialog("昭文", [list, "vcard"], "hidden");
},
check: function (button) {
var player = _status.event.player;
return player.getUseValue({ name: button.link[2] }) + 1;
},
backup: function (links, player) {
return {
audio: "dczhaowen",
popname: true,
filterCard: function (card, player) {
return get.color(card) == "black" && card.hasGaintag("dczhaowen_tag");
},
selectCard: 1,
position: "h",
viewAs: {
name: links[0][2],
},
onuse: function (links, player) {
player.addTempSkill("dczhaowen_viewed");
player.markAuto("dczhaowen_viewed", [links.card.name]);
},
};
},
prompt: function (links, player) {
return "将一张展示过的黑色手牌当做" + get.translation(links[0][2]) + "使用";
},
},
group: "dczhaowen_draw",
mod: {
aiOrder: function (player, card, num) {
var cards = [];
if (card.cards) cards.addArray(cards);
if (get.itemtype(card) == "card") cards.push(card);
for (var cardx of cards) {
if (get.color(cardx) != "red") continue;
if (cardx.hasGaintag("dczhaowen_tag")) return num + 0.2;
}
},
},
ai: {
order: 12,
result: {
player: 1,
},
},
},
draw: {
audio: "dczhaowen",
forced: true,
charlotte: true,
trigger: { player: "useCard" },
filter: function (event, player) {
var cards = event.cards.filter(card => get.color(card, player) == "red");
return player.hasHistory("lose", evt => {
if (event != evt.getParent()) return false;
for (var i in evt.gaintag_map) {
if (evt.gaintag_map[i].includes("dczhaowen_tag")) {
if (cards.some(card => card.cardid == i)) return true;
}
}
});
},
content: function () {
var num = 0;
var cards = trigger.cards.filter(card => get.color(card, player) == "red");
player.getHistory("lose", evt => {
if (trigger != evt.getParent()) return false;
for (var i in evt.gaintag_map) {
if (evt.gaintag_map[i].includes("dczhaowen_tag")) {
if (cards.some(card => card.cardid == i)) num++;
}
}
});
while (num--) player.draw();
},
ai: {
effect: {
player: (card, player, target) => {
if (get.itemtype(card) === "card" && cardx.hasGaintag("dczhaowen_tag") && get.color(card, player) === "red") return [1, 1];
},
},
},
},
viewed: {
onremove: true,
charlotte: true,
},
effect_backup: {
audio: "dczhaowen",
},
},
},
dcjiudun: {
audio: 2,
trigger: { target: "useCardToTargeted" },
filter: function (event, player) {
if (event.player == player || get.color(event.card) != "black") return false;
if (player.hasSkill("jiu"))
return player.countCards("h", card => {
return _status.connectMode || lib.filter.cardDiscardable(card, player, "dcjiudun");
});
return true;
},
direct: true,
content: function () {
"step 0";
if (player.hasSkill("jiu")) {
player
.chooseToDiscard(get.prompt("dcjiudun"), '<div class="text center">弃置一张手牌,令' + get.translation(trigger.card) + "对你无效</div>")
.set("logSkill", "dcjiudun")
.set("ai", card => {
if (_status.event.goon) return 4.5 + Math.max(0, 3 - player.hp) - get.value(card);
return 0;
})
.set(
"goon",
(function () {
if (get.effect(player, trigger.card, trigger.player, player) < -4 * Math.max(0, 5 - Math.sqrt(player.countCards("h")))) return true;
return false;
})()
);
event.goto(2);
} else {
player.chooseBool(get.prompt("dcjiudun"), "摸一张牌,然后视为使用一张【酒】").set("ai", () => 1);
}
"step 1";
if (result.bool) {
player.logSkill("dcjiudun");
player.draw();
player.chooseUseTarget("jiu", true);
}
event.finish();
"step 2";
if (result.bool) {
trigger.excluded.add(player);
game.log(trigger.card, "对", player, "无效");
}
},
ai: {
jiuSustain: true,
skillTagFilter: function (player, tag, name) {
if (name != "phase") return false;
},
effect: {
target: (card, player, target) => {
if (player === target || typeof card !== "object" || get.color(card) !== "black") return;
if (target.hasSkill("jiu")) {
if (
card.name !== "huogong" &&
get.tag(card, "damage") &&
get.attitude(player, target) <= 0 &&
target.hasCard(i => {
return _status.connectMode || lib.filter.cardDiscardable(i, player, "dcjiudun");
}, "h")
)
return [0, -1];
} else return [1, 1.2];
},
},
},
},
//武诸葛
dcjincui: {
audio: 2,
trigger: { player: "phaseZhunbeiBegin" },
filter: function (event, player) {
return true;
},
forced: true,
group: "dcjincui_advent",
content: function () {
"step 0";
var num = 0;
for (var i = 0; i < ui.cardPile.childNodes.length; i++) {
var card = ui.cardPile.childNodes[i];
if (get.number(card) == 7) {
num++;
if (num >= player.maxHp) break;
}
}
if (num < 1) num = 1;
if (num > player.hp) player.recover(num - player.hp);
else if (num < player.hp) player.loseHp(player.hp - num);
"step 1";
var num = player.hp;
var cards = get.cards(num);
game.cardsGotoOrdering(cards);
var next = player.chooseToMove();
next.set("list", [["牌堆顶", cards], ["牌堆底"]]);
next.set("prompt", "尽瘁:点击将牌移动到牌堆顶或牌堆底");
next.processAI = function (list) {
var cards = list[0][1],
player = _status.event.player;
var target = _status.event.getTrigger().name == "phaseZhunbei" ? player : player.next;
var att = get.sgn(get.attitude(player, target));
var top = [];
var judges = target.getCards("j");
var stopped = false;
if (player != target || !target.hasWuxie()) {
for (var i = 0; i < judges.length; i++) {
var judge = get.judge(judges[i]);
cards.sort(function (a, b) {
return (judge(b) - judge(a)) * att;
});
if (judge(cards[0]) * att < 0) {
stopped = true;
break;
} else {
top.unshift(cards.shift());
}
}
}
var bottom;
if (!stopped) {
cards.sort(function (a, b) {
return (get.value(b, player) - get.value(a, player)) * att;
});
while (cards.length) {
if (get.value(cards[0], player) <= 5 == att > 0) break;
top.unshift(cards.shift());
}
}
bottom = cards;
return [top, bottom];
};
"step 2";
var top = result.moved[0];
var bottom = result.moved[1];
top.reverse();
for (var i = 0; i < top.length; i++) {
ui.cardPile.insertBefore(top[i], ui.cardPile.firstChild);
}
for (i = 0; i < bottom.length; i++) {
ui.cardPile.appendChild(bottom[i]);
}
if (event.triggername == "phaseZhunbeiBegin" && top.length == 0) {
player.addTempSkill("reguanxing_on");
}
player.popup(get.cnNumber(top.length) + "上" + get.cnNumber(bottom.length) + "下");
game.log(player, "将" + get.cnNumber(top.length) + "张牌置于牌堆顶");
game.updateRoundNumber();
game.delayx();
},
ai: {
guanxing: true,
effect: {
target: function (card, player, target) {
if (!get.tag(card, "damage")) return;
var num = 0,
bool = false;
for (var i = 0; i < ui.cardPile.childNodes.length; i++) {
var card = ui.cardPile.childNodes[i];
if (get.number(card) == 7) {
num++;
if (num >= target.hp) {
bool = true;
break;
}
}
}
if (bool) return 0.2;
},
},
threaten: 0.6,
},
subSkill: {
advent: {
audio: "dcjincui",
trigger: { global: "phaseBefore", player: "enterGame" },
forced: true,
filter: function (event, player) {
return (event.name != "phase" || game.phaseNumber == 0) && player.countCards("h") < 7;
},
content: function () {
player.drawTo(7);
},
},
},
},
dcqingshi: {
audio: 2,
trigger: { player: "useCard" },
filter: function (event, player) {
if (!player.isPhaseUsing() || player.hasSkill("dcqingshi_blocker")) return false;
if (player.getStorage("dcqingshi_clear").includes(event.card.name)) return false;
if (
player.hasCard(card => {
return get.name(card) == event.card.name;
})
)
return true;
return false;
},
direct: true,
content: function () {
"step 0";
var choices = [];
var choiceList = ["令" + get.translation(trigger.card) + "对其中一个目标角色造成的伤害+1", "令任意名其他角色各摸一张牌", "摸三张牌,然后〖情势〗于本回合失效"];
if (trigger.targets && trigger.targets.length) choices.push("选项一");
else choiceList[0] = '<span style="opacity:0.5">' + choiceList[0] + "(无目标角色)</span>";
if (game.countPlayer(i => i != player)) choices.push("选项二");
else choiceList[1] = '<span style="opacity:0.5">' + choiceList[1] + "</span>";
if (player.hp > 0) choices.push("选项三");
else choiceList[2] = '<span style="opacity:0.5">' + choiceList[1] + "(体力值为0)</span>";
player
.chooseControl(choices, "cancel2")
.set("choiceList", choiceList)
.set("prompt", get.prompt("dcqingshi"))
.set("ai", () => {
return _status.event.choice;
})
.set(
"choice",
(() => {
var choicesx = choices.slice();
var cards = player.getCards("hs");
var bool1 =
get.tag(trigger.card, "damage") &&
choicesx.includes("选项一") &&
trigger.targets.some(current => {
return get.attitude(player, current) < 0;
}),
bool2 = choicesx.includes("选项二");
if (bool2)
bool2 = game.countPlayer(function (current) {
return player != current && get.attitude(player, current) > 0;
});
else bool2 = 0;
if (bool1 || bool2) {
for (var i = 0; i < cards.length; i++) {
var name = get.name(cards[i]);
if (player.getStorage("dcqingshi_clear").includes(name)) continue;
for (var j = i + 1; j < cards.length; j++) {
if (name === get.name(cards[j]) && get.position(cards[i]) + get.position(cards[j]) !== "ss" && player.hasValueTarget(cards[i])) {
choicesx.remove("选项三");
break;
}
}
}
}
if (bool2 > 2) return "选项二";
if (choicesx.includes("选项三")) return "选项三";
if (bool2 === 2) return "选项二";
if (bool1) return "选项一";
if (bool2) return "选项二";
return "cancel2";
})()
);
"step 1";
if (result.control != "cancel2") {
player.logSkill("dcqingshi");
game.log(player, "选择了", "#y" + result.control);
var index = ["选项一", "选项二", "选项三"].indexOf(result.control) + 1;
player.addTempSkill("dcqingshi_clear");
player.markAuto("dcqingshi_clear", [trigger.card.name]);
var next = game.createEvent("dcqingshi_after");
next.player = player;
next.card = trigger.card;
next.setContent(lib.skill.dcqingshi["content" + index]);
}
},
content1: function () {
"step 0";
player
.chooseTarget("令" + get.translation(card) + "对其中一个目标造成的伤害+1", true, (card, player, target) => {
return _status.event.targets.includes(target);
})
.set("ai", target => {
return 2 - get.attitude(_status.event.player, target);
})
.set("targets", event.getParent().getTrigger().targets);
"step 1";
if (result.bool) {
var target = result.targets[0];
player.line(target);
player.addTempSkill("dcqingshi_ex");
if (!player.storage.dcqingshi_ex) player.storage.dcqingshi_ex = [];
player.storage.dcqingshi_ex.push([target, card]);
}
},
content2: function () {
"step 0";
player.chooseTarget("令任意名其他角色各摸一张牌", [1, Infinity], true, lib.filter.notMe).set("ai", target => {
return get.attitude(_status.event.player, target);
});
"step 1";
if (result.bool) {
var targets = result.targets;
targets.sortBySeat();
player.line(targets);
game.asyncDraw(targets);
game.delayex();
}
},
content3: function () {
"step 0";
player.draw(3);
player.addTempSkill("dcqingshi_blocker");
},
subSkill: {
ex: {
trigger: { source: "damageBegin1" },
filter: function (event, player) {
return (
player.storage.dcqingshi_ex &&
player.storage.dcqingshi_ex.some(info => {
return info[0] == event.player && info[1] == event.card;
})
);
},
forced: true,
charlotte: true,
popup: false,
onremove: true,
content: function () {
trigger.num++;
for (var i = 0; i < player.storage.dcqingshi_ex.length; i++) {
if (player.storage.dcqingshi_ex[i][1] == trigger.card) player.storage.dcqingshi_ex.splice(i--, 1);
}
},
},
clear: {
onremove: true,
charlotte: true,
},
blocker: { charlotte: true },
},
ai: {
threaten: 6,
},
},
dczhizhe: {
audio: 2,
enable: "phaseUse",
limited: true,
filterCard: true,
position: "h",
discard: false,
lose: false,
delay: false,
skillAnimation: true,
animationColor: "metal",
check: function (card) {
if (get.type(card) != "basic" && get.type(card) != "trick") return 0;
return get.value(card) - 7.5;
},
content: function () {
"step 0";
var card = cards[0];
player.awakenSkill("dczhizhe");
var cardx = game.createCard2(card.name, card.suit, card.number, card.nature);
player.gain(cardx).gaintag.add("dczhizhe");
player.addSkill("dczhizhe_effect");
},
ai: {
order: 15,
result: {
player: 1,
},
},
subSkill: {
effect: {
mod: {
aiOrder: function (player, card, num) {
if (num > 0 && get.itemtype(card) === "card" && card.hasGaintag("dczhizhe")) return num + 0.16;
},
aiValue: function (player, card, num) {
if (num > 0 && get.itemtype(card) === "card" && card.hasGaintag("dczhizhe")) return 2 * num;
},
aiUseful: function (player, card, num) {
if (num > 0 && !player._dczhizhe_mod && get.itemtype(card) === "card" && card.hasGaintag("dczhizhe")) {
if (player.canIgnoreHandcard(card)) return Infinity;
player._dczhizhe_mod = true;
if (
player.hp < 3 &&
player.needsToDiscard(0, (i, player) => {
return !player.canIgnoreHandcard(i) && get.useful(i) > 6;
})
)
return num * 1.5;
return num * 10;
}
},
},
trigger: { player: ["useCardAfter", "respondAfter"] },
charlotte: true,
forced: true,
filter: function (event, player) {
return player.hasHistory("lose", function (evt) {
if (evt.getParent() != event) return false;
for (var i in evt.gaintag_map) {
if (evt.gaintag_map[i].includes("dczhizhe")) {
if (
event.cards.some(card => {
return get.position(card, true) == "o" && card.cardid == i;
})
)
return true;
}
}
return false;
});
},
content: function () {
"step 0";
var cards = [];
player.getHistory("lose", function (evt) {
if (evt.getParent() != trigger) return false;
for (var i in evt.gaintag_map) {
if (evt.gaintag_map[i].includes("dczhizhe")) {
var cardsx = trigger.cards.filter(card => {
return get.position(card, true) == "o" && card.cardid == i;
});
if (cardsx.length) cards.addArray(cardsx);
}
}
});
if (cards.length) {
player.gain(cards, "gain2").gaintag.addArray(["dczhizhe", "dczhizhe_clear"]);
player.addTempSkill("dczhizhe_clear");
}
},
},
clear: {
charlotte: true,
onremove: function (player) {
player.removeGaintag("dczhizhe_clear");
},
mod: {
cardEnabled2: function (card, player) {
var cards = [];
if (card.cards) cards.addArray(cards);
if (get.itemtype(card) == "card") cards.push(card);
for (var cardx of cards) {
if (cardx.hasGaintag("dczhizhe_clear")) return false;
}
},
cardRespondable: function (card, player) {
var cards = [];
if (card.cards) cards.addArray(cards);
if (get.itemtype(card) == "card") cards.push(card);
for (var cardx of cards) {
if (cardx.hasGaintag("dczhizhe_clear")) return false;
}
},
cardSavable: function (card, player) {
var cards = [];
if (card.cards) cards.addArray(cards);
if (get.itemtype(card) == "card") cards.push(card);
for (var cardx of cards) {
if (cardx.hasGaintag("dczhizhe_clear")) return false;
}
},
},
},
},
},
//段巧笑
dccaizhuang: {
audio: 2,
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
return player.hasCard(function (card) {
return lib.filter.cardDiscardable(card, player, "dccaizhuang");
}, "he");
},
complexCard: true,
selectCard: [1, Infinity],
position: "he",
filterCard: true,
check: function (card) {
let cache = lib.skill.dccaizhuang.tempCache();
if (!cache || cache.no) return 0;
let player = _status.event.player,
suit = get.suit(card);
if (
ui.selected.cards.filter(i => {
return get.suit(i) === suit;
}).length < (cache[suit] || 0)
) {
if (get.position(card) === "h") return 15 - get.value(card);
return 9 - get.value(card);
}
return 0;
},
tempCache() {
let cache = _status.event.getTempCache("dccaizhuang", "dsuits");
if (cache) return cache;
cache = { no: true };
_status.event.putTempCache("dccaizhuang", "dsuits", cache);
let player = _status.event.player,
suits = {};
lib.suit.forEach(i => {
suits[i] = 0;
});
player.getCards("h", i => {
let suit = get.suit(i);
if (lib.suit.includes(suit)) suits[suit]++;
});
let sortedSuits = Object.fromEntries(Object.entries(suits).sort((a, b) => b[1] - a[1]));
let dis = 0,
idx = 0,
dsuits = 0,
leave = 0;
for (let i in sortedSuits) {
idx++;
if (!sortedSuits[i]) continue;
let num = 1;
if (idx > 2 || sortedSuits[i] < 3) num = sortedSuits[i];
cache[i] = num;
dis += num;
suits[i] -= num;
dsuits++;
}
for (let i in suits) {
if (suits[i]) leave++;
}
player.getCards("e", i => {
let suit = get.suit(i);
if (!cache[suit]) {
dsuits++;
cache[suit] = 1;
dis++;
}
});
let draw = 0,
e = [0, 1, 4 / 3, 2, 4];
if (dsuits <= leave) return false;
do {
draw += e[dsuits--];
} while (dsuits > leave);
if (draw > dis) {
delete cache.no;
_status.event.putTempCache("dccaizhuang", "dsuits", cache);
return cache;
}
return false;
},
content: function () {
"step 0";
var suits = [];
cards.forEach(i => {
if (suits.length >= 4) return;
let suit = get.suit(i, player);
if (lib.suit.includes(suit)) suits.add(suit);
});
event.num = suits.length;
"step 1";
var suits = [];
player.countCards("h", card => {
if (suits.length >= 4) return;
var suit = get.suit(card);
if (lib.suit.includes(suit)) suits.add(suit);
});
if (suits.length >= event.num) event.finish();
"step 2";
player.draw();
event.goto(1);
},
ai: {
order: 2,
result: { player: 1 },
},
},
dchuayi: {
audio: 2,
trigger: { player: "phaseJieshuBegin" },
frequent: true,
content: function () {
"step 0";
player.judge(() => 1).judge2 = result => result.bool;
"step 1";
var color = result.color;
if (color == "red" || color == "black") player.addTempSkill("dchuayi_" + color, { player: "phaseBegin" });
},
subSkill: {
red: {
trigger: { global: "phaseEnd" },
charlotte: true,
forced: true,
content: function () {
player.draw();
},
mark: true,
intro: {
name: "华衣·红",
content: "一名角色的回合结束时,你摸一张牌",
},
},
black: {
trigger: { player: "damageEnd" },
charlotte: true,
forced: true,
content: function () {
player.draw(2);
},
mark: true,
intro: {
name: "华衣·黑",
content: "当你受到伤害后,摸两张牌",
},
ai: {
maixie: true,
maixie_hp: true,
effect: {
target: function (card, player, target) {
if (get.tag(card, "damage")) {
if (player.hasSkillTag("jueqing", false, target)) return [1, -2];
if (!target.hasFriend()) return;
var num = 1;
if (get.attitude(player, target) > 0) {
if (player.needsToDiscard()) num = 0.5;
else num = 0.3;
}
if (target.hp >= 4) return [1, num * 2];
if (target.hp == 3) return [1, num * 1.5];
if (target.hp == 2) return [1, num * 0.5];
}
},
},
},
},
},
},
//张瑾云
dchuizhi: {
audio: 2,
trigger: { player: "phaseZhunbeiBegin" },
direct: true,
content: function () {
"step 0";
player
.chooseToDiscard(get.prompt("dchuizhi"), "你可以选择弃置任意张手牌并点击“确定”,将手牌摸至与全场手牌数最多的角色数相同。", [0, Infinity])
.set("logSkill", "dchuizhi")
.set("ai", card => {
if (_status.event.isMax) {
if (ui.selected.cards.length) return -get.value(card);
return 0;
}
return 6 - get.value(card);
})
.set("isMax", player.isMaxHandcard());
"step 1";
if (result.bool) {
var num = 0,
targets = game.filterPlayer();
for (var current of targets) {
if (current.isMaxHandcard()) {
num = current.countCards("h");
break;
}
}
num = Math.max(1, Math.min(5, num - player.countCards("h")));
player.draw(num);
}
},
},
dcjijiao: {
audio: 2,
enable: "phaseUse",
limited: true,
skillAnimation: true,
animationColor: "orange",
init: function (player) {
player.addSkill("dcjijiao_machi");
},
onremove: function (player) {
player.removeSkill("dcjijiao_machi");
},
onChooseToUse: function (event) {
if (event.dcjijiao == undefined && !game.online) {
var bool = lib.skill.dcjijiao.getCards(event.player, true);
event.set("dcjijiao", bool);
}
},
filter: function (event, player) {
return event.dcjijiao;
},
filterTarget: true,
getCards: function (player, bool) {
var cards = Array.from(ui.discardPile.childNodes);
var gains = cards.slice(0);
var history = game.getAllGlobalHistory("cardMove", function (evt) {
if (evt.name == "lose") return evt.position == ui.discardPile;
return evt.name == "cardsDiscard";
});
for (var i = history.length - 1; i >= 0; i--) {
var evt = history[i];
var cards2 = evt.cards.filter(function (card) {
return cards.includes(card);
});
if (cards2.length) {
if (!lib.skill.dcjijiao.isUse(evt, player)) {
gains.removeArray(cards2);
}
cards.removeArray(cards2);
}
if (!cards.length) break;
}
if (bool) return gains.some(card => get.type2(card, false) == "trick");
return gains.filter(card => get.type2(card, false) == "trick");
},
isUse: function (event, player) {
if (event.name != "cardsDiscard") return event.type == "discard" && event.player == player;
var evtx = event.getParent();
if (evtx.name != "orderingDiscard") return false;
var evt2 = evtx.relatedEvent || evtx.getParent();
return evt2.name == "useCard" && evt2.player == player;
},
content: function () {
player.awakenSkill("dcjijiao");
var cards = lib.skill.dcjijiao.getCards(player);
if (cards.length) {
target.gain(cards, "gain2").gaintag.add("dcjijiao");
target.addSkill("dcjijiao_nowuxie");
}
},
ai: {
order: 1,
result: {
target: function (player, target) {
if (ui.cardPile.childNodes.length > game.players.length * 5 && !player.hasSkill("dcjijiao_risutoa") && !game.hasPlayer(current => current.hp <= 1) && game.countPlayer(current => current.hp === 2 && current.countCards("hes") < 3) <= 1) return 0;
return 5;
},
},
},
subSkill: {
machi: {
charlotte: true,
forced: true,
popup: false,
trigger: {
global: ["washCard", "die"],
},
filter: function (event, player) {
return player.hasSkill("dcjijiao", null, false, false);
},
content: function () {
player.addSkill("dcjijiao_risutoa");
},
},
risutoa: {
charlotte: true,
forced: true,
popup: false,
trigger: { global: "phaseAfter" },
content: function () {
if (player.awakenedSkills.includes("dcjijiao")) {
player.restoreSkill("dcjijiao");
game.log(player, "重置了", "#g【继椒】");
//player.removeSkill('dcjijiao_machi');
}
player.removeSkill("dcjijiao_risutoa");
},
},
nowuxie: {
trigger: { player: "useCard1" },
forced: true,
charlotte: true,
firstDo: true,
popup: false,
filter: function (event, player) {
if (get.type(event.card) != "trick") return false;
return player.hasHistory("lose", function (evt) {
if (evt.getParent() != event) return false;
for (var i in evt.gaintag_map) {
if (evt.gaintag_map[i].includes("dcjijiao")) return true;
}
return false;
});
},
content: function () {
trigger.nowuxie = true;
},
onremove: function (player) {
player.removeGaintag("dcjijiao");
},
},
},
},
//桓范
dcjianzheng: {
audio: 2,
enable: "phaseUse",
usable: 1,
filterTarget: function (card, player, target) {
return target.countCards("h") && target != player;
},
content: function () {
"step 0";
var forced = target.hasCard(i => player.hasUseTarget(i), "h");
player
.choosePlayerCard(target, "h", "visible", forced, "获得并使用其中一张牌")
.set("filterButton", button => {
return _status.event.player.hasUseTarget(button.link);
})
.set("ai", button => {
return _status.event.player.getUseValue(button.link);
});
"step 1";
if (result.bool) {
var card = result.links[0];
event.card = card;
player.gain(card, "giveAuto");
} else event.goto(3);
"step 2";
if (get.position(card) == "h" && get.owner(card) == player && player.hasUseTarget(card)) {
if (get.name(card, player) == "sha") player.chooseUseTarget(card, true, false);
else player.chooseUseTarget(card, true);
}
"step 3";
if (
player.hasHistory("useCard", evt => {
return evt.getParent(2).name == "dcjianzheng" && evt.targets.includes(target);
})
) {
player.link(true);
target.link(true);
} else event.finish();
"step 4";
target.viewHandcards(player);
},
ai: {
order: 10,
expose: 0.2,
result: {
target: function (player, target) {
return -Math.sqrt(target.countCards("h"));
},
},
},
},
//fumo!
dcfumou: {
audio: 2,
trigger: { player: "damageEnd" },
direct: true,
filter: function (event, player) {
return player.getDamagedHp() > 0;
},
content: function () {
"step 0";
event.num = trigger.num;
"step 1";
player.chooseTarget(get.prompt2("dcfumou"), [1, player.getDamagedHp()]).set("ai", target => {
var att = get.attitude(_status.event.player, target);
if (target.countCards("h") >= 3 || (target.countCards("e") && !target.isDamaged())) {
if (!target.canMoveCard()) return -att;
else if (!target.canMoveCard(true)) return -att / 5;
}
return att;
});
"step 2";
if (result.bool) {
var targets = result.targets;
targets.sortBySeat(player);
event.targets = targets;
player.logSkill("dcfumou", targets);
event.num--;
} else event.finish();
"step 3";
var target = targets.shift();
event.target = target;
var choices = [];
var choiceList = ["移动场上的一张牌", "弃置所有手牌并摸两张牌", "弃置装备区里的所有牌并回复1点体力"];
if (target.canMoveCard()) choices.push("选项一");
else choiceList[0] = '<span style="opacity:0.5">' + choiceList[0] + "</span>";
if (
target.countCards("h") &&
!target.hasCard(card => {
return !lib.filter.cardDiscardable(card, target, "dcfumou");
}, "h")
)
choices.push("选项二");
else choiceList[1] = '<span style="opacity:0.5">' + choiceList[1] + "</span>";
if (
target.countCards("e") &&
!target.hasCard(card => {
return !lib.filter.cardDiscardable(card, target, "dcfumou");
}, "h")
)
choices.push("选项三");
else choiceList[2] = '<span style="opacity:0.5">' + choiceList[2] + "</span>";
if (choices.length) {
target
.chooseControl(choices)
.set("prompt", "腹谋:请选择一项")
.set("choiceList", choiceList)
.set("ai", () => {
return _status.event.choice;
})
.set(
"choice",
(function () {
if (choices.length == 1) return choices[0];
var func = (choice, target) => {
switch (choice) {
case "选项一":
if (target.canMoveCard(true)) return 5;
return 3;
case "选项二":
if (target.countCards("h") < 2 && get.value(target.getCards("h")[0]) < 6) return 4.5;
return 4.5 - target.countCards("h");
case "选项三":
var e2 = target.getEquip(2);
if (target.hp + target.countCards("hs", ["tao", "jiu"]) < 2 && !e2) return 5.5;
if (get.recoverEffect(target, target, target) <= 0) return 3;
if (!e2) return 4.4;
return 5 - 1.5 * target.countCards("e");
}
};
var choicesx = choices.map(i => [i, func(i, target)]).sort((a, b) => b[1] - a[1]);
return choicesx[0][0];
})()
);
} else event.goto(5);
"step 4";
game.log(target, "选择了", "#y" + result.control);
if (result.control == "选项一") {
target.moveCard(true);
} else if (result.control == "选项二") {
target.chooseToDiscard(true, "h", target.countCards("h"));
target.draw(2);
} else {
target.chooseToDiscard(true, "e", target.countCards("e"));
target.recover();
}
"step 5";
if (event.targets.length) event.goto(3);
// else if(event.num) event.goto(1);
},
ai: {
maixie: true,
maixie_hp: true,
effect: {
target: function (card, player, target) {
if (get.tag(card, "damage")) {
if (player.hasSkillTag("jueqing", false, target)) return [1, -2];
if (!target.hasFriend()) return;
var num = 1;
if (get.attitude(player, target) > 0) {
if (player.needsToDiscard()) num = 0.7;
else num = 0.5;
}
if (target.hp == 2 && target.hasFriend()) return [1, num * 1.5];
if (target.hp >= 2) return [1, num];
}
},
},
},
},
//陈泰
dcctjiuxian: {
audio: 2,
enable: "phaseUse",
usable: 1,
filterCard: lib.filter.cardRecastable,
selectCard: function () {
return Math.ceil(_status.event.player.countCards("h") / 2);
},
check: function (card) {
return 6.5 - get.value(card);
},
discard: false,
lose: false,
delay: false,
content: function () {
"step 0";
player.recast(cards);
"step 1";
player.addTempSkill("dcctjiuxian_help");
player.chooseUseTarget(
{
name: "juedou",
isCard: true,
storage: { dcctjiuxian: true },
},
true
);
},
ai: {
order: function () {
return 0.9 * get.order({ name: "juedou" });
},
tag: {
respond: 2,
respondSha: 2,
damage: 1,
},
result: {
player: function (player) {
let target = null,
maxval = 0;
for (let i of game.players) {
let jdeff = get.effect(
i,
{
name: "juedou",
isCard: true,
cards: ui.selected.cards,
storage: { dcctjiuxian: true },
},
player,
player
);
if (
i === player ||
!player.canUse(
{
name: "juedou",
isCard: true,
cards: ui.selected.cards,
storage: { dcctjiuxian: true },
},
i
) ||
jdeff < 0
)
continue;
let receff = 0;
game.filterPlayer(function (current) {
if (player != current && i.inRange(current) && current.isDamaged()) receff = Math.max(receff, get.recoverEffect(current, i, i));
});
if (jdeff + receff / 5 > maxval) {
target = i;
maxval = jdeff + receff / 5;
}
}
if (target) return maxval / 80;
return 0;
},
},
},
subSkill: {
help: {
trigger: { global: "damageSource" },
filter: function (event, player) {
return (
event.card &&
event.card.storage &&
event.card.storage.dcctjiuxian &&
event.player.isIn() &&
event.getParent(2).targets.includes(event.player) &&
game.hasPlayer(current => {
return current != player && event.player.inRange(current) && current.isDamaged();
})
);
},
direct: true,
forced: true,
charlotte: true,
content: function () {
"step 0";
player
.chooseTarget("救陷是否令其攻击范围内的一名其他角色回复1点体力", (card, player, target) => {
if (_status.event.player == target) return false;
return target.isDamaged() && _status.event.targetx.inRange(target);
})
.set("targetx", trigger.player)
.set("ai", target => get.recoverEffect(target, _status.event.player, _status.event.player));
"step 1";
if (result.bool) {
var target = result.targets[0];
player.logSkill("dcctjiuxian_help", target);
target.recover(player);
}
},
},
},
},
dcchenyong: {
audio: 2,
trigger: { player: "phaseJieshuBegin" },
frequent: true,
filter: function (event, player) {
return player.getHistory("useCard").length;
},
content: function () {
var types = [];
var history = player.getHistory("useCard");
for (var evt of history) {
types.add(get.type2(evt.card));
}
var num = types.length;
player.draw(num);
},
ai: { threaten: 2.2 },
},
//孙瑜
dcquanshou: {
audio: 2,
trigger: { global: "phaseBegin" },
filter: function (event, player) {
return event.player.countCards("h") <= event.player.maxHp;
},
logTarget: "player",
check: function (event, player) {
if (get.attitude(player, event.player) > 0) return true;
const draw = event.player.maxHp - event.player.countCards("h");
return draw <= 2 && event.player.getHp(true) - draw >= 1;
},
content: function () {
"step 0";
var draw = Math.min(5, trigger.player.maxHp - trigger.player.countCards("h"));
trigger.player
.chooseControl()
.set("choiceList", [(draw > 0 ? "摸" + get.cnNumber(draw) + "张牌,然后" : "令") + "你本回合使用【杀】的次数上限-1", "当你本回合使用牌被抵消后," + get.translation(player) + "摸一张牌"])
.set("ai", () => _status.event.choice)
.set(
"choice",
(function () {
var draw = Math.min(5, Math.max(0, trigger.player.maxHp - trigger.player.countCards("h")));
if (get.attitude(trigger.player, player) > 0) {
if (draw >= 3 || trigger.player.getCardUsable("sha") > 1) return "选项一";
if (
!draw ||
(draw <= 1 &&
trigger.player.countCards("hs", card => {
return get.name(card) == "sha" && trigger.player.hasValueTarget(card);
}))
)
return "选项二";
return "选项一";
} else {
if (draw >= 4) return "选项一";
if (
draw < 2 &&
trigger.player.countCards("hs", card => {
return trigger.player.hasValueTarget(card);
})
)
return "选项二";
return "选项一";
}
})()
)
.set("prompt", "劝守:请选择一项");
"step 1";
game.log(trigger.player, "选择了", "#y" + result.control);
if (result.control == "选项一") {
var draw = Math.min(5, trigger.player.maxHp - trigger.player.countCards("h"));
if (draw > 0) trigger.player.draw(draw);
trigger.player.addTempSkill("dcquanshou_sha");
trigger.player.addMark("dcquanshou_sha", 1, false);
} else {
trigger.player.addTempSkill("dcquanshou_respond");
trigger.player.markAuto("dcquanshou_respond", [player]);
}
},
ai: {
expose: 0.1,
},
subSkill: {
sha: {
charlotte: true,
onremove: true,
marktext: "守",
intro: { content: "使用【杀】的次数上限-#" },
mod: {
cardUsable: function (card, player, num) {
if (card.name == "sha") return num - player.countMark("dcquanshou_sha");
},
},
},
respond: {
trigger: { player: ["shaMiss", "eventNeutralized"] },
filter: function (event, player) {
if (event.type != "card" && event.name != "_wuxie") return false;
return player.getStorage("dcquanshou_respond").some(i => i.isIn());
},
forced: true,
popup: false,
charlotte: true,
onremove: true,
marktext: '<span style="text-decoration: line-through;">守</span>',
intro: { content: "本回合使用的牌被抵消后,$摸一张牌" },
content: function () {
var targets = player.getStorage("dcquanshou_respond");
targets.sortBySeat();
for (var target of targets) {
if (target.isIn()) {
target.logSkill("dcquanshou_respond", player);
target.draw();
}
}
},
},
},
},
dcshexue: {
audio: 2,
trigger: { player: "phaseUseBegin" },
filter: function (event, player) {
var cards = lib.skill.dcshexue.getLast();
return cards.some(card => player.hasUseTarget(card, false));
},
getLast: function () {
var cards = [];
for (var current of game.filterPlayer()) {
var history = current.actionHistory;
if (history.length < 2) continue;
if (history[history.length - 2].isMe) {
var evts = history[history.length - 2].useCard;
for (var i = evts.length - 1; i >= 0; i--) {
var evt = evts[i];
if (get.type(evt.card) != "basic" && get.type(evt.card) != "trick") continue;
var evtx = evt.getParent("phaseUse");
if (evtx && evtx.player == current) cards.push({ name: evt.card.name, nature: evt.card.nature });
}
}
}
return cards;
},
direct: true,
group: "dcshexue_end",
content: function () {
"step 0";
var cards = lib.skill.dcshexue.getLast();
cards = cards.filter(card => player.hasUseTarget(card, false));
player.chooseButton(["设学:是否将一张牌当作其中一张牌使用?", [cards, "vcard"]]);
"step 1";
if (!result.bool) return;
var card = result.links[0];
game.broadcastAll(function (card) {
lib.skill.dcshexue_backup.viewAs = card;
}, card);
var next = player.chooseToUse();
next.set("openskilldialog", `###${get.prompt("dcshexue")}###将一张牌当做${get.translation(card.nature) || ""}${get.translation(card.name)}】使用`);
next.set("norestore", true);
next.set("addCount", false);
next.set("_backupevent", "dcshexue_backup");
next.set("custom", {
add: {},
replace: { window: function () {} },
});
next.backup("dcshexue_backup");
},
subSkill: {
backup: {
audio: "dcshexue",
filterCard: function (card) {
return get.itemtype(card) == "card";
},
filterTarget: lib.filter.targetEnabled,
position: "hes",
selectCard: 1,
check: card => 6 - get.value(card),
popname: true,
},
end: {
audio: "dcshexue",
trigger: { player: "phaseUseEnd" },
filter: function (event, player) {
return player.getHistory("useCard", evt => {
return evt.getParent("phaseUse") == event && (get.type(evt.card) == "basic" || get.type(evt.card) == "trick");
}).length;
},
prompt2: function (event, player) {
return "令下一回合的角色于其出牌阶段开始时选择是否将一张牌当做你本阶段使用过的一张基本牌或普通锦囊牌使用?";
},
check: function (event, player) {
let evt = event.getParent("phase").getParent();
let nextPlayer = player.getNext();
if (evt && evt.next && evt.next.length) {
nextPlayer = evt.next[0].player;
}
return get.attitude(player, nextPlayer) > 0;
},
content: function () {
var history = player.getHistory("useCard", evt => {
return evt.getParent("phaseUse") == trigger && (get.type(evt.card) == "basic" || get.type(evt.card) == "trick");
});
player.addSkill("dcshexue_studyclear");
if (!player.storage.dcshexue_studyclear) player.storage.dcshexue_studyclear = [];
history.forEach(evt => {
var card = evt.card;
card = { name: card.name, nature: card.nature };
player.storage.dcshexue_studyclear.push(card);
});
},
},
study: {
trigger: { player: "phaseUseBegin" },
filter: function (event, player) {
return player.getStorage("dcshexue_study").some(i => event.player.hasUseTarget(i, false));
},
onremove: true,
charlotte: true,
direct: true,
content: function () {
"step 0";
event.cards = player.getStorage("dcshexue_study");
"step 1";
var card = cards.pop();
if (trigger.player.hasUseTarget(card, false)) {
game.broadcastAll(function (card) {
lib.skill.dcshexue_backup.viewAs = card;
lib.skill.dcshexue_backup.prompt = "设学:是否将一张牌当做" + get.translation(card) + "使用?";
}, card);
var next = trigger.player.chooseToUse();
next.set("openskilldialog", `###${get.prompt("dcshexue_study")}###将一张牌当做${get.translation(card.nature) || ""}${get.translation(card.name)}】使用`);
next.set("norestore", true);
next.set("addCount", false);
next.set("_backupevent", "dcshexue_backup");
next.set("custom", {
add: {},
replace: { window: function () {} },
});
next.backup("dcshexue_backup");
}
if (cards.length) event.redo();
},
},
studyclear: {
trigger: { global: "phaseBegin" },
charlotte: true,
forceDie: true,
silent: true,
onremove: true,
lastDo: true,
content: function () {
trigger.player.addTempSkill("dcshexue_study");
if (!trigger.player.storage.dcshexue_study) trigger.player.storage.dcshexue_study = [];
trigger.player.storage.dcshexue_study = trigger.player.storage.dcshexue_study.concat(player.getStorage("dcshexue_studyclear"));
player.removeSkill("dcshexue_studyclear");
},
},
},
},
//郤正
dcdanyi: {
audio: 2,
trigger: { player: "useCardToPlayered" },
filter: function (event, player) {
if (!event.isFirstTarget) return false;
if (!event.targets || !event.targets.length) return false;
var evt = lib.skill.dcjianying.getLastUsed(player, event.getParent());
if (!evt || !evt.targets || !evt.targets.length) return false;
return event.targets.some(target => evt.targets.includes(target));
},
frequent: true,
locked: false,
content: function () {
var evt = lib.skill.dcjianying.getLastUsed(player, trigger.getParent());
player.draw(trigger.targets.filter(target => evt.targets.includes(target)).length);
},
mod: {
aiOrder: function (player, card, num) {
var evt = player.getLastUsed();
if (
evt &&
evt.targets &&
evt.targets.length &&
game.hasPlayer(current => {
return evt.targets.includes(current) && player.canUse(card, current) && get.effect(current, card, player, player) > 0;
})
)
return num + 10;
},
},
ai: {
effect: {
player: function (card, player, target) {
var evt = player.getLastUsed();
if (evt && evt.targets.includes(target)) return [1.5, 0];
},
},
},
},
dcwencan: {
audio: 2,
enable: "phaseUse",
usable: 1,
filterTarget: function (card, player, target) {
if (ui.selected.targets.length) {
if (ui.selected.targets[0].hp == target.hp) return false;
}
return target != player;
},
selectTarget: [1, 2],
complexTarget: true,
multiline: true,
content: function () {
"step 0";
target
.chooseToDiscard(get.translation(player) + "对你发动了【文灿】", "是否弃置两张花色不同的牌?或者点击“取消”,令其本回合对你使用牌无距离和次数限制", "he", 2, (card, player) => {
if (!ui.selected.cards.length) return true;
var suit = get.suit(card, player);
for (var i of ui.selected.cards) {
if (get.suit(i, player) == suit) return false;
}
return true;
})
.set("complexCard", true)
.set("ai", card => {
if (_status.event.nofear) return 0;
return 5 - get.value(card);
})
.set(
"nofear",
player.countCards("hs", card => {
return get.tag(card, "damage") && player.canUse(card, target, false) && get.effect(target, card, player, target) <= 0;
}) < target.hp
);
"step 1";
if (!result.bool) {
player.addTempSkill("dcwencan_paoxiao");
player.markAuto("dcwencan_paoxiao", [target]);
}
},
subSkill: {
paoxiao: {
charlotte: true,
onremove: true,
marktext: "灿",
intro: { content: "对$使用牌无距离和次数限制" },
mod: {
cardUsableTarget: function (card, player, target) {
if (player.getStorage("dcwencan_paoxiao").includes(target)) return true;
},
targetInRange: function (card, player, target) {
if (player.getStorage("dcwencan_paoxiao").includes(target)) return true;
},
},
},
},
ai: {
order: 9,
result: { target: -1 },
},
},
//芮姬
dcwangyuan: {
audio: 2,
trigger: {
player: ["loseAfter", "logSkill"],
global: ["equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter"],
},
frequent: true,
filter: function (event, player, name) {
if (player == _status.currentPhase) return name == "logSkill" && event.skill == "dcliying" && player.getExpansions("dcwangyuan").length < game.countPlayer2();
if (name == "logSkill") return false;
if (player.getExpansions("dcwangyuan").length >= game.countPlayer()) return false;
if (event.name == "gain" && event.player == player) return false;
var evt = event.getl(player);
return evt && evt.cards2 && evt.cards2.length > 0;
},
content: function () {
"step 0";
var cards = player.getExpansions("dcwangyuan");
var card = get.cardPile2(cardx => {
var type = get.type2(cardx);
return (type == "basic" || type == "trick") && !cards.some(cardxx => get.name(cardx, false) == get.name(cardxx, false));
});
if (card) player.addToExpansion(card, "gain2").gaintag.add("dcwangyuan");
},
ai: {
combo: "dclingyin",
},
marktext: "妄",
intro: {
name: "妄(妄缘/铃音)",
content: "expansion",
markcount: "expansion",
},
},
dclingyin: {
audio: 2,
trigger: { player: "phaseUseBegin" },
filter: function (event, player) {
return player.getExpansions("dcwangyuan").length;
},
direct: true,
content: function () {
"step 0";
var cards = player.getExpansions("dcwangyuan");
player
.chooseButton([get.prompt("dclingyin") + "(当前轮数:" + get.cnNumber(game.roundNumber, true) + "", cards], [1, game.roundNumber])
.set("ai", button => {
var color = _status.event.color,
player = _status.event.player;
if (ui.selected.buttons.length > 0 && ui.selected.buttons.length == player.getExpansions("dcwangyuan").length - 1) return 0;
if (color == 1) return get.value(button.link);
if (color) return get.color(button.link) == color ? 1 : 0;
return 0;
})
.set(
"color",
(function () {
var cardsR = cards.filter(i => get.color(i) == "red");
if (cardsR.length == cards.length || cardsR.length == 0 || cards.length <= game.roundNumber) return 1;
if (cardsR.length <= game.roundNumber) return "red";
if (cards.length - cardsR.length <= game.roundNumber) return "black";
return 1;
})()
);
"step 1";
if (result.bool) {
player.logSkill("dclingyin");
var cards = result.links;
player.gain(cards, "gain2");
var cardsx = player.getExpansions("dcwangyuan").removeArray(cards);
if (cardsx.length <= 1 || get.color(cardsx) != "none") {
player.addTempSkill("dclingyin_effect");
player.addMark("dclingyin_effect", 1, false);
game.log(player, "获得了", "#g【铃音】", "的后续效果");
}
}
},
ai: {
combo: "dcwangyuan",
threaten: 3,
},
subSkill: {
effect: {
audio: "dclingyin",
enable: "phaseUse",
trigger: { source: "damageBegin1" },
viewAs: { name: "juedou" },
charlotte: true,
forced: true,
onremove: true,
prompt: "将一张武器牌或防具牌当【决斗】使用",
filterCard: function (card) {
return get.subtype(card) == "equip1" || get.subtype(card) == "equip2";
},
position: "hes",
filter: function (event, player) {
if (event.name == "chooseToUse") return player.countCards("hes", { subtype: ["equip1", "equip2"] }) > 0;
return event.player != player;
},
content: function () {
trigger.num += player.countMark("dclingyin_effect");
},
ai: {
damageBonus: true,
},
},
},
},
dcliying: {
audio: 2,
usable: 1,
trigger: {
player: "gainAfter",
global: "loseAsyncAfter",
},
filter: function (event, player) {
var cards = event.getg(player).filter(i => get.owner(i) == player && get.position(i) == "h");
if (!cards.length) return false;
var evt = event.getParent("phaseDraw");
if (evt && evt.name == "phaseDraw") return false;
return true;
},
direct: true,
content: function () {
"step 0";
var cards = trigger.getg(player).filter(i => get.owner(i) == player && get.position(i) == "h");
player
.chooseCardTarget({
prompt: get.prompt("dcliying"),
prompt2: "选择本次获得的任意张牌交给一名其他角色,然后摸一张牌",
filterTarget: lib.filter.notMe,
filterCard: card => _status.event.cards.includes(card),
cards: cards,
selectCard: [1, cards.length],
ai1: function (card) {
if (ui.selected.cards.length) return 0;
return 3 / (Math.abs(get.value(card)) + 0.1);
},
ai2: function (target) {
return get.value(ui.selected.cards, target) * get.attitude(_status.event.player, target);
},
})
.set("cards", cards);
"step 1";
if (result.bool) {
var target = result.targets[0];
player.logSkill("dcliying", target);
player.give(result.cards, target);
player.draw();
//if(player!=_status.currentPhase) event.finish();
} else {
player.storage.counttrigger.dcliying--;
event.finish();
} /*
'step 2'
var cards=player.getExpansions('dcwangyuan');
var card=get.cardPile2(cardx=>{
var type=get.type2(cardx);
return (type=='basic'||type=='trick')&&!cards.some(cardxx=>get.name(cardx,false)==get.name(cardxx,false));
});
if(card) player.addToExpansion(card,'gain2').gaintag.add('dcwangyuan');*/
},
},
//谢灵毓
dcyuandi: {
audio: 2,
init: () => {
game.addGlobalSkill("dcyuandi_ai");
},
onremove: () => {
if (!game.hasPlayer(i => i.hasSkill("dcyuandi"), true)) game.removeGlobalSkill("dcyuandi_ai");
},
trigger: { global: "useCard" },
filter: function (event, player) {
var evt = event.getParent("phaseUse");
if (!evt || evt.player != event.player) return false;
if (event.player == player || !event.targets || event.targets.length > 1 || event.targets[0] != event.player) return false;
return (
event.player
.getHistory("useCard", evtx => {
return evtx.getParent("phaseUse") == evt;
})
.indexOf(event) == 0
);
},
direct: true,
content: function () {
"step 0";
var target = trigger.player;
var name = get.translation(target);
var choices = ["选项二"];
var choiceList = ["弃置" + name + "一张手牌", "你与" + name + "各摸一张牌"];
if (target.countDiscardableCards(player, "h")) choices.unshift("选项一");
else choiceList[0] = '<span style="opacity:0.5; ">' + choiceList[0] + "</span>";
player
.chooseControl(choices, "cancel2")
.set("choiceList", choiceList)
.set("ai", () => {
return _status.event.choice;
})
.set("prompt", get.prompt("dcyuandi", trigger.player))
.set(
"choice",
(function () {
if (get.attitude(player, target) < 0) {
if (choices.includes("选项一")) return "选项一";
return "cancel2";
}
return "选项二";
})()
);
"step 1";
if (result.control != "cancel2") {
var target = trigger.player;
player.logSkill("dcyuandi", target);
if (result.control == "选项一") {
player.discardPlayerCard(target, "h", true);
if (get.mode() !== "identity" || player.identity !== "nei") player.addExpose(0.15);
} else game.asyncDraw([target, player]);
}
},
subSkill: {
ai: {
mod: {
aiOrder: function (player, card, num) {
var info = get.info(card);
if (!info || !info.toself) return;
var evt = _status.event.getParent("phaseUse");
if (!evt || evt.player != player) return;
if (player.hasHistory("useCard", evtx => evtx.getParent("phaseUse") == evt)) return;
if (
game.hasPlayer(current => {
return current.hasSkill("dcyuandi") && get.attitude(player, current) >= 0;
})
)
return num + 10;
return num / 3;
},
},
trigger: { player: "dieAfter" },
filter: () => {
return !game.hasPlayer(i => i.hasSkill("dcyuandi"), true);
},
silent: true,
forceDie: true,
content: () => {
game.removeGlobalSkill("dcyuandi_ai");
},
},
},
},
dcxinyou: {
audio: 2,
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
return player.countCards("h") < player.maxHp || player.isDamaged();
},
content: function () {
"step 0";
player.recover(player.getDamagedHp(true));
player.drawTo(player.maxHp);
"step 1";
var check = 0;
if (
player.hasHistory("gain", evt => {
return evt.getParent(2) == event && evt.cards.length >= 3;
})
)
check |= 1;
if (
game.getGlobalHistory("changeHp", evt => {
return evt.getParent().name == "recover" && evt.getParent(2) == event;
}).length
)
check |= 2;
if (check > 0) {
player.addTempSkill("dcxinyou_effect");
player.storage.dcxinyou_effect = check;
}
},
ai: {
order: 1,
result: { player: 1 },
},
subSkill: {
effect: {
audio: "dcxinyou",
trigger: { player: "phaseJieshuBegin" },
charlotte: true,
forced: true,
onremove: true,
filter: function (event, player) {
return player.storage.dcxinyou_effect;
},
content: function () {
if ((player.storage.dcxinyou_effect & 1) > 0) player.loseHp();
if ((player.storage.dcxinyou_effect & 2) > 0) player.chooseToDiscard("心幽:请弃置一张牌", 1, true, "he");
},
},
},
},
//笮融
dccansi: {
audio: 2,
trigger: { player: "phaseZhunbeiBegin" },
forced: true,
content: function () {
"step 0";
player.recover();
if (!game.hasPlayer(current => current != player)) event.finish();
else
player.chooseTarget("残肆:选择一名其他角色", true, lib.filter.notMe).set("ai", target => {
var player = _status.event.player;
var list = ["recover", "sha", "juedou", "huogong"];
return list.reduce((p, c) => {
return p + get.effect(target, { name: c }, player, player);
}, 0);
});
"step 1";
if (result.bool) {
var target = result.targets[0];
event.target = target;
player.line(target, "fire");
target.recover();
event.list = ["sha", "juedou", "huogong"];
player.addTempSkill("dccansi_draw");
player.storage.dccansi_draw = target;
} else event.finish();
"step 2";
var card = { name: event.list.shift(), isCard: true };
if (target.isIn() && player.canUse(card, target, false)) player.useCard(card, target, false);
if (event.list.length) event.redo();
"step 3";
player.removeSkill("dccansi_draw");
},
subSkill: {
draw: {
trigger: { global: "damageEnd" },
forced: true,
charlotte: true,
onremove: true,
filter: function (event, player) {
return event.getParent(3).name == "dccansi" && player.storage.dccansi_draw == event.player;
},
content: function () {
for (var i = 0; i < trigger.num; i++) {
player.draw(2);
}
},
},
},
ai: {
threaten: 5,
expose: 0.3,
},
},
dcfozong: {
audio: 2,
trigger: { player: "phaseUseBegin" },
filter: function (event, player) {
return player.countCards("h") > 7;
},
forced: true,
direct: true,
intro: {
markcount: "expansion",
content: "expansion",
},
content: function () {
"step 0";
var num = player.countCards("h") - 7;
player.chooseCard("佛宗:将" + get.cnNumber(num) + "张手牌置于武将上", true, num);
"step 1";
if (result.bool) {
var cards = result.cards;
player.logSkill("dcfozong");
player.addToExpansion(cards, player, "give").gaintag.add("dcfozong");
}
"step 2";
var cards = player.getExpansions("dcfozong");
if (cards.length < 7) event.finish();
else {
event.targets = game.filterPlayer(i => i != player).sortBySeat(player);
game.delayx();
}
"step 3";
var target = targets.shift();
event.target = target;
player.line(target);
var cards = player.getExpansions("dcfozong");
if (!cards.length) event._result = { bool: false };
else
target
.chooseButton(['###佛宗###<div class="text center">获得一张牌并令' + get.translation(player) + "回复1点体力或点击“取消”令其失去1点体力</div>", cards])
.set("ai", button => {
if (_status.event.refuse) return get.value(button.link) - 7.5;
return get.value(button.link);
})
.set("refuse", get.attitude(target, player) < 1 && get.effect(player, { name: "losehp" }, player, target) > 0);
"step 4";
if (result.bool) {
var card = result.links[0];
target.gain(card, "give", player);
player.recover(target);
} else player.loseHp();
"step 5";
if (targets.length) event.goto(3);
},
ai: { halfneg: true },
},
//滕芳兰
dcluochong: {
audio: 2,
trigger: { global: "roundStart" },
filter: function (event, player) {
return game.hasPlayer(current => current.countDiscardableCards(player, "hej") > 0);
},
direct: true,
async content(event, trigger, player) {
if (_status.connectMode)
game.broadcastAll(function () {
_status.noclearcountdown = true;
});
const lose_list = [];
let num = 4 - player.countMark("dcluochong");
while (num > 0) {
const result = await player
.chooseTarget(get.prompt("dcluochong"), `弃置任意名角色区域内的累计至多${num}张牌`, (card, player, target) => {
return target.hasCard(card => {
const discarded = _status.event.lose_list.find(item => item[0] == target);
if (discarded && discarded[1].includes(card)) return false;
return lib.filter.canBeDiscarded(card, player, target, "dcluochong");
}, "hej");
})
.set("ai", target => {
const player = _status.event.player,
discarded = _status.event.lose_list.find(item => item[0] == target);
if (discarded) {
if (target == player) return 0;
const num = discarded[1].length;
if (num > 1 && player.hp + player.hujia > 2) return 0;
}
if (target == player) {
if (ui.cardPile.childNodes.length > 80 && player.hasCard(card => get.value(card) < 8)) return 20;
return 0;
}
return get.effect(target, { name: "guohe_copy2" }, player, player);
})
.set("lose_list", lose_list)
.forResult();
if (result.bool) {
const target = result.targets[0];
const cards = await player
.choosePlayerCard(target, true, "hej", [1, num], `选择弃置${get.translation(target)}区域内的牌`)
.set("filterButton", button => {
const card = button.link,
target = _status.event.target,
player = get.player();
const discarded = _status.event.lose_list.find(item => item[0] == target);
if (discarded && discarded[1].includes(card)) return false;
return lib.filter.canBeDiscarded(card, player, target, "dcluochong");
})
.set("lose_list", lose_list)
.set("ai", button => {
if (ui.selected.buttons.length > 0) return false;
var val = get.buttonValue(button);
if (get.attitude(_status.event.player, _status.event.target) > 0) return -val;
return val;
})
.forResultCards();
num -= cards.length;
const index = lose_list.find(item => item[0] == target);
if (!index) {
lose_list.push([target, cards]);
} else {
index[1].addArray(cards);
}
} else {
break;
}
}
if (_status.connectMode) {
game.broadcastAll(function () {
delete _status.noclearcountdown;
game.stopCountChoose();
});
}
if (lose_list.length > 0) {
lib.tempSortSeat = trigger.player;
lose_list.sort((a, b) => {
return lib.sort.seat(a[0], b[0]);
});
delete lib.tempSortSeat;
player.logSkill(
"dcluochong",
lose_list.map(i => i[0])
);
if (lose_list.some(i => i[1].length > 2)) {
game.log(player, "可弃置牌数", "#g-1");
player.addMark("dcluochong", 1, false);
}
if (lose_list[0].length == 1) {
lose_list[0][0].discard(lose_list[0][1]);
} else {
game.loseAsync({
lose_list: lose_list,
discarder: player,
}).setContent("discardMultiple");
}
}
},
ai: {
threaten: 2.5,
effect: {
target: function (card, player, target, current) {
if (get.type(card) == "delay" && current < 0) {
var current = _status.currentPhase;
if (current.getSeatNum() > target.getSeatNum()) return "zerotarget";
}
},
},
},
},
dcaichen: {
audio: 2,
init: function (player) {
game.addGlobalSkill("dcaichen_hit");
},
onremove: function (player) {
if (!game.hasPlayer(current => current.hasSkill("dcaichen"), true)) game.removeGlobalSkill("dcaichen_hit");
},
trigger: {
player: ["loseAfter", "phaseDiscardBefore"],
global: "loseAsyncAfter",
target: "useCardToTargeted",
},
filter: function (event, player, name) {
if (event.name == "phaseDiscard") return ui.cardPile.childNodes.length > 40;
if (name == "useCardToTargeted") return ui.cardPile.childNodes.length < 40 && get.suit(event.card) == "spade";
if (event.getParent().name != "dcluochong") return false;
if (event.name == "loseAsync" && !event.getl(player).cards.length) return false;
return ui.cardPile.childNodes.length > 80;
},
forced: true,
content: function () {
if (trigger.name.indexOf("lose") == 0) player.draw(2);
else if (trigger.name == "phaseDiscard") {
trigger.cancel();
game.log(player, "跳过了弃牌阶段");
} else {
trigger.directHit.add(player);
game.log(player, "不可响应", trigger.card);
}
},
subSkill: {
hit: {
trigger: { player: "dieAfter" },
filter: function (event, player) {
return !game.hasPlayer(current => current.hasSkill("dcaichen"), true);
},
silent: true,
forceDie: true,
content: function () {
game.removeGlobalSkill("dcaichen_hit");
},
ai: {
directHit_ai: true,
skillTagFilter: function (player, tag, arg) {
return arg && arg.card && arg.target && arg.target.hasSkill("dcaichen") && ui.cardPile.childNodes.length < 40 && get.suit(arg.card) === "spade";
},
},
},
},
},
//杨彪
dczhaohan: {
audio: 2,
trigger: { player: "phaseDrawBegin2" },
frequent: true,
filter: function (event, player) {
return !event.numFixed;
},
content: function () {
trigger.num += 2;
trigger.dczhaohan = true;
player.addTempSkill("dczhaohan_choose", "phaseDrawAfter");
},
subSkill: {
choose: {
trigger: { player: "gainAfter" },
filter: function (event, player) {
return event.getParent(2).dczhaohan && player.countCards("h") >= 2;
},
forced: true,
charlotte: true,
popup: false,
content: function () {
"step 0";
var choices = [],
choiceList = ["将两张手牌交给一名没有手牌的角色", "弃置两张手牌"];
if (game.hasPlayer(current => current.countCards("h") == 0)) choices.push("选项一");
else choiceList[0] = '<span style="opacity:0.5; ">' + choiceList[0] + "</span>";
choices.push("选项二");
if (choices.length == 1) event._result = { control: "选项二" };
else
player
.chooseControl(choices)
.set("choiceList", choiceList)
.set("ai", () => _status.event.choice)
.set(
"choice",
(function () {
if (
game.hasPlayer(current => {
return current.countCards("h") == 0 && get.attitude(player, current) > 0;
})
)
return "选项一";
return "选项二";
})()
);
"step 1";
if (result.control == "选项一") {
player.chooseCardTarget({
filterCard: true,
selectCard: 2,
forced: true,
filterTarget: function (card, player, target) {
return !target.countCards("h");
},
ai1: function (card) {
return 7 - get.value(card);
},
ai2: function (target) {
return get.attitude(_status.event.player, target);
},
prompt: "将两张手牌交给一名没有手牌的角色",
});
} else {
player.chooseToDiscard("昭汉:请弃置两张手牌", true, 2);
event.finish();
}
"step 2";
if (result.bool) {
player.give(result.cards, result.targets[0]);
}
},
},
},
},
oldjinjie: {
audio: "dcjinjie",
trigger: { global: "dying" },
hasPhase: function (player) {
var history = player.actionHistory;
for (var i = history.length - 1; i >= 0; i--) {
if (history[i].isMe && !history[i].isSkipped) return true;
if (history[i].isRound) break;
}
return false;
},
direct: true,
content: function () {
"step 0";
player.chooseBool(get.prompt("oldjinjie", trigger.player), "令其摸一张牌").set("ai", () => {
return get.attitude(_status.event.player, _status.event.getTrigger().player) > 0;
});
"step 1";
if (result.bool) {
player.logSkill("oldjinjie", trigger.player);
trigger.player.draw();
} else event.finish();
if (lib.skill.oldjinjie.hasPhase(player)) event.finish();
"step 2";
var num = 0;
var history = player.actionHistory;
for (var i = history.length - 1; i >= 0; i--) {
for (var evt of history[i].useSkill) {
if (evt.skill == "oldjinjie") num++;
}
if (history[i].isRound) break;
}
if (num == 0) {
player.chooseBool(get.prompt("oldjinjie", trigger.player), "令其回复1点体力").set("ai", () => {
var player = _status.event.player;
return get.effect(_status.event.getTrigger().player, { name: "tao" }, player, player) > 0;
});
} else {
player
.chooseToDiscard(get.prompt("oldjinjie", trigger.player), "弃置" + get.cnNumber(num) + "张牌令其回复1点体力", "he", num)
.set("ai", card => {
if (_status.event.eff > 0) return get.value({ name: "tao" }) - get.value(card);
return 0;
})
.set("eff", get.effect(trigger.player, { name: "tao" }, player, player));
}
"step 3";
if (result.bool) {
player.line(trigger.player, "green");
trigger.player.recover();
}
},
},
dcjinjie: {
audio: 2,
trigger: { global: "dying" },
async cost(event, trigger, player) {
const target = trigger.player;
const result = await player
.chooseControl(
[0, 1, 2, 3].map(i => get.cnNumber(i, true)),
"cancel2"
)
.set("prompt", get.prompt("dcjinjie", target))
.set("prompt2", `${get.translation(target)}摸至多三张牌然后你可以弃置等量的牌令其回复1点体力。`)
.set("ai", () => {
return get.event("choice");
})
.set(
"choice",
(() => {
if (get.attitude(player, target) <= 0) return "cancel2";
if (target === player) return 3;
const unusefulCount = player.countCards("he", card => {
return lib.filter.cardDiscardable(card, player, "dcjinjie") && get.value(card) < 5 && !player.canSaveCard(card, target);
});
if (
[player, target]
.unique()
.map(current => {
return current.countCards("hs", card => {
return player.canSaveCard(card, target);
});
})
.reduce((p, c) => p + c) > unusefulCount
) {
return 3;
}
return Math.min(3, unusefulCount);
})()
)
.forResult();
if (result.control !== "cancel2") {
event.result = {
bool: true,
cost_data: {
index: result.index,
},
};
}
},
round: 1,
logTarget: "player",
async content(event, trigger, player) {
const num = event.cost_data.index,
target = trigger.player;
if (num > 0) await target.draw(num);
let next;
if (num > 0) {
next = player
.chooseToDiscard(`尽节:是否弃置${get.cnNumber(num)}张牌,令${get.translation(target)}回复1点体力`, num, "he")
.set("ai", card => {
if (get.event("goon")) {
return 100 / Math.max(0.01, get.value(card) + 20);
}
return 0;
})
.set(
"goon",
(() => {
if (get.attitude(player, target) <= 0) return false;
const count = player.countCards("hs", card => {
return player.canSaveCard(card, target);
});
return (
!count ||
(count > 0 &&
player.countCards("he", card => {
return get.value(card) < 5;
}) >= num)
);
})()
);
} else {
next = player.chooseBool(`尽节:是否令${get.translation(target)}回复1点体力`).set("choice", get.attitude(player, target) > 0);
}
const bool = await next.forResultBool();
if (bool) {
player.line(target, "green");
await target.recover();
}
},
subSkill: {
round: {},
},
},
oldjue: {
audio: "dcjue",
trigger: { player: "phaseZhunbeiBegin" },
direct: true,
filter: function (event, player) {
return game.hasPlayer(current => (current.getHp() > player.getHp() || current.countCards("h") > player.countCards("h")) && player.canUse("sha", current, false));
},
content: function () {
"step 0";
player
.chooseTarget(get.prompt("oldjue"), "视为对一名体力值或手牌数大于你的角色使用一张【杀】", (card, player, target) => {
return player.canUse("sha", target, false) && (target.getHp() > player.getHp() || target.countCards("h") > player.countCards("h"));
})
.set("ai", target => {
return get.effect(target, { name: "sha" }, _status.event.player);
});
"step 1";
if (result.bool) {
var target = result.targets[0];
player.logSkill("oldjue", target);
player.useCard({ name: "sha", isCard: true }, target, false);
}
},
},
dcjue: {
audio: 2,
trigger: { global: "phaseJieshuBegin" },
filter(event, player) {
if (!lib.skill.dcjue.getCards().length) return false;
return (
(event.player !== player && event.player.isIn()) ||
(event.player === player &&
game.hasPlayer(current => {
return current.isIn();
}))
);
},
round: 1,
async cost(event, trigger, player) {
let maxLimit = lib.skill.dcjue.getCards().length;
if (trigger.player === player) {
event.result = await player
.chooseTarget(get.prompt("dcjue"), `选择一名其他角色视为对其依次随机使用X次【杀】/【过河拆桥】/【五谷丰登】X为${maxLimit}与其体力上限中的较小值)。`)
.set("filterTarget", lib.filter.notMe)
.set("ai", target => {
return -get.attitude(get.player(), target);
})
.forResult();
} else {
const target = trigger.player;
maxLimit = Math.min(maxLimit, target.maxHp);
event.result = await player
.chooseBool(get.prompt("dcjue", target), `视为对${get.translation(target)}依次随机使用${get.cnNumber(maxLimit)}次【杀】/【过河拆桥】/【五谷丰登】。`)
.set("choice", get.attitude(player, target) < 0)
.forResult();
}
},
logTarget: "player",
getCards() {
const cards = [];
game.countPlayer2(current => {
current.getHistory("lose", evt => {
if (evt.type == "discard") cards.addArray(evt.cards2.filterInD("d"));
});
});
return cards;
},
async content(event, trigger, player) {
const target = event.targets ? event.targets[0] : trigger.player;
const nameList = ["sha", "guohe", "wugu"];
let maxLimit = Math.min(lib.skill.dcjue.getCards().length, target.maxHp);
while (maxLimit--) {
if (!target.isIn()) return;
const list = nameList.slice().randomSort();
for (const name of list) {
const card = new lib.element.VCard({ name });
if (player.canUse(card, target)) {
await player.useCard(card, target);
await game.asyncDelayx();
break;
}
}
}
},
},
//杨弘
dcjianji: {
audio: 2,
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
return player.getAttackRange() >= 1;
},
selectTarget: function () {
return [1, _status.event.player.getAttackRange()];
},
complexSelect: true,
complexTarget: true,
filterTarget: function (card, player, target) {
var selected = ui.selected.targets;
if (!selected.length) return true;
for (var i of selected) {
if (i.getNext() == target || i.getPrevious() == target) return true;
}
return false;
},
contentBefore: function () {
event.getParent()._dcjianji_discarded = [];
},
content: function () {
"step 0";
if (target.countCards("he") > 0) target.chooseToDiscard(true, "he");
else event.finish();
"step 1";
if (result.bool) {
event.getParent()._dcjianji_discarded.push(target);
}
},
contentAfter: function () {
"step 0";
var list = targets.filter(target => {
var num = target.countCards("h");
return targets.every(targetx => {
return targetx.countCards("h") <= num;
});
});
if (list.length) {
event.list = list;
event.current = event.list.shift();
event.getParent()._dcjianji_discarded.remove(player);
event.targets = event.getParent()._dcjianji_discarded;
} else event.finish();
"step 1";
var targets = event.targets.slice();
targets.remove(event.current);
if (!targets.length) event._result = { bool: false };
else
event.current
.chooseTarget("间计:是否视为对除" + get.translation(player) + "外的弃置过牌的一名角色使用一张杀?", (card, player, target) => {
return _status.event.targets.includes(target) && player.canUse("sha", target, false);
})
.set("targets", event.targets)
.set("ai", target => {
var player = _status.event.player;
return get.effect(target, { name: "sha" }, player, player);
});
"step 2";
if (result.bool) {
event.current.useCard({ name: "sha", isCard: true }, result.targets, false);
}
"step 3";
if (event.list.length) {
event.current = event.list.shift();
event.goto(1);
}
},
ai: {
order: 7,
result: {
target: function (player, target) {
var eff = get.effect(target, { name: "guohe_copy2" }, player, target) / 2;
if (ui.selected.targets.length && eff < 0) {
var len = target.countCards("h");
if (
ui.selected.targets.every(i => {
return i.countCards("h") < len + 1;
}) &&
ui.selected.targets.some(i => {
return get.effect(i, { name: "sha" }, target, player) > 0;
})
)
return 0.1;
}
return ui.selected.targets.reduce((p, c) => p + get.effect(c, { name: "guohe_copy2" }, player, c) / 2, 0) + eff;
},
},
},
},
dcyuanmo: {
audio: 2,
trigger: { player: ["damageEnd", "phaseZhunbeiBegin"] },
direct: true,
group: "dcyuanmo_add",
init: function (player) {
player.storage.dcyuanmo_range = 0;
},
change: function (player, num) {
player.addSkill("dcyuanmo_range");
if (typeof player.storage.dcyuanmo_range !== "number") player.storage.dcyuanmo_range = 0;
if (!num) return;
player.storage.dcyuanmo_range += num;
if (player.storage.dcyuanmo_range != 0) player.markSkill("dcyuanmo_range");
else player.unmarkSkill("dcyuanmo_range");
game.log(player, "的攻击范围", (num > 0 ? "+" : "") + num);
},
content: function () {
"step 0";
event.targets = game.filterPlayer(current => player.inRange(current));
var choiceList = ["攻击范围+1。然后若你攻击范围内的角色数因此增加你可以获得其中任意名角色的一张牌", "攻击范围-1。然后你摸两张牌"];
player
.chooseControl("cancel2")
.set("prompt", get.prompt("dcyuanmo"))
.set("choiceList", choiceList)
.set("ai", () => {
return _status.event.choice;
})
.set(
"choice",
(function () {
if (
trigger.name == "phaseZhunbei" &&
player.getAttackRange() == 1 &&
!player.hasCard(card => {
if (get.subtype(card) != "equip1" && !player.hasUseTarget(card)) return false;
var num = 1;
var info = get.info(card, false);
if (info && info.distance && typeof info.distance.attackFrom == "number") num -= info.distance.attackFrom;
return num > 1;
}, "hs")
)
return "选项一";
var targets = event.targets.slice(),
targetsx = [];
var _tmp = player.storage.dcyuanmo_range;
player.storage.dcyuanmo_range++;
try {
targetsx = game.filterPlayer(current => player.inRange(current));
} catch (e) {
player.storage.dcyuanmo_range = _tmp;
}
player.storage.dcyuanmo_range = _tmp;
targetsx.removeArray(targets);
return targetsx.reduce((p, c) => {
return p + Math.max(0, get.effect(c, { name: "shunshou_copy2" }, player, player));
}, 0) >
get.effect(player, { name: "draw" }, player, player) * 1.3
? "选项一"
: "选项二";
})()
);
"step 1";
if (result.control == "cancel2") {
event.finish();
return;
}
player.logSkill("dcyuanmo");
if (result.control == "选项一") {
lib.skill.dcyuanmo.change(player, 1);
var targetsx = game.filterPlayer(current => player.inRange(current));
if (targetsx.length <= targets.length) {
event.finish();
} else event.targets = targetsx.removeArray(targets);
} else {
lib.skill.dcyuanmo.change(player, -1);
player.draw(2);
event.finish();
}
"step 2";
player
.chooseTarget("远谟:获得任意名本次进入你攻击范围的角色的一张牌", [1, targets.length], (card, player, target) => {
return _status.event.getParent().targets.includes(target) && target.countGainableCards(player, "he") > 0;
})
.set("ai", target => {
var player = _status.event.player;
return get.effect(target, { name: "shunshou_copy2" }, player, player);
});
"step 3";
if (result.bool) {
var targets = result.targets.sortBySeat();
player.line(targets);
for (var target of targets) {
player.gainPlayerCard(target, "he", true);
}
}
},
subSkill: {
add: {
audio: "dcyuanmo",
trigger: { player: "phaseJieshuBegin" },
filter: function (event, player) {
return !game.hasPlayer(current => player.inRange(current));
},
prompt2: "令你的攻击范围+1",
check: () => true,
content: function () {
lib.skill.dcyuanmo.change(player, 1);
},
},
range: {
charlotte: true,
intro: {
content: function (storage, player) {
var num = player.storage.dcyuanmo_range;
return "攻击范围" + (num >= 0 ? "+" : "") + num;
},
},
mod: {
attackRange: function (player, num) {
return num + player.countMark("dcyuanmo_range");
},
},
},
},
},
//薛灵芸
dcxialei: {
audio: 2,
trigger: {
player: "loseAfter",
global: ["cardsDiscardAfter", "loseAsyncAfter", "equipAfter"],
},
filter: function (event, player) {
if (player.countMark("dcxialei_clear") >= 3) return false;
if (event.name != "cardsDiscard") {
return event.getd(player, "cards2").some(i => get.color(i, player) == "red");
} else {
if (!event.cards.filterInD("d").some(i => get.color(i, player) == "red")) return false;
var evt = event.getParent();
if (evt.name != "orderingDiscard") return false;
var evtx = evt.relatedEvent || evt.getParent();
if (evtx.player != player) return false;
return player.hasHistory("lose", evtxx => {
return evtx == (evtxx.relatedEvent || evtxx.getParent()) && evtxx.cards2.length > 0;
});
}
},
content: function () {
"step 0";
var cards = get.cards(3 - player.countMark("dcxialei_clear"));
event.cards = cards;
game.cardsGotoOrdering(cards);
if (cards.length == 1) event._result = { bool: true, links: cards };
else player.chooseButton(["霞泪:获得其中的一张牌", cards], true);
"step 1";
if (result.bool) {
var card = result.links[0];
player.gain(card, "gain2");
event.cards.remove(card);
if (event.cards.length) {
player
.chooseBool()
.set("createDialog", ["是否将剩余牌置于牌堆底?", event.cards])
.set("ai", () => _status.event.bool)
.set(
"bool",
(function () {
if (!player.hasSkill("dcanzhi")) return Math.random() < 0.5;
if (player.hasSkill("dcanzhi_blocker")) {
var next = _status.currentPhase.getNext();
var judges = next.getCards("j");
var val = 0;
if (judges.length && !next.hasWuxie()) {
var att = get.attitude(player, next);
for (var i = 0; ; i++) {
var judge = judges[i] && get.judge(judges[i]),
card = event.cards[i];
if (!judge || !card) break;
val += judge(card) * att;
i++;
}
}
if (val > 0) return false;
else if (val == 0) return Math.random() < 0.5;
return true;
}
var card = event.cards[0];
if (
get.color(card, player) == "red" &&
player.isPhaseUsing() &&
player.countCards("hs", card => {
return get.color(card) == "red" && player.hasValueTarget(card) && ["basic", "trick"].includes(get.type(card));
}) > 0
)
return false;
if (get.color(card, player) == "black") return false;
return true;
})()
);
} else event.goto(3);
} else event.finish();
"step 2";
if (result.bool) {
player.popup("牌堆底");
game.log(player, "将" + get.cnNumber(event.cards.length) + "张牌置于了牌堆底");
} else player.popup("牌堆顶");
while (cards.length) {
var card = cards.pop();
card.fix();
if (result.bool) ui.cardPile.appendChild(card);
else ui.cardPile.insertBefore(card, ui.cardPile.firstChild);
}
game.updateRoundNumber();
"step 3";
player.addMark("dcxialei_clear", 1, false);
player.addTempSkill("dcxialei_clear");
},
subSkill: { clear: { onremove: true } },
},
dcanzhi: {
enable: "phaseUse",
filter: function (event, player) {
return !player.hasSkill("dcanzhi_blocker");
},
group: "dcanzhi_damage",
content: function () {
"step 0";
player.judge(result => {
if (get.color(result) == "red") return _status.event.getParent().player.countMark("dcxialei_clear") / 2;
return 2;
}).judge2 = result => result.bool;
"step 1";
if (result.color == "red") {
player.removeSkill("dcxialei_clear");
event.finish();
} else if (result.color == "black") {
player.addTempSkill("dcanzhi_blocker");
player
.chooseTarget("暗织:是否令一名非当前回合角色获得本回合进入弃牌堆的两张牌?", (card, player, target) => {
return target != _status.currentPhase;
})
.set("ai", target => {
return get.effect(target, { name: "wuzhong" }, _status.event.player);
});
} else event.finish();
"step 2";
if (result.bool) {
var target = result.targets[0];
event.target = target;
player.line(target);
var cards = [];
game.getGlobalHistory("cardMove", evt => {
if ((evt.name == "lose" && evt.position == ui.discardPile) || evt.name == "cardsDiscard") {
cards.addArray(evt.cards.filterInD("d"));
}
});
if (cards.length) {
player.chooseButton(["暗织:选择令" + get.translation(target) + "获得的牌", cards], true, Math.min(cards.length, 2)).set("ai", button => {
var player = _status.event.player,
target = _status.event.getParent().target;
return get.sgnAttitude(player, target) * get.value(button.link, target);
});
}
} else event.finish();
"step 3";
if (result.bool) {
target.gain(result.links, "gain2");
}
},
ai: {
combo: "dcxialei",
order: function (item, player) {
if (player.countMark("dcxialei_clear") >= 2) return 10;
if (player.hasHistory("useSkill", evt => evt.skill == "dcxialei") && get.color(ui.cardPile.firstChild, player) == "red" && player.countMark("dcxialei_clear") > 0) return 9;
return 1;
},
result: {
player: function (player) {
return 1;
},
},
},
subSkill: {
damage: {
audio: "dcanzhi",
trigger: { player: "damageEnd" },
filter: function (event, player) {
return !player.hasSkill("dcanzhi_blocker");
},
check: function (event, player) {
return game.hasPlayer(current => {
return get.attitude(player, current) > 0 && current != _status.currentPhase;
});
},
prompt2: "你判定,若结果为红色,你重置〖霞泪〗的观看牌数;若结果为黑色,〖暗织〗于本回合失效,然后你可以令一名非当前回合角色获得本回合进入弃牌堆的两张牌。",
content: function () {
event.setContent(lib.skill.dcanzhi.content);
event.goto(0);
},
},
blocker: { charlotte: true },
},
},
//十周年王允
dclianji: {
enable: "phaseUse",
audio: "wylianji",
usable: 1,
check: function (card) {
return 5 - get.value(card);
},
filterTarget: function (card, player, target) {
return target != player;
},
filterCard: true,
content: function () {
"step 0";
var card = get.cardPile2(function (card) {
return get.subtype(card) == "equip1" && targets[0].hasUseTarget(card);
});
if (card) {
if (card.name == "qinggang" && !lib.inpile.includes("qibaodao")) {
card.remove();
card = game.createCard("qibaodao", card.suit, card.number);
}
targets[0].chooseUseTarget(card, true, "nopopup", "nothrow");
} else {
player.chat("没有装备牌了吗");
game.log("但是牌堆里已经没有装备牌了!");
}
"step 1";
game.updateRoundNumber();
targets[0]
.chooseToUse(get.translation(player) + "对你发动了【连计】", { name: "sha" })
.set("targetRequired", true)
.set("complexSelect", true)
.set("filterTarget", function (card, player, target) {
if (target == _status.event.source) return false;
return lib.filter.filterTarget.apply(this, arguments);
})
.set("addCount", false)
.set("source", player)
.set("prompt2", "对除" + get.translation(player) + "外的一名角色使用一张【杀】,并将装备区内的武器牌交给其中一名目标角色;或点击“取消”,令" + get.translation(player) + "视为对你使用一张【杀】,并获得你装备区内的武器牌");
"step 2";
var card = targets[0].getEquips(1);
if (result.bool) {
player.addSkill("dclianji_1");
if (card.length && result.targets.filter(target => target.isIn()).length > 0) {
event.card = card;
targets[0]
.chooseTarget(true, "将" + get.translation(card) + "交给一名目标角色", (card, player, target) => {
return _status.event.targets.includes(target);
})
.set("ai", function (target) {
var card = _status.event.getParent().card[0];
return (target.hasSkillTag("nogain") ? 0 : get.attitude(_status.event.player, target)) * Math.max(0.1, target.getUseValue(card));
})
.set("targets", result.targets);
} else event.finish();
} else {
player.addSkill("dclianji_2");
event.goto(4);
}
"step 3";
targets[0].give(card, result.targets[0], "give");
event.finish();
"step 4";
player.useCard({ name: "sha", isCard: true }, targets[0], false);
"step 5";
var card = targets[0].getEquips(1);
if (card.length) targets[0].give(card, player, "give");
},
ai: {
order: 4,
result: {
target: function (player, target) {
if (game.countPlayer() == 2) return -3;
if (!target.getEquip(1)) {
if (
game.hasPlayer(function (current) {
return current != target && !current.hasSkillTag("nogain") && get.attitude(current, target) > 0;
})
)
return 3;
return -3;
}
if (
!game.hasPlayer(function (current) {
return current != target && !current.hasSkillTag("nogain") && get.attitude(current, target) > 0;
})
)
return -6;
return 4 - get.value(target.getEquip(1));
},
},
},
subSkill: {
1: { charlotte: true, onremove: true },
2: { charlotte: true, onremove: true },
},
},
dcmoucheng: {
trigger: { player: "phaseZhunbeiBegin" },
audio: "moucheng",
forced: true,
juexingji: true,
skillAnimation: true,
animationColor: "gray",
derivation: "xinjingong",
unique: true,
filter: function (event, player) {
return player.hasSkill("dclianji_1") && player.hasSkill("dclianji_2");
},
content: function () {
player.awakenSkill("dcmoucheng");
player.changeSkills(["xinjingong"], ["dclianji"]);
},
ai: {
combo: "dclianji",
},
},
//周宣
dcwumei: {
audio: 2,
trigger: { player: "phaseBeginStart" },
filter: function (event, player) {
return !player.hasSkill("dcwumei_used");
},
direct: true,
content: function () {
"step 0";
player.chooseTarget(get.prompt2("dcwumei")).set("ai", target => {
return get.attitude(_status.event.player, target);
});
"step 1";
if (result.bool) {
var target = result.targets[0];
player.logSkill("dcwumei", target);
player.addTempSkill("dcwumei_used", "roundStart");
target.insertPhase();
target.addTempSkill("dcwumei_wake", "phaseAfter");
var targets = game.filterPlayer();
if (!target.storage.dcwumei_wake) target.storage.dcwumei_wake = [[], []];
for (var targetx of targets) {
target.storage.dcwumei_wake[0].push(targetx);
target.storage.dcwumei_wake[1].push(targetx.hp);
}
target.markSkill("dcwumei_wake");
if (!trigger._finished) {
trigger.finish();
trigger.untrigger(true);
trigger._triggered = 5;
game.players
.slice()
.concat(game.dead)
.forEach(current => {
current.getHistory().isSkipped = true;
current.getStat().isSkipped = true;
});
var evt = player.insertPhase();
delete evt.skill;
game.broadcastAll(function (player) {
player.classList.remove("glow_phase");
delete _status.currentPhase;
}, player);
}
}
},
subSkill: {
used: { charlotte: true },
wake: {
init: function (player) {
game.addGlobalSkill("dcwumei_all");
},
onremove: function (player) {
game.removeGlobalSkill("dcwumei_all");
delete player.storage.dcwumei_wake;
},
trigger: { player: "phaseJieshuBegin" },
charlotte: true,
popup: false,
forced: true,
filter: function (event, player) {
return player.storage.dcwumei_wake && player.storage.dcwumei_wake.length;
},
content: function () {
var storage = player.storage.dcwumei_wake;
for (var i = 0; i < storage[0].length; i++) {
var target = storage[0][i];
if (target && target.isIn()) {
if (target.hp != storage[1][i]) {
game.log(target, "将体力从", get.cnNumber(target.hp, true), "改为", get.cnNumber(storage[1][i], true));
target.changeHp(storage[1][i] - target.hp)._triggered = null;
}
}
}
player.removeSkill("dcwumei_wake");
},
marktext: "寐",
intro: {
markcount: function (storage, player) {
if (!storage || !storage.length) return 0;
return storage[0].length;
},
content: function (storage, player) {
if (!storage || !storage.length) return "无信息";
var str = "所有角色于回合开始时的体力值:<br>";
for (var i = 0; i < storage[0].length; i++) {
var str2 = get.translation(storage[0][i]) + "" + storage[1][i];
if (!storage[0][i].isIn()) str2 = '<span style="opacity:0.5">' + str2 + "(已故)</span>";
str += "<li>" + str2;
}
return str;
},
},
},
all: {
trigger: { player: "dieAfter" },
filter: function (event, player) {
return !game.hasPlayer(current => current.hasSkill("dcwumei_wake"), true);
},
silent: true,
forceDie: true,
content: function () {
game.removeGlobalSkill("dcwumei_all");
},
ai: {
effect: {
player_use: function (card, player, target) {
if (get.tag(card, "recover") && target.hp > 0) return 0;
if (get.tag(card, "damage")) return 0.5;
},
},
},
},
},
},
dczhanmeng: {
audio: 2,
trigger: { player: "useCard" },
filter(event, player) {
return (
!player.hasSkill("dczhanmeng_choice1") ||
!player.hasSkill("dczhanmeng_choice2") ||
(!player.hasSkill("dczhanmeng_choice0") &&
!game.hasPlayer2(current => {
const history = current.actionHistory;
if (history.length < 2) return false;
for (let i = history.length - 2; i >= 0; i--) {
if (history[i].isSkipped) continue;
const list = history[i].useCard.map(evt => evt.card.name);
return list.includes(event.card.name);
}
return false;
}, true))
);
},
direct: true,
content() {
"step 0";
var list = [];
var choiceList = ["上回合若没有同名牌被使用过,你获得一张非伤害牌", "下回合当同名牌首次被使用后,你获得一张伤害牌", "令一名其他角色弃置两张牌若点数之和大于10你对其造成1点火焰伤害"];
var used = game.hasPlayer2(current => {
var history = current.actionHistory;
if (history.length < 2) return false;
for (let i = history.length - 2; i >= 0; i--) {
if (history[i].isSkipped) continue;
const list = history[i].useCard.map(evt => evt.card.name);
return list.includes(trigger.card.name);
}
return false;
}, true);
if (!player.hasSkill("dczhanmeng_choice0") && !used) list.push("选项一");
else choiceList[0] = '<span style="opacity:0.5; ">' + choiceList[0] + (used ? "(同名牌被使用过)" : "(已选择)") + "</span>";
if (!player.hasSkill("dczhanmeng_choice1")) list.push("选项二");
else choiceList[1] = '<span style="opacity:0.5">' + choiceList[1] + "(已选择)</span>";
var other = game.hasPlayer(current => current != player);
if (!player.hasSkill("dczhanmeng_choice2") && other) list.push("选项三");
else choiceList[2] = '<span style="opacity:0.5">' + choiceList[2] + (!other ? "(没人啦)" : "(已选择)") + "</span>";
list.push("cancel2");
player
.chooseControl(list)
.set("prompt", get.prompt("dczhanmeng"))
.set("ai", () => {
var choices = _status.event.controls.slice().remove("cancel2");
var player = _status.event.player,
evt = _status.event.getTrigger();
if (!game.hasPlayer(current => get.attitude(player, current) < 0)) choices.remove("选项三");
else if (choices.includes("选项三")) return "选项三";
if (choices.includes("选项二")) {
if (evt.card.name == "sha") return "选项二";
if (get.type(evt.card, null, false) == "equip") choices.remove("选项二");
}
if (!choices.length) return "cancel2";
return choices.randomGet();
})
.set("choiceList", choiceList);
"step 1";
if (result.control == "cancel2") {
event.finish();
return;
}
if (result.control == "选项一") {
player.logSkill("dczhanmeng");
game.log(player, "选择了", "#y" + result.control);
player.addTempSkill("dczhanmeng_choice0");
var card = get.cardPile2(card => {
return !get.tag(card, "damage");
});
if (card) player.gain(card, "gain2");
event.finish();
} else if (result.control == "选项二") {
player.logSkill("dczhanmeng");
game.log(player, "选择了", "#y" + result.control);
player.addTempSkill("dczhanmeng_choice1");
trigger["dczhanmeng_" + player.playerid] = true;
player.addSkill("dczhanmeng_delay");
event.finish();
} else {
player.addTempSkill("dczhanmeng_choice2");
player.chooseTarget("占梦:令一名其他角色弃置两张牌", lib.filter.notMe, true).set("ai", target => {
var player = _status.event.player;
var eff1 = get.effect(target, { name: "guohe_copy2" }, player, player) + 0.1;
var eff2 = get.damageEffect(target, player, player, "fire") + 0.1;
if (eff1 < 0 && eff2 < 0) return -eff1 * eff2;
return eff1 * eff2;
});
}
"step 2";
if (result.bool) {
var target = result.targets[0];
event.target = target;
player.logSkill("dczhanmeng", target);
game.log(player, "选择了", "#y选项三");
target.chooseToDiscard(2, "he", true);
} else event.finish();
"step 3";
if (result.bool) {
var cards = result.cards;
var num = 0;
for (var card of cards) {
num += get.number(card, false);
}
if (num > 10) {
player.line(target, "fire");
target.damage("fire");
}
}
},
ai: { threaten: 8 },
subSkill: {
delay: {
trigger: { global: ["useCardAfter", "phaseBeginStart"] },
charlotte: true,
forced: true,
popup: false,
silent: true,
filter(event, player, name) {
var history = player.actionHistory;
if (history.length < 2) return false;
var list = history[history.length - 2].useCard;
if (name == "phaseBeginStart") {
return !list.some(evt => evt["dczhanmeng_" + player.playerid]);
}
for (var evt of list) {
if (
evt["dczhanmeng_" + player.playerid] &&
event.card.name == evt.card.name &&
game
.getGlobalHistory("useCard", evtx => {
return evtx.card.name == event.card.name;
})
.indexOf(event) == 0
)
return true;
}
return false;
},
content() {
if (event.triggername != "phaseBeginStart") {
player.logSkill("dczhanmeng_delay");
var card = get.cardPile2(card => {
return get.tag(card, "damage");
});
if (card) player.gain(card, "gain2");
} else player.removeSkill("dczhanmeng_delay");
},
},
choice0: { charlotte: true },
choice1: { charlotte: true },
choice2: { charlotte: true },
},
},
//程秉
dcjingzao: {
audio: 2,
enable: "phaseUse",
filter: function (event, player) {
if (3 + player.countMark("dcjingzao_add") - player.countMark("dcjingzao_ban") <= 0) return false;
return game.hasPlayer(current => lib.skill.dcjingzao.filterTarget(null, player, current));
},
filterTarget: function (card, player, target) {
return player != target && !target.hasSkill("dcjingzao_temp");
},
content: function () {
"step 0";
target.addTempSkill("dcjingzao_temp");
var cards = game.cardsGotoOrdering(get.cards(3 + player.countMark("dcjingzao_add") - player.countMark("dcjingzao_ban"))).cards;
event.cards = cards;
game.log(player, "亮出了", event.cards);
event.videoId = lib.status.videoId++;
game.broadcastAll(
function (player, target, id, cards) {
var str = get.translation(player) + "对" + (target == game.me ? "你" : get.translation(target)) + "发动了【经造】";
var dialog = ui.create.dialog(str, cards);
dialog.videoId = id;
},
player,
target,
event.videoId,
event.cards
);
game.addVideo("showCards", player, [get.translation(player) + "发动了【经造】", get.cardsInfo(event.cards)]);
game.delay(cards.length - 1);
"step 1";
target
.chooseToDiscard("he")
.set("prompt", false)
.set("filterCard", card => {
var names = _status.event.getParent().cards.map(i => i.name);
return names.includes(get.name(card));
})
.set("ai", card => {
var target = _status.event.player,
player = _status.event.getParent().player;
var att = get.attitude(target, player),
val = get.value(card);
if (!lib.skill.dcjingzao.filter(null, player)) {
if (att > 0) return 0;
return 6 - val;
} else {
if (att > 0) return 4 - val;
return 0;
}
});
var update = function (id, source) {
var dialog = get.idDialog(id);
if (dialog) {
var div = ui.create.div("", dialog.content, 1);
var name = get.translation(source);
div.innerHTML = "弃置一张满足条件的牌,然后" + name + "〖经造〗本回合亮出牌数+1或点“取消”令" + name + "随机获得每种牌名的牌各一张,且〖经造〗本回合失效";
ui.update();
}
};
if (target == game.me) update(event.videoId, player);
else if (target.isOnline()) target.send(update, event.videoId, player);
"step 2";
game.broadcastAll("closeDialog", event.videoId);
if (result.bool) {
player.addTempSkill("dcjingzao_add");
player.addMark("dcjingzao_add", 1, false);
} else {
var cards = cards.randomSort(),
cards2 = [];
for (var card of cards) {
if (!cards2.map(i => i.name).includes(card.name)) cards2.push(card);
}
if (cards2.length) player.gain(cards2, "gain2");
player.addTempSkill("dcjingzao_ban");
player.addMark("dcjingzao_ban", cards2.length, false);
}
},
ai: {
order: 7,
result: {
player: 1,
},
},
subSkill: {
add: { charlotte: true, onremove: true },
ban: { charlotte: true, onremove: true },
temp: { charlotte: true },
},
},
dcenyu: {
audio: 2,
trigger: { target: "useCardToTargeted" },
forced: true,
filter: function (event, player) {
return (
event.player != player &&
game.hasPlayer2(current => {
return current.hasHistory("useCard", evt => {
return evt.card.name == event.card.name && evt != event.getParent() && evt.targets && evt.targets.includes(player);
});
}) &&
(event.card.name == "sha" || get.type(event.card) == "trick")
);
},
content: function () {
trigger.getParent().excluded.add(player);
},
ai: {
effect: {
target: (card, player, target) => {
if (player === target) return;
if (
game.hasPlayer2(current => {
return current.hasHistory("useCard", evt => evt.card.name == card.name && evt.targets && evt.targets.includes(target));
}) &&
(card.name == "sha" || get.type(card) == "trick")
)
return "zeroplayertarget";
},
},
},
},
//董贵人
dclianzhi: {
audio: 2,
trigger: { player: "dying" },
usable: 1,
forced: true,
locked: false,
derivation: "dcshouze",
group: ["dclianzhi_connect", "dclianzhi_reproach"],
filter: function (event, player) {
return player.getStorage("dclianzhi").filter(i => i && i.isIn()).length;
},
content: function () {
player.recover();
game.asyncDraw([player].concat(player.getStorage("dclianzhi").filter(i => i && i.isIn())).sortBySeat());
},
ai: {
threaten: 0.6,
},
subSkill: {
connect: {
audio: "dclianzhi",
trigger: {
player: "enterGame",
global: "phaseBefore",
},
forced: true,
direct: true,
filter: function (event, player) {
return game.hasPlayer(current => current != player) && (event.name != "phase" || game.phaseNumber == 0);
},
content: function () {
"step 0";
player
.chooseTarget("连枝:请选择一名其他角色", lib.translate.dclianzhi_info, true, (card, player, target) => {
return target != player && !player.getStorage("dclianzhi").includes(target);
})
.set("ai", target => {
var att = get.attitude(_status.event.player, target);
if (att > 0) return att + 1;
if (att == 0) return Math.random();
return att;
})
.set("animate", false);
"step 1";
if (result.bool) {
var target = result.targets[0];
player.logSkill("dclianzhi");
player.markAuto("dclianzhi", [target]);
}
},
},
reproach: {
audio: "dclianzhi",
trigger: { global: "dieAfter" },
filter: function (event, player) {
return player.getStorage("dclianzhi").includes(event.player);
},
direct: true,
content: function () {
"step 0";
var num = Math.max(1, player.countMark("dclingfang"));
player
.chooseTarget(get.prompt("dclianzhi"), "选择一名其他角色,你与其各获得〖受责〗,且其获得" + num + "枚“绞”标记", (card, player, target) => {
return target != player;
})
.set("ai", target => -get.attitude(_status.event.player, target));
"step 1";
if (result.bool) {
var target = result.targets[0];
player.logSkill("dclianzhi_reproach", target);
player.addSkills("dcshouze");
target.addSkills("dcshouze");
target.addMark("dclingfang", Math.max(1, player.countMark("dclingfang")));
}
},
},
},
},
dclingfang: {
audio: 2,
trigger: {
player: "phaseZhunbeiBegin",
global: "useCardAfter",
},
forced: true,
filter: function (event, player) {
if (event.name != "useCard") return true;
if (get.color(event.card) != "black") return false;
if (event.player == player) return !event.targets || !event.targets.includes(player);
return event.targets && event.targets.includes(player);
},
content: function () {
player.addMark("dclingfang", 1);
},
ai: {
combo: "dcfengying",
},
marktext: "绞",
intro: {
name: "绞",
name2: "绞",
content: "mark",
},
},
dcfengying: {
audio: 2,
enable: "chooseToUse",
group: "dcfengying_record",
locked: false,
filter: function (event, player) {
var mark = player.countMark("dclingfang");
if (mark <= 0 || !player.hasCard(card => get.number(card) <= mark, "hs")) return false;
var storage = player.getStorage("dcfengying");
if (!storage.length) return false;
var storage2 = player.getStorage("dcfengying_used");
return storage.some(name => {
return !storage2.includes(name) && event.filterCard(get.autoViewAs({ name }, "unsure"), player, event);
});
},
hiddenCard: function (player, name) {
var list = player.getStorage("dcfengying");
if (player.getStorage("dcfengying_used").includes(name)) return false;
return list.includes(name) && player.hasCard(card => get.number(card) <= player.countMark("dclingfang"), "hs");
},
chooseButton: {
dialog: function (event, player) {
var list = [];
for (var name of player.storage.dcfengying) {
if (get.type(name) == "basic") list.push(["基本", "", name]);
if (get.type(name) == "trick") list.push(["锦囊", "", name]);
}
return ui.create.dialog("风影", [list, "vcard"]);
},
filter: function (button, player) {
var card = { name: button.link[2], storage: { dcfengying: true } };
if (player.getStorage("dcfengying_used").includes(card.name)) return false;
return _status.event.getParent().filterCard(get.autoViewAs(card, "unsure"), player, _status.event.getParent());
},
check: function (button) {
var player = _status.event.player;
if (player.countCards("hs", button.link[2]) > 0) return 0;
if (button.link[2] == "wugu") return;
var effect = player.getUseValue(button.link[2]);
if (effect > 0) return effect;
return 0;
},
backup: function (links, player) {
return {
filterCard: function (card, player, event) {
return get.number(card) <= player.countMark("dclingfang");
},
audio: "dcfengying",
selectCard: 1,
popname: true,
check: function (card) {
return 6 - get.value(card) + get.number(card) / 15;
},
position: "hs",
viewAs: {
name: links[0][2],
storage: { dcfengying: true },
},
precontent: function () {
player.logSkill("dcfengying");
player.addTempSkill("dcfengying_used");
player.markAuto("dcfengying_used", [event.result.card.name]);
event.getParent().addCount = false;
delete event.result.skill;
},
};
},
prompt: function (links, player) {
return "将一张点数不大于" + get.strNumber(player.countMark("dclingfang")) + "的手牌当做" + get.translation(links[0][2]) + "使用(无距离和次数限制)";
},
},
mod: {
targetInRange: function (card) {
if (card.storage && card.storage.dcfengying) return true;
},
cardUsable: function (card, player) {
if (card.storage && card.storage.dcfengying) return Infinity;
},
},
ai: {
order: 4,
result: {
player: function (player) {
if (_status.event.dying) return get.attitude(player, _status.event.dying);
return 1;
},
},
threaten: 2,
combo: "dclingfang",
},
subSkill: {
record: {
trigger: { global: "phaseBegin" },
filter: function (event, player) {
return ui.discardPile.childNodes.length > 0;
},
forced: true,
popup: false,
content: function () {
player.storage.dcfengying = [];
for (var i = 0; i < ui.discardPile.childNodes.length; i++) {
var card = ui.discardPile.childNodes[i];
if (get.color(card, false) != "black") continue;
if (!["basic", "trick"].includes(get.type(card))) continue;
player.storage.dcfengying.add(card.name);
}
player.storage.dcfengying.sort((a, b) => {
return lib.inpile.indexOf(a) - lib.inpile.indexOf(b);
});
},
},
used: {
charlotte: true,
onremove: true,
intro: {
content: "已使用过$",
},
},
},
},
dcshouze: {
audio: true,
trigger: { player: "phaseJieshuBegin" },
forced: true,
filter: function (event, player) {
return player.countMark("dclingfang") > 0;
},
content: function () {
"step 0";
player.removeMark("dclingfang", 1);
"step 1";
var card = get.discardPile(card => get.color(card, false) == "black");
if (card) player.gain(card, "gain2");
player.loseHp();
},
ai: {
combo: "dclingfang",
},
},
//袁姬
dcmengchi: {
audio: "dcfangdu",
trigger: { player: ["linkBefore", "damageEnd"] },
forced: true,
filter: function (event, player) {
var num = player.getStat("gain");
if (num && num > 0) return false;
if (event.name == "link") return !player.isLinked();
return event.hasNature();
},
content: function () {
if (trigger.name == "link") trigger.cancel();
else player.recover();
},
ai: {
effect: {
target: function (card, player, target, current) {
if (get.itemtype(player) != "player" || player._dcmengchi_aiChecking || target.getStat("gain")) return;
if (card.name == "tiesuo" && !target.isLinked()) return 0;
if (player.hasSkillTag("jueqing", false, target)) return;
if (!get.tag(card, "damage") || get.tag(card, "natureDamage")) return;
if (target.hp <= 1) return 0.75;
if (
!target.hasSkillTag("filterDamage", null, {
player: player,
card: card,
}) &&
player.hasSkillTag("damageBonus", false, {
target: target,
card: card,
})
) {
if (target.hp > 2) return 0.5;
return 0.75;
}
if (get.attitude(player, target) > 0) return [0, 0];
var sha = player.getCardUsable({ name: "sha" });
player._dcmengchi_aiChecking = true;
var num = player.countCards("h", function (card) {
if (get.name(card) == "sha") {
if (sha == 0) return false;
else sha--;
}
return player.canUse(card, target) && get.effect(target, card, player, player) > 0;
});
delete player._dcmengchi_aiChecking;
if (player.hasSkillTag("damage")) num++;
if (num < 2) return [0, 0];
},
},
},
mod: {
cardEnabled: function (card, player) {
if (!player.getStat("gain")) return false;
},
cardSavable: function (card, player) {
if (!player.getStat("gain")) return false;
},
},
},
dcfangdu: {
audio: 2,
trigger: {
player: "damageEnd",
},
forced: true,
filter: function (event, player) {
if (player == _status.currentPhase) return false;
return (
(!event.hasNature() &&
!player.hasHistory(
"damage",
evt => {
return !evt.hasNature() && evt != event;
},
event
)) ||
(event.hasNature() &&
!player.hasHistory(
"damage",
evt => {
return evt.hasNature() && evt != event;
},
event
) &&
event.source &&
event.source.isIn() &&
event.source.countGainableCards(player, "h"))
);
},
content: function () {
"step 0";
if (!trigger.hasNature()) {
player.recover();
} else {
var cards = trigger.source.getGainableCards(player, "h");
if (cards.length) {
player.gain(cards.randomGet(), trigger.source, "giveAuto", "bySelf");
}
}
},
ai: {
effect: {
target: function (card, player, target) {
if (player._dcfangdu_aiChecking || target == _status.currentPhase) return;
if (!get.tag(card, "damage") || player.hasSkillTag("jueqing", false, target)) return;
if (_status.event.getParent("useCard", true) || _status.event.getParent("_wuxie", true)) return;
if (!get.tag(card, "natureDamage")) {
if (target.hasHistory("damage", evt => !evt.hasNature())) return 1.5;
else if (
target.hp <= 1 ||
(player.hasSkillTag("damageBonus", false, {
target: target,
card: card,
}) &&
!target.hasSkillTag("filterDamage", null, {
player: player,
card: card,
}))
)
return 0.75;
else {
if (get.attitude(player, target) > 0) return [0, 0];
var sha = player.getCardUsable({ name: "sha" });
player._dcfangdu_aiChecking = true;
var num = player.countCards("h", function (card) {
if (get.name(card) == "sha") {
if (sha == 0) return false;
else sha--;
}
return player.canUse(card, target) && get.effect(target, card, player, player) > 0;
});
delete player._dcfangdu_aiChecking;
if (player.hasSkillTag("damage")) num++;
if (num < 2) return [0, 0];
}
}
if (get.tag(card, "natureDamage") && !target.hasHistory("damage", evt => evt.hasNature()) && player.countCards("he") > 1) return [1, 1, 1, -1];
},
},
},
},
dcjiexing: {
audio: 2,
trigger: { player: ["recoverEnd", "damageEnd", "loseHpEnd"] },
check: function (event, player) {
var current = _status.currentPhase;
if (!player.hasSkill("dcmengchi") || get.attitude(player, current) >= 0) return true;
var num = player.getStat("gain");
if (num && num > 0) return true;
if (current.countCards("hs", card => current.canUse(card, player) && get.effect(player, card, current, player) < 0) >= 2) return false;
return true;
},
frequent: "check",
content: function () {
player.draw().gaintag = ["dcjiexing"];
player.addTempSkill("dcjiexing_add");
},
subSkill: {
add: {
charlotte: true,
mod: {
ignoredHandcard: function (card, player) {
if (card.hasGaintag("dcjiexing")) return true;
},
cardDiscardable: function (card, player, name) {
if (name == "phaseDiscard" && card.hasGaintag("dcjiexing")) return false;
},
},
onremove: function (player) {
player.removeGaintag("dcjiexing");
},
},
},
ai: {
effect: {
target: function (card, player, target) {
if (get.tag(card, "recover")) return [1, 1];
if (get.tag(card, "damage")) {
var draw = 0.9;
if (target.hasSkill("dcmengchi") && target.getStat("gain")) draw = 1.8;
if (
target.hp <= 1 ||
(card.name == "sha" && player.hasSkill("jiu")) ||
(get.itemtype(player) == "player" &&
!target.hasSkillTag("filterDamage", null, {
player: player,
card: card,
}) &&
player.hasSkillTag("damageBonus", false, {
target: target,
card: card,
}))
) {
if (target.hp > 2) return [1, draw];
return;
}
return [1, draw];
}
},
},
},
},
//朱建平
olddcxiangmian: {
audio: "dcxiangmian",
trigger: { global: "phaseJieshuBegin" },
filter: function (event, player) {
return !player.getStorage("olddcxiangmian").includes(event.player) && player != event.player;
},
logTarget: "player",
check: function (event, player) {
return get.attitude(player, event.player) < 0;
},
content: function () {
"step 0";
player.judge(card => 2 / Math.sqrt(get.number(card, false))).set("judge2", result => result.bool);
"step 1";
player.markAuto("olddcxiangmian", [trigger.player]);
trigger.player.addSkill("olddcxiangmian_countdown");
if (!trigger.player.storage["olddcxiangmian_countdown"]) trigger.player.storage["olddcxiangmian_countdown"] = [];
[player.playerid, result.suit, result.number].forEach(i => trigger.player.storage["olddcxiangmian_countdown"].push(i));
trigger.player.markSkill("olddcxiangmian_countdown");
},
intro: { content: "已对$发动过技能" },
ai: {
expose: 0.3,
},
subSkill: {
countdown: {
trigger: { player: "useCardAfter" },
mark: true,
marktext: "噬",
silent: true,
forced: true,
charlotte: true,
intro: {
markcount: function (storage) {
if (storage) {
var list = storage.filter((_, i) => i % 3 == 2);
return Math.min.apply(null, list);
}
},
content: function (storage, player) {
var str = "使用";
for (var i = 0; i < storage.length / 3; i++) {
str += get.cnNumber(storage[i * 3 + 2]) + "张" + get.translation(storage[i * 3 + 1]) + "牌、";
}
str = str.slice(0, -1);
str += "后,失去等同于体力值的体力";
return str;
},
},
filter: function (event, player) {
if (!player.getStorage("olddcxiangmian_countdown").length) return false;
return player
.getStorage("olddcxiangmian_countdown")
.filter((_, i) => i % 3 == 1)
.includes(get.suit(event.card, player));
},
content: function () {
"step 0";
var storage = player.getStorage("olddcxiangmian_countdown");
for (var i = 0; i < storage.length / 3; i++) {
if (storage[i * 3 + 1] == get.suit(trigger.card, player)) {
storage[i * 3 + 2]--;
}
}
player.markSkill("olddcxiangmian_countdown");
"step 1";
var storage = player.getStorage("olddcxiangmian_countdown");
for (var i = 0; i < storage.length / 3; i++) {
if (storage[i * 3 + 2] <= 0) {
if (!event.isMine() && !event.isOnline()) game.delayx();
player.logSkill("olddcxiangmian_countdown");
var target = (_status.connectMode ? lib.playerOL : game.playerMap)[i];
player.storage["olddcxiangmian_countdown"].splice(i * 3, 3);
if (!player.getStorage("olddcxiangmian_countdown").length) {
player.removeSkill("olddcxiangmian_countdown");
}
if (player.hp > 0) player.loseHp(player.hp);
i--;
}
}
},
ai: {
effect: {
player_use: function (card, player, target) {
if (typeof card != "object") return;
var storage = player.getStorage("olddcxiangmian_countdown");
for (var i = 0; i < storage.length / 3; i++) {
if (get.suit(card, player) == storage[i * 3 + 1] && storage[i * 3 + 2] == 1 && !player.canSave(player) && !get.tag(card, "save")) return "zeroplayertarget";
}
},
},
},
},
},
},
dcxiangmian: {
audio: 2,
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
return game.hasPlayer(current => lib.skill.dcxiangmian.filterTarget(null, player, current));
},
filterTarget: function (card, player, target) {
return !player.getStorage("dcxiangmian").includes(target) && player != target;
},
content: function () {
"step 0";
target.judge(card => -2 / Math.sqrt(get.number(card, false))).set("judge2", result => (result.bool === false ? true : false));
"step 1";
player.markAuto("dcxiangmian", [target]);
target.addSkill("dcxiangmian_countdown");
if (!target.storage["dcxiangmian_countdown"]) target.storage["dcxiangmian_countdown"] = [];
[player.playerid, result.suit, result.number].forEach(i => target.storage["dcxiangmian_countdown"].push(i));
target.markSkill("dcxiangmian_countdown");
},
intro: { content: "已对$发动过技能" },
ai: {
expose: 0.3,
order: 10,
result: { target: -5 },
},
subSkill: {
countdown: {
trigger: { player: "useCardAfter" },
mark: true,
marktext: "💀",
silent: true,
forced: true,
charlotte: true,
intro: {
markcount: function (storage) {
if (storage) {
var list = storage.filter((_, i) => i % 3 == 2);
return Math.min.apply(null, list);
}
},
content: function (storage, player) {
if (!storage) return;
var str = "使用";
str +=
get.cnNumber(
Math.min.apply(
null,
storage.filter((_, i) => i % 3 == 2)
)
) + "张牌后,或使用一张";
for (var i = 0; i < storage.length / 3; i++) {
str += get.translation(storage[i * 3 + 1]) + "、";
}
str = str.slice(0, -1);
str += "后,失去等同于体力值的体力";
return str;
},
},
filter: function (event, player) {
if (!player.getStorage("dcxiangmian_countdown").length) return false;
//return (player.getStorage('dcxiangmian_countdown').filter((_,i)=>i%3==1)).includes(get.suit(event.card,player));
return true;
},
content: function () {
"step 0";
var storage = player.getStorage("dcxiangmian_countdown");
for (var i = 0; i < storage.length / 3; i++) {
if (storage[i * 3 + 1] == get.suit(trigger.card, player)) {
storage[i * 3 + 2] = 0;
} else storage[i * 3 + 2]--;
}
player.markSkill("dcxiangmian_countdown");
"step 1";
var storage = player.getStorage("dcxiangmian_countdown");
for (var i = 0; i < storage.length / 3; i++) {
if (storage[i * 3 + 2] <= 0) {
if (!event.isMine() && !event.isOnline()) game.delayx();
player.logSkill("dcxiangmian_countdown");
player.storage["dcxiangmian_countdown"].splice(i * 3, 3);
if (!player.getStorage("dcxiangmian_countdown").length) {
player.removeSkill("dcxiangmian_countdown");
}
if (player.hp > 0) player.loseHp(player.hp);
i--;
}
}
},
ai: {
effect: {
player_use: function (card, player, target) {
if (typeof card != "object") return;
var storage = player.getStorage("dcxiangmian_countdown");
for (var i = 0; i < storage.length / 3; i++) {
if ((storage[i * 3 + 2] == 1 || get.suit(card, player) == storage[i * 3 + 1]) && !player.canSave(player) && !get.tag(card, "save")) return "zeroplayertarget";
}
},
},
},
},
},
},
dctianji: {
audio: 2,
trigger: { global: "cardsDiscardAfter" },
forced: true,
filter: function (event, player) {
var evt = event.getParent().relatedEvent;
return evt && evt.name == "judge" && event.cards.filterInD("d").length;
},
content: function () {
var card = trigger.cards[0],
cards = [],
func = ["type2", "suit", "number"];
for (var fn of func) {
var cardx = get.cardPile2(cardxx => {
if (get[fn](card, player) == get[fn](cardxx, player) && !cards.includes(cardxx)) {
return true;
}
});
if (cardx) cards.push(cardx);
}
/*if(cards.length&&!player.isMaxHandcard(true)) player.draw();
else*/ if (cards.length) player.gain(cards, "gain2");
},
},
//赵直
dctongguan: {
trigger: {
global: "phaseBegin",
},
filter: function (event, player) {
return (
event.player
.getAllHistory()
.filter(history => {
return history.isMe && !history.isSkipped;
})
.indexOf(event.player.getHistory()) === 0 &&
lib.skill.dctongguan.derivation.some(i => {
return (player.getStorage("dctongguan")[i] || 0) < 2;
})
);
},
forced: true,
locked: false,
logTarget: "player",
derivation: ["dctongguan_wuyong", "dctongguan_gangying", "dctongguan_duomou", "dctongguan_guojue", "dctongguan_renzhi"],
content: function () {
"step 0";
var skills = lib.skill.dctongguan.derivation.slice();
player
.chooseControl(
skills.filter(i => {
return (player.getStorage("dctongguan")[i] || 0) < 2;
})
)
.set(
"choiceList",
skills.map(i => {
var info = "";
switch (player.getStorage("dctongguan")[i]) {
case 1:
info = ' style="opacity:0.65;"';
break;
case 2:
info = ' style="text-decoration:line-through; opacity:0.3;"';
break;
}
return '<div class="skill">「' + get.translation(lib.translate[i + "_ab"] || get.translation(i).slice(0, 2)) + "」</div>" + "<div" + info + ">" + get.skillInfoTranslation(i, player) + "(已选过" + get.cnNumber(player.getStorage("dctongguan")[i] || 0) + "次)" + "</div>";
})
)
.set("displayIndex", false)
.set("prompt", "统观:为" + get.translation(trigger.player) + "选择一个属性")
.set("ai", function () {
var controls = _status.event.controls,
target = _status.event.getTrigger().player;
var str = target
.getSkills(null, false, false)
.map(i => get.skillInfoTranslation(i))
.join("");
var choices = [];
if (controls.includes("dctongguan_wuyong") && /你对\S{1,15}造成\S{1,10}伤害/.test(str)) choices.push("dctongguan_wuyong");
if (controls.includes("dctongguan_gangying") && /回复\S{1,5}体力/.test(str) && _status.event.player.getFriends().length) choices.push("dctongguan_gangying");
if (controls.includes("dctongguan_duomou") && /你(可|可以)?摸\S{1,3}张牌/.test(str)) choices.push("dctongguan_duomou");
if (controls.includes("dctongguan_guojue") && /(当【过河拆桥】使用|((弃置|获得)\S{1,5}其他角色\S{1,7}牌|))/.test(str)) choices.push("dctongguan_guojue");
if (controls.includes("dctongguan_renzhi") && /交给\S{0,5}其他角色/.test(str) && _status.event.player.getFriends().length) choices.push("dctongguan_renzhi");
if (choices.length) return choices.randomGet();
return _status.event.controls.randomGet();
});
"step 1";
if (result.control) {
var skill = result.control;
var func = lib.skill.dctongguan.localMark;
if (event.player == game.me) func(skill, trigger.player);
else if (event.isOnline()) player.send(func, skill, trigger.player);
// game.log(player,'为',trigger.player,'选择了','#g「'+get.translation(skill)+'」','属性');
game.log(player, "为", trigger.player, "选择了", "#g一个属性");
// player.popup(skill);
trigger.player.addSkill(skill);
if (!player.storage.dctongguan) player.storage.dctongguan = {};
if (!player.storage.dctongguan[skill]) player.storage.dctongguan[skill] = 0;
player.storage.dctongguan[skill]++;
}
},
localMark: function (skill, player) {
var name = skill,
info;
if (player.marks[name]) player.updateMarks();
if (lib.skill[name]) info = lib.skill[name].intro;
if (!info) return;
if (player.marks[name]) player.marks[name].info = info;
else player.marks[name] = player.mark(name, info);
player.updateMarks();
},
ai: {
combo: "dcmengjie",
},
subSkill: {
forceFinish: { charlotte: true },
wuyong: {
marktext: "勇",
intro: {
name: "武勇",
content: "属性目标:造成伤害",
},
charlotte: true,
silent: true,
nopop: true,
},
gangying: {
marktext: "刚",
intro: {
name: "刚硬",
content: "属性目标:回复体力,或于得到牌后手牌数大于体力值",
},
charlotte: true,
silent: true,
forced: true,
nopop: true,
lastDo: true,
trigger: { player: "gainEnd" },
filter: function (event, player) {
return player.countCards("h") > player.hp;
},
content: function () {
trigger._dctongguan_gangying = true;
},
},
duomou: {
marktext: "谋",
intro: {
name: "多谋",
content: "属性目标:于摸牌阶段外摸牌",
},
charlotte: true,
silent: true,
nopop: true,
},
guojue: {
marktext: "决",
intro: {
name: "果决",
content: "属性目标:弃置或获得其他角色牌",
},
charlotte: true,
silent: true,
nopop: true,
},
renzhi: {
marktext: "仁",
intro: {
name: "仁智",
content: "属性目标:交给其他角色牌",
},
charlotte: true,
silent: true,
nopop: true,
},
},
},
dcmengjie: {
trigger: {
global: "phaseEnd",
},
forced: true,
direct: true,
locked: false,
filter: function (event, player) {
var target = event.player;
if (
(target.hasSkill("dctongguan_gangying") &&
(target.hasHistory("gain", function (evt) {
return evt._dctongguan_gangying == true;
}) ||
game.getGlobalHistory("changeHp", function (evt) {
return evt.player == target && (evt.getParent().name == "recover" || target.countCards("h") > target.hp);
}).length > 0)) ||
(target.hasSkill("dctongguan_wuyong") && target.getHistory("sourceDamage").length) ||
(target.hasSkill("dctongguan_duomou") && target.getHistory("gain", evt => evt.getParent().name == "draw" && evt.getParent("phaseDraw").name != "phaseDraw").length)
) {
return true;
}
var guojue = false,
renzhi = false;
game.countPlayer2(current => {
if (current == target) return false;
if (
!guojue &&
current.hasHistory("lose", evt => {
if (evt.type == "discard") {
if ((evt.discarder || evt.getParent(2).player) != target) return false;
if (!evt.getl(current).cards2.length) return false;
return true;
} else if (evt.type == "gain") {
var evtx = evt.getParent();
if (evtx.giver || evtx.getParent().name == "gift") return false;
var cards = evtx.getg(target);
if (!cards.length) return false;
var cards2 = evtx.getl(current).cards2;
for (var card of cards2) {
if (cards.includes(card)) return true;
}
}
return false;
})
)
guojue = true;
if (
!renzhi &&
current.hasHistory("gain", evt => {
if (evt.giver != target || evt.getParent().name == "gift") return false;
return evt.cards.length;
})
)
renzhi = true;
});
return (target.hasSkill("dctongguan_guojue") && guojue) || (target.hasSkill("dctongguan_renzhi") && renzhi);
},
rules: [
target => target.getHistory("sourceDamage").length,
target =>
target.hasHistory("gain", function (evt) {
return evt._dctongguan_gangying;
}) ||
game.getGlobalHistory("changeHp", function (evt) {
return evt.player == target && evt.getParent().name == "recover";
}).length > 0 ||
target.countCards("h") > target.hp,
target => target.getHistory("gain", evt => evt.getParent().name == "draw" && evt.getParent("phaseDraw").name != "phaseDraw").length,
(target, bool) => bool,
(target, bool) => bool,
],
content: function () {
"step 0";
event.nowProperty = 0;
var target = trigger.player;
var guojue = false,
renzhi = false;
game.countPlayer2(current => {
if (current == target) return false;
if (
!guojue &&
current.hasHistory("lose", evt => {
if (evt.type == "discard") {
if ((evt.discarder || evt.getParent(2).player) != target) return false;
if (!evt.getl(current).cards2.length) return false;
return true;
} else if (evt.type == "gain") {
var evtx = evt.getParent();
if (evtx.giver || evtx.getParent().name == "gift") return false;
var cards = evtx.getg(target);
if (!cards.length) return false;
var cards2 = evtx.getl(current).cards2;
for (var card of cards2) {
if (cards.includes(card)) return true;
}
}
return false;
})
)
guojue = true;
if (
!renzhi &&
current.hasHistory("gain", evt => {
if (evt.giver != target || evt.getParent().name == "gift") return false;
return evt.cards.length;
})
)
renzhi = true;
});
event.guojue = guojue;
event.renzhi = renzhi;
"step 1";
if (event.nowProperty >= 5) {
event.finish();
return;
}
var skills = lib.skill.dctongguan.derivation;
if (trigger.player.hasSkill(skills[event.nowProperty]) && lib.skill.dcmengjie.rules[event.nowProperty](trigger.player, event[event.nowProperty == 3 ? "guojue" : "renzhi"])) {
event.goto(2 + event.nowProperty * 2);
} else event.redo();
event.nowProperty++;
"step 2";
if (!game.hasPlayer(current => current != player)) event._result = { bool: false };
else player.chooseTarget("梦解对一名其他角色造成1点伤害", true, lib.filter.notMe).set("ai", target => get.damageEffect(target, player, player));
"step 3";
if (result.bool) {
player.logSkill("dcmengjie", result.targets[0]);
result.targets[0].damage();
}
game.delayx();
event.goto(1);
"step 4";
if (game.hasPlayer(target => target != player && target.isDamaged()))
player
.chooseTarget("梦解令一名角色回复1点体力", function (card, player, target) {
return target.isDamaged();
})
.set("ai", target => get.recoverEffect(target, player, player));
else event._result = { bool: false };
"step 5";
if (result.bool) {
player.logSkill("dcmengjie", result.targets[0]);
result.targets[0].recover();
}
game.delayx();
event.goto(1);
"step 6";
player.logSkill("dcmengjie");
player.draw(2);
"step 7";
game.delayx();
event.goto(1);
"step 8";
if (game.hasPlayer(target => target.countDiscardableCards(player, "hej")))
player
.chooseTarget("梦解:弃置一名角色区域内至多两张牌", true, (card, player, target) => {
return target.countDiscardableCards(player, "hej");
})
.set("ai", target => get.effect(target, { name: "guohe" }, player, player));
else event._result = { bool: false };
"step 9";
if (result.bool) {
player.logSkill("dcmengjie", result.targets[0]);
player.discardPlayerCard(result.targets[0], true, "hej", [1, 2]);
}
game.delayx();
event.goto(1);
("step 10");
if (!game.hasPlayer(current => current != player)) event._result = { bool: false };
else
player
.chooseTarget("梦解:令一名其他角色将手牌补至上限", true, (card, player, target) => {
return target != player;
})
.set("ai", target => {
var att = get.attitude(_status.event.player, target);
if (target.hasSkillTag("nogain")) att /= 6;
if (att > 2) {
return Math.min(5, target.maxHp) - target.countCards("h");
}
return att / 3;
});
("step 11");
if (result.bool) {
var target = result.targets[0];
player.logSkill("dcmengjie", target);
var num = Math.min(5, target.maxHp - target.countCards("h"));
target.draw(num);
}
game.delayx();
event.goto(1);
},
ai: {
combo: "dctongguan",
},
},
//刘晔
dcpoyuan: {
audio: 2,
trigger: {
global: "phaseBefore",
player: ["phaseZhunbeiBegin", "enterGame"],
},
filter: function (event, player) {
if (event.name == "phase" && game.phaseNumber > 0) return false;
if (player.getEquip("pilitoushiche")) {
return game.hasPlayer(function (current) {
return current != player && current.countDiscardableCards(player, "he") > 0;
});
} else {
return player.hasEquipableSlot(5);
}
},
direct: true,
content: function () {
"step 0";
if (player.getEquip("pilitoushiche")) {
event.goto(2);
player
.chooseTarget(get.prompt("dcpoyuan"), "弃置一名其他角色的至多两张牌", function (card, player, target) {
return target != player && target.countDiscardableCards(player, "he") > 0;
})
.set("ai", function (target) {
var player = _status.event.player,
cards = target.getDiscardableCards(player, "he");
var att = get.attitude(player, target);
if (att < 0 && target.hasSkillTag("noe")) att /= 2;
var zheng = [],
fu = [];
for (var i of cards) {
var val = get.value(i, target);
if (val > 0) zheng.push(i);
else fu.push(i);
}
zheng.sort((a, b) => get.value(b, target) - get.value(a, target));
fu.sort((a, b) => get.value(b, target) - get.value(a, target));
zheng = zheng.slice(0, 2);
fu = fu.slice(0, 2);
var eff1 = 0,
eff2 = 0;
for (var i of zheng) eff1 += get.value(i, target);
for (var i of fu) {
if (get.position(i) == "e") eff2 += 1 - get.value(i, target);
}
return -att * Math.max(eff1, eff2);
});
} else {
player.chooseBool(get.prompt("dcpoyuan"), "装备一张【霹雳投石车】").set("ai", function () {
return true;
});
}
"step 1";
if (result.bool) {
player.logSkill("dcpoyuan");
var card = game.createCard("pilitoushiche", "diamond", 9);
player.$gain2(card);
game.delayx();
player.equip(card);
}
event.finish();
"step 2";
if (result.bool) {
var target = result.targets[0];
player.logSkill("dcpoyuan", target);
player.discardPlayerCard(target, true, "he", [1, 2]);
}
},
},
dchuace: {
audio: 2,
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
return event.dchuace && event.dchuace.length > 0 && player.countCards("hs") > 0;
},
onChooseToUse: function (event) {
if (game.online || event.dchuace) return;
var list = lib.inpile.filter(function (i) {
return get.type(i) == "trick" && lib.filter.filterCard({ name: i }, event.player, event);
});
if (!list.length) {
event.set("dchuace", list);
return;
}
var history = _status.globalHistory;
var stop = false;
for (var i = history.length - 1; i >= 0; i--) {
var evt = history[i];
if (!stop) {
if (evt.isRound) stop = true;
continue;
} else {
for (var j of evt.useCard) list.remove(j.card.name);
if (evt.isRound) break;
}
}
event.set("dchuace", list);
},
chooseButton: {
dialog: function (event, player) {
return ui.create.dialog("画策", [event.dchuace, "vcard"], "hidden");
},
check: function (button) {
var player = _status.event.player,
card = { name: button.link[2] };
return player.getUseValue(card);
},
backup: function (links, player) {
return {
audio: "dchuace",
viewAs: { name: links[0][2] },
ai1: card => 7 - get.value(card),
filterCard: true,
position: "hs",
popname: true,
};
},
prompt: function (links, player) {
return "将一张手牌当做【" + get.translation(links[0][2]) + "】使用";
},
},
ai: {
order: 6,
result: { player: 1 },
},
subSkill: { backup: {} },
},
pilitoushiche: {
trigger: { player: ["useCard", "respond"] },
forced: true,
equipSkill: true,
filter: function (event, player) {
return get.type(event.card) == "basic";
},
content: function () {
if (player == _status.currentPhase) trigger.baseDamage++;
else player.draw();
},
mod: {
targetInRange: function (card, player) {
if (get.type(card) == "basic" && player == _status.currentPhase) return true;
},
},
},
//路易
dcyaoyi: {
audio: 2,
getZhuanhuanji: function (player, bool) {
var skills = player.getSkills(null, false, false).filter(function (i) {
return get.is.zhuanhuanji(i, player);
});
if (!bool) return skills;
if (!skills.length) return "none";
var state = lib.skill.dcyaoyi.getState(player, skills[0]);
for (var i = 1; i < skills.length; i++) {
if (lib.skill.dcyaoyi.getState(player, skills[i]) != state) return "none";
}
return state;
},
getState: function (player, skill) {
var info = get.info(skill),
zhuanhuan = info.zhuanhuanji;
if (zhuanhuan && zhuanhuan == "number") return player.countMark(skill) % 2 == 1;
return Boolean(player.storage[skill]);
},
trigger: {
player: "enterGame",
global: "phaseBefore",
},
forced: true,
filter: function (event, player) {
if (event.name == "phase" && game.phaseNumber != 0) return false;
return game.hasPlayer(function (current) {
return lib.skill.dcyaoyi.getZhuanhuanji(current).length == 0;
});
},
logTarget: function () {
return game.filterPlayer(function (current) {
return lib.skill.dcyaoyi.getZhuanhuanji(current).length == 0;
});
},
content: function () {
var targets = lib.skill.dcyaoyi.logTarget().sortBySeat();
for (var target of targets) target.addSkills("dcshoutan");
game.delayx();
},
global: "dcyaoyi_blocker",
subSkill: {
blocker: {
mod: {
targetEnabled: function (card, player, target) {
if (
player == target ||
!game.hasPlayer(function (current) {
return current.hasSkill("dcyaoyi");
})
)
return;
var state1 = lib.skill.dcyaoyi.getZhuanhuanji(player, true);
if (state1 == "none") return;
if (lib.skill.dcyaoyi.getZhuanhuanji(target, true) == state1) return false;
},
cardSavable: function (card, player, target) {
if (
player == target ||
!game.hasPlayer(function (current) {
return current.hasSkill("dcyaoyi");
})
)
return;
var state1 = lib.skill.dcyaoyi.getZhuanhuanji(player, true);
if (state1 == "none") return;
if (lib.skill.dcyaoyi.getZhuanhuanji(target, true) == state1) return false;
},
},
},
},
},
dcshoutan: {
audio: 2,
enable: "phaseUse",
position: "h",
filter: function (event, player) {
if (player.hasSkill("dcyaoyi")) return !player.hasSkill("dcshoutan_blocker", null, null, false);
return player.countCards("h") > 0 && !player.getStat("skill").dcshoutan;
},
selectCard: function () {
if (_status.event.player.hasSkill("dcyaoyi")) return [0, 1];
return [1, 1];
},
filterCard: function (card, player) {
if (player.hasSkill("dcyaoyi")) return false;
var color = get.color(card, player);
if (player.storage.dcshoutan) return color == "black";
return color != "black";
},
prompt: function () {
var player = _status.event.player;
if (player.hasSkill("dcyaoyi")) return "点击“确认”来变更转换技状态";
if (player.storage.dcshoutan) return "弃置一张黑色手牌,变更转换技状态";
return "弃置一张非黑色手牌,变更转换技状态";
},
check: function (card) {
return 11 - get.value(card);
},
content: function () {
player.changeZhuanhuanji("dcshoutan");
player.addTempSkill("dcshoutan_blocker", {
player: ["useCard1", "useSkillBegin", "phaseUseEnd"],
});
},
zhuanhuanji: true,
mark: true,
marktext: "☯",
intro: {
content: function (storage, player) {
if (storage) return "转换技。出牌阶段限一次,你可以弃置一张黑色手牌。";
return "转换技。出牌阶段限一次,你可以弃置一张不为黑色的手牌。";
},
},
ai: {
order: 0.1,
result: {
player: function (player) {
var base = 0;
if (ui.selected.cards.length) base = get.value(ui.selected.cards[0]);
var status = player.storage.dcshoutan;
var cards = player.getCards("hs", function (card) {
return !ui.selected.cards.includes(card);
});
for (var card of cards) {
var val1 = player.getUseValue(card, null, true);
player.storage.dcshoutan = !status;
var val2 = 0;
try {
val2 = player.getUseValue(card, null, true);
} catch (e) {
player.storage.dcshoutan = status;
}
player.storage.dcshoutan = status;
if (val2 > val1) base -= val2 - val1;
}
if (base < 0) return 1;
return 0;
},
},
},
subSkill: { blocker: { charlotte: true } },
},
dcfuxue: {
audio: 2,
trigger: { player: "phaseZhunbeiBegin" },
direct: true,
filter: function (event, player) {
return player.hp > 0 && ui.discardPile.childNodes.length > 0;
},
content: function () {
"step 0";
var cards = Array.from(ui.discardPile.childNodes);
var gains = cards.slice(0);
var history = game.getAllGlobalHistory("cardMove", function (evt) {
if (evt.name == "lose") return evt.position == ui.discardPile;
return evt.name == "cardsDiscard";
});
for (var i = history.length - 1; i >= 0; i--) {
var evt = history[i];
var cards2 = evt.cards.filter(function (card) {
return cards.includes(card);
});
if (cards2.length) {
if (lib.skill.dcfuxue.isUse(evt)) {
gains.removeArray(cards2);
}
cards.removeArray(cards2);
}
if (!cards.length) break;
}
if (gains.length) {
var num = player.hp;
player.chooseButton(["复学:选择获得" + (num > 0 ? "至多" : "") + get.cnNumber(num) + "张牌", gains], [1, num]).set("ai", function (button) {
var player = _status.event.player,
card = button.link;
var getn = function (card) {
return player.countCards("h", card.name) + ui.selected.buttons.filter(button => button.link.name == card.name).length;
};
var val = player.getUseValue(card);
if (card.name == "tao" && getn(card) >= player.getDamagedHp()) return 0;
if (card.name == "sha" && getn(card) >= player.getCardUsable("sha")) return 0;
return val;
});
} else event.finish();
"step 1";
if (result.bool) {
player.logSkill("dcfuxue");
player.gain(result.links, "gain2").gaintag.add("dcfuxue");
}
},
isUse: function (event) {
if (event.name != "cardsDiscard") return false;
var evtx = event.getParent();
if (evtx.name != "orderingDiscard") return false;
var evt2 = evtx.relatedEvent || evtx.getParent();
return evt2.name == "phaseJudge" || evt2.name == "useCard";
},
group: "dcfuxue_draw",
subSkill: {
draw: {
audio: "dcfuxue",
trigger: { player: "phaseJieshuBegin" },
forced: true,
locked: false,
mod: {
aiOrder: function (player, card, num) {
if (get.itemtype(card) == "card" && card.hasGaintag("dcfuxue")) return num + 0.5;
},
},
filter: function (event, player) {
return (
player.hp > 0 &&
!player.hasCard(function (card) {
return card.hasGaintag("dcfuxue");
}, "h")
);
},
content: function () {
player.draw(player.hp);
},
},
},
},
//丁尚涴
dcfengyan: {
enable: "phaseUse",
usable: 2,
chooseButton: {
dialog: function (event, player) {
var dialog = ui.create.dialog("讽言:请选择一项", "hidden");
dialog.add([
[
["gain", "令一名体力值不大于你的其他角色交给你一张手牌"],
["sha", "视为对一名手牌数不大于你的其他角色使用一张【杀】"],
],
"textbutton",
]);
return dialog;
},
filter: function (button, player) {
return !player.hasSkill("dcfengyan_" + button.link, null, null, false);
},
check: function (button) {
var player = _status.event.player;
if (
button.link == "gain" &&
game.hasPlayer(function (current) {
return lib.skill.dcfengyan_gain.filterTarget(null, player, current) && get.effect(current, "dcfengyan_gain", player, player) > 0;
})
)
return 4;
if (
button.link == "sha" &&
game.hasPlayer(function (current) {
return lib.skill.dcfengyan_sha.filterTarget(null, player, current) && get.effect(current, "dcfengyan_sha", player, player) > 0;
})
)
return 4;
return 2;
},
backup: function (links) {
return get.copy(lib.skill["dcfengyan_" + links[0]]);
},
prompt: function (links) {
if (links[0] == "gain") return "令一名体力值不大于你的其他角色交给你一张手牌";
return "视为对一名手牌数不大于你的其他角色使用【杀】";
},
},
ai: {
order: 10,
threaten: 1.7,
result: { player: 1 },
},
subSkill: {
backup: { audio: "dcfengyan" },
gain: {
audio: "dcfengyan",
filterTarget: function (card, player, target) {
return target != player && target.hp <= player.hp && target.countCards("h") > 0;
},
filterCard: () => false,
selectCard: -1,
content: function () {
"step 0";
player.addTempSkill("dcfengyan_gain", "phaseUseAfter");
target.chooseCard("h", true, "交给" + get.translation(player) + "一张牌");
"step 1";
if (result.bool) target.give(result.cards, player);
},
ai: {
tag: {
loseCard: 1,
gain: 1,
},
result: {
player: 0.1,
target: -1,
},
},
},
sha: {
audio: "dcfengyan",
filterTarget: function (card, player, target) {
return target != player && target.countCards("h") <= player.countCards("h") && player.canUse("sha", target, false);
},
filterCard: () => false,
selectCard: -1,
content: function () {
player.addTempSkill("dcfengyan_sha", "phaseUseAfter");
player.useCard(
{
name: "sha",
isCard: true,
},
target,
false
);
},
ai: {
result: {
player: function (player, target) {
return get.effect(
target,
{
name: "sha",
isCard: true,
},
player,
player
);
},
},
},
},
},
},
dcfudao: {
trigger: {
global: "phaseBefore",
player: "enterGame",
},
forced: true,
locked: false,
filter: function (event, player) {
return (event.name != "phase" || game.phaseNumber == 0) && game.hasPlayer(current => current != player);
},
content: function () {
"step 0";
player.chooseTarget(true, lib.filter.notMe, "抚悼:请选择一名“继子”", "你或“继子”每回合首次使用牌指定对方为目标后各摸两张牌;杀死你或“继子”的角色称为“决裂”。你或“继子”对“决裂”造成的伤害+1。“决裂”对你使用牌后其本回合内不能再使用牌。").set("ai", function (target) {
return get.attitude(_status.event.player, target);
});
"step 1";
if (result.bool) {
var target = result.targets[0];
player.logSkill("dcfudao", target);
game.log(target, "成为了", player, "的继子");
player.addSkill("dcfudao_effect");
target.addSkill("dcfudao_effect");
player.markAuto("dcfudao_effect", [target]);
target.markAuto("dcfudao_effect", [player]);
}
},
group: "dcfudao_refuse",
subSkill: {
effect: {
trigger: { player: "useCardToPlayered" },
forced: true,
charlotte: true,
usable: 1,
filter: function (event, player) {
var target = event.target;
if (player == target || !target.isIn()) return false;
return player.getStorage("dcfudao_effect").includes(target);
},
logTarget: "target",
content: function () {
"step 0";
var list = [player, trigger.target];
list.sortBySeat();
game.asyncDraw(list, 2);
"step 1";
game.delayx();
},
marktext: "继",
intro: { content: "已和$成为继母子关系" },
group: ["dcfudao_revenge", "dcfudao_deadmark"],
},
deadmark: {
trigger: { player: "dieBegin" },
forced: true,
popup: false,
lastDo: true,
silent: true,
filter: function (event, player) {
return get.itemtype(event.source) == "player";
},
content: function () {
trigger.source.markAuto("dcfudao_deadmark", [player]);
},
marktext: "裂",
intro: {
name: "决裂",
content: "你害死了$",
},
},
revenge: {
trigger: { source: "damageBegin1" },
forced: true,
filter: function (event, player) {
var storage1 = event.player.getStorage("dcfudao_deadmark"),
storage2 = player.getStorage("dcfudao_effect");
for (var i of storage1) {
if (storage2.includes(i)) return true;
}
return false;
},
content: function () {
trigger.num++;
},
logTarget: "player",
},
refuse: {
trigger: { target: "useCardToTargeted" },
forced: true,
filter: function (event, player) {
var storage1 = event.player.getStorage("dcfudao_deadmark"),
storage2 = player.getStorage("dcfudao_effect");
for (var i of storage1) {
if (storage2.includes(i)) return true;
}
return false;
},
content: function () {
trigger.player.addTempSkill("dcfudao_blocker");
},
logTarget: "player",
},
blocker: {
charlotte: true,
mod: {
cardEnabled: () => false,
cardSavable: () => false,
},
},
},
},
//全惠解
dchuishu: {
audio: 2,
getList: function (player) {
if (!player.storage.dchuishu) return [3, 1, 2];
return player.storage.dchuishu.slice(0);
},
trigger: { player: "phaseDrawEnd" },
content: function () {
"step 0";
var list = lib.skill.dchuishu.getList(player);
event.list = list;
player.draw(list[0]);
"step 1";
player.addTempSkill("dchuishu_effect");
player.chooseToDiscard("h", true, event.list[1]);
},
onremove: true,
mark: true,
intro: {
markcount: function (storage, player) {
var list = lib.skill.dchuishu.getList(player);
return Math.max.apply(Math, list);
},
content: function (storage, player) {
var list = lib.skill.dchuishu.getList(player);
return "摸牌阶段结束时,你可以摸[" + list[0] + "]张牌。若如此做:你弃置[" + list[1] + "]张手牌,且当你于本回合内弃置第[" + list[2] + "]+1张牌后你从弃牌堆中获得[" + list[2] + "]张非基本牌。";
},
},
subSkill: {
effect: {
charlotte: true,
audio: "dchuishu",
trigger: {
player: "loseAfter",
global: "loseAsyncAfter",
},
filter: function (event, player) {
var num = lib.skill.dchuishu.getList(player)[2];
if (typeof num != "number") return false;
if (event.type != "discard" || event.getlx === false) return false;
var evt = event.getl(player);
if (evt.cards2.length == 0) return false;
var prev = 0,
goon = true;
player.getHistory("lose", function (evt) {
if (!goon || evt.type != "discard") return false;
prev += evt.cards2.length;
if (evt == event || event.getParent() == event) {
goon = false;
return false;
}
});
return prev > num;
},
forced: true,
popup: false,
firstDo: true,
content: function () {
var num = lib.skill.dchuishu.getList(player)[2];
var cards = [];
for (var i = 0; i < num; i++) {
var card = get.discardPile(function (card) {
return get.type(card) != "basic" && !cards.includes(card);
});
if (card) cards.push(card);
else break;
}
if (cards.length) player.gain(cards, "gain2");
},
},
},
},
dcyishu: {
audio: 2,
trigger: {
player: ["loseAfter"],
global: ["equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter"],
},
forced: true,
filter: function (event, player) {
var evt = event.getl(player);
if (!evt || !evt.cards2.length) return false;
return !player.isPhaseUsing() && player.hasSkill("dchuishu", null, null, false);
},
content: function () {
"step 0";
var list = lib.skill.dchuishu.getList(player);
var min = list[0],
max = list[0];
for (var i of list) {
if (i < min) min = i;
if (i > max) max = i;
}
var exps = ["摸牌数[", "弃牌数[", "目标牌数["];
var choices_min = [],
choices_max = [];
for (var i = 0; i < list.length; i++) {
if (list[i] == min) choices_min.push(exps[i] + min + "]");
if (list[i] == max) choices_max.push(exps[i] + max + "]");
}
if (choices_min.length == 1 && choices_max.length == 1) {
event._result = { bool: true, min: choices_min[0], max: choices_max[0] };
} else {
if (player.isUnderControl()) game.swapPlayerAuto(player);
var switchToAuto = function () {
_status.imchoosing = false;
event._result = {
bool: true,
min: choices_min[0],
max: choices_max[0],
};
if (event.dialog) event.dialog.close();
if (event.control) event.control.close();
};
var chooseButton = function (player, min, max) {
var event = _status.event;
player = player || event.player;
var list = lib.skill.dchuishu.getList(player);
if (!event._result) event._result = {};
var dialog = ui.create.dialog("###易数:请选择更改的数值###令〖慧淑〗的一个最小数值+2并令一个最大数值-1", "forcebutton", "hidden");
event.dialog = dialog;
dialog.addText("最小值+2");
var table = document.createElement("div");
table.classList.add("add-setting");
table.style.margin = "0";
table.style.width = "100%";
table.style.position = "relative";
for (var i = 0; i < min.length; i++) {
var td = ui.create.div(".shadowed.reduce_radius.pointerdiv.tdnode");
td.link = min[i];
table.appendChild(td);
td.innerHTML = "<span>" + min[i] + "</span>";
td.addEventListener(lib.config.touchscreen ? "touchend" : "click", function () {
if (_status.dragged) return;
if (_status.justdragged) return;
_status.tempNoButton = true;
setTimeout(function () {
_status.tempNoButton = false;
}, 500);
var link = this.link;
var current = this.parentNode.querySelector(".bluebg");
if (current) current.classList.remove("bluebg");
this.classList.add("bluebg");
event._result.min = link;
});
}
dialog.content.appendChild(table);
dialog.addText("最大值-1");
var table2 = document.createElement("div");
table2.classList.add("add-setting");
table2.style.margin = "0";
table2.style.width = "100%";
table2.style.position = "relative";
for (var i = 0; i < max.length; i++) {
var td = ui.create.div(".shadowed.reduce_radius.pointerdiv.tdnode");
td.link = max[i];
table2.appendChild(td);
td.innerHTML = "<span>" + max[i] + "</span>";
td.addEventListener(lib.config.touchscreen ? "touchend" : "click", function () {
if (_status.dragged) return;
if (_status.justdragged) return;
_status.tempNoButton = true;
setTimeout(function () {
_status.tempNoButton = false;
}, 500);
var link = this.link;
var current = this.parentNode.querySelector(".bluebg");
if (current) current.classList.remove("bluebg");
this.classList.add("bluebg");
event._result.max = link;
});
}
dialog.content.appendChild(table2);
dialog.add("  ");
event.dialog.open();
event.switchToAuto = function () {
event._result = {
bool: true,
min: min[0],
max: max[0],
};
event.dialog.close();
event.control.close();
game.resume();
_status.imchoosing = false;
};
event.control = ui.create.control("ok", function (link) {
var result = event._result;
if (!result.min || !result.max) return;
result.bool = true;
event.dialog.close();
event.control.close();
game.resume();
_status.imchoosing = false;
});
for (var i = 0; i < event.dialog.buttons.length; i++) {
event.dialog.buttons[i].classList.add("selectable");
}
game.pause();
game.countChoose();
};
if (event.isMine()) chooseButton(player, choices_min, choices_max);
else if (event.isOnline()) {
event.player.send(chooseButton, event.player, choices_min, choices_max);
event.player.wait();
game.pause();
} else switchToAuto();
}
"step 1";
var map = event.result || result;
if (map.bool) {
var min = map.min,
max = map.max;
min = min.slice(0, min.indexOf("["));
max = max.slice(0, max.indexOf("["));
var exps = ["摸牌数", "弃牌数", "目标牌数"];
var list = lib.skill.dchuishu.getList(player);
list[exps.indexOf(min)] += 2;
list[exps.indexOf(max)]--;
game.log(player, "令", "#g【慧淑】", "中的", "#y" + min, "+2");
game.log(player, "令", "#g【慧淑】", "中的", "#y" + max, "-1");
player.storage.dchuishu = list;
} else event.finish();
"step 2";
player.markSkill("dchuishu");
game.delayx();
},
ai: { combo: "dchuishu" },
},
dcligong: {
audio: 2,
juexingji: true,
trigger: { player: "phaseZhunbeiBegin" },
forced: true,
filter: function (event, player) {
if (!player.hasSkill("dchuishu")) return false;
var list = lib.skill.dchuishu.getList(player);
for (var i of list) {
if (i >= 5) return true;
}
return false;
},
skillAnimation: true,
animationColor: "wood",
content: function () {
"step 0";
player.awakenSkill("dcligong");
player.gainMaxHp();
player.recover();
"step 1";
player.removeSkills("dcyishu");
"step 2";
var list;
if (_status.characterlist) {
list = [];
for (var i = 0; i < _status.characterlist.length; i++) {
var name = _status.characterlist[i];
if (lib.character[name][1] == "wu" && (lib.character[name][0] == "female" || lib.character[name][0] == "double")) list.push(name);
}
} else if (_status.connectMode) {
list = get.charactersOL(function (i) {
return lib.character[i][1] != "wu" || (lib.character[i][0] != "female" && lib.character[i][0] != "double");
});
} else {
list = get.gainableCharacters(function (info) {
return info[1] == "wu" && (info[0] == "female" || info[0] == "double");
});
}
var players = game.players.concat(game.dead);
for (var i = 0; i < players.length; i++) {
list.remove(players[i].name);
list.remove(players[i].name1);
list.remove(players[i].name2);
}
list = list.randomGets(4);
var skills = [];
for (var i of list) {
skills.addArray(
(lib.character[i][3] || []).filter(function (skill) {
var info = get.info(skill);
return info && !info.charlotte;
})
);
}
if (!list.length || !skills.length) {
event.result = {
bool: false,
skills: [],
};
return;
}
if (player.isUnderControl()) {
game.swapPlayerAuto(player);
}
var switchToAuto = function () {
_status.imchoosing = false;
event._result = {
bool: true,
skills: skills.randomGets(2),
};
if (event.dialog) event.dialog.close();
if (event.control) event.control.close();
};
var chooseButton = function (list, skills) {
var event = _status.event;
if (!event._result) event._result = {};
event._result.skills = [];
var rSkill = event._result.skills;
var dialog = ui.create.dialog("请选择获得至多两个技能", [list, "character"], "hidden");
event.dialog = dialog;
var table = document.createElement("div");
table.classList.add("add-setting");
table.style.margin = "0";
table.style.width = "100%";
table.style.position = "relative";
for (var i = 0; i < skills.length; i++) {
var td = ui.create.div(".shadowed.reduce_radius.pointerdiv.tdnode");
td.link = skills[i];
table.appendChild(td);
td.innerHTML = "<span>" + get.translation(skills[i]) + "</span>";
td.addEventListener(lib.config.touchscreen ? "touchend" : "click", function () {
if (_status.dragged) return;
if (_status.justdragged) return;
_status.tempNoButton = true;
setTimeout(function () {
_status.tempNoButton = false;
}, 500);
var link = this.link;
if (!this.classList.contains("bluebg")) {
if (rSkill.length >= 2) return;
rSkill.add(link);
this.classList.add("bluebg");
} else {
this.classList.remove("bluebg");
rSkill.remove(link);
}
});
}
dialog.content.appendChild(table);
dialog.add("  ");
dialog.open();
event.switchToAuto = function () {
event.dialog.close();
event.control.close();
game.resume();
_status.imchoosing = false;
};
event.control = ui.create.control("ok", function (link) {
event.dialog.close();
event.control.close();
game.resume();
_status.imchoosing = false;
});
for (var i = 0; i < event.dialog.buttons.length; i++) {
event.dialog.buttons[i].classList.add("selectable");
}
game.pause();
game.countChoose();
};
if (event.isMine()) {
chooseButton(list, skills);
} else if (event.isOnline()) {
event.player.send(chooseButton, list, skills);
event.player.wait();
game.pause();
} else {
switchToAuto();
}
"step 3";
var map = event.result || result;
if (map.skills && map.skills.length) {
//player.removeSkill('dchuishu');
//for(var i of map.skills) player.addSkillLog(i);
player.changeSkills(map.skills, ["dchuishu"]);
player.markAuto("zhuSkill_dcligong", map.skills);
} else {
player.draw(3);
}
},
ai: {
combo: "dchuishu",
},
},
//杜夔
dcfanyin: {
audio: 2,
trigger: { player: "phaseUseBegin" },
filter: function (event, player) {
return ui.cardPile.childNodes.length > 0;
},
frequent: true,
locked: false,
content: function () {
"step 0";
var card = false;
if (typeof event.num != "number") {
var num = false;
for (var i = 0; i < ui.cardPile.childNodes.length; i++) {
var cardx = ui.cardPile.childNodes[i],
numc = get.number(cardx, false);
if (!num || numc < num) {
num = numc;
card = cardx;
if (num == 1) break;
}
}
event.num = num;
} else {
card = get.cardPile2(function (card) {
return get.number(card, false) == event.num;
});
}
if (!card) event.finish();
else {
event.card = card;
game.cardsGotoOrdering(card);
player.showCards(card, get.translation(player) + "发动了【泛音】");
}
"step 1";
if (!player.hasUseTarget(card, false)) event._result = { index: 1 };
else {
player
.chooseControl()
.set("choiceList", ["使用" + get.translation(card) + "(无距离限制)", "令本回合使用的下一张牌可以多选择一个目标"])
.set("ai", function () {
var player = _status.event.player,
card = _status.event.getParent().card;
if (player.hasValueTarget(card, false)) return 0;
return 1;
});
}
"step 2";
if (result.index == 0) {
var cardx = get.autoViewAs(card);
cardx.storage.dcfanyin = true;
player.chooseUseTarget(cardx, [card], true, false);
} else {
player.addTempSkill("dcfanyin_effect");
player.addMark("dcfanyin_effect", 1, false);
}
event.num *= 2;
if (event.num <= 13) event.goto(0);
},
mod: {
targetInRange: function (card) {
if (card.storage && card.storage.dcfanyin) return true;
},
},
subSkill: {
effect: {
audio: "dcfanyin",
trigger: { player: "useCard2" },
forced: true,
charlotte: true,
popup: false,
onremove: true,
filter: function (event, player) {
var type = get.type(event.card, null, false);
return type == "basic" || type == "trick";
},
content: function () {
"step 0";
var num = player.countMark("dcfanyin_effect");
player.removeSkill("dcfanyin_effect");
var filter = function (event, player) {
var card = event.card,
info = get.info(card);
if (info.allowMultiple == false) return false;
if (event.targets && !info.multitarget) {
if (
game.hasPlayer(function (current) {
return !event.targets.includes(current) && lib.filter.targetEnabled2(card, player, current) && lib.filter.targetInRange(card, player, current);
})
) {
return true;
}
}
return false;
};
if (!filter(trigger, player)) event.finish();
else {
var prompt = "为" + get.translation(trigger.card) + "增加至多" + get.cnNumber(num) + "个目标?";
trigger.player
.chooseTarget(get.prompt("dcfanyin_effect"), prompt, [1, num], function (card, player, target) {
var player = _status.event.player;
return !_status.event.targets.includes(target) && lib.filter.targetEnabled2(_status.event.card, player, target) && lib.filter.targetInRange(_status.event.card, player, target);
})
.set("ai", function (target) {
var trigger = _status.event.getTrigger();
var player = _status.event.player;
return get.effect(target, trigger.card, player, player);
})
.set("card", trigger.card)
.set("targets", trigger.targets);
}
"step 1";
if (result.bool) {
if (!event.isMine() && !event.isOnline()) game.delayx();
} else event.finish();
"step 2";
player.logSkill("dcfanyin_effect", result.targets);
game.log(result.targets, "也成为了", trigger.card, "的目标");
trigger.targets.addArray(result.targets);
},
intro: { content: "使用下一张牌选择目标后,可以增加#个目标" },
},
},
},
dcpeiqi: {
audio: 2,
trigger: { player: "damageEnd" },
filter: function (event, player) {
return player.canMoveCard();
},
check: function (event, player) {
return player.canMoveCard(true);
},
content: function () {
"step 0";
player.moveCard(true);
"step 1";
if (result.bool && player.canMoveCard()) {
var goon = true,
players = game.filterPlayer();
for (var i = 0; i < players.length; i++) {
for (var j = i + 1; j < players.length; j++) {
if (!players[i].inRange(players[j]) || !players[i].inRangeOf(players[j])) {
goon = false;
break;
}
}
if (!goon) break;
}
if (goon) player.moveCard();
}
},
},
//张奋和大风车
dcwanglu: {
audio: 2,
trigger: { player: "phaseZhunbeiBegin" },
forced: true,
content: function () {
if (!player.hasEquipableSlot(5) || player.getEquip("dagongche")) {
var next = player.phaseUse();
event.next.remove(next);
trigger.getParent().next.push(next);
} else {
var card = game.createCard("dagongche", "spade", 9);
player.$gain2(card);
game.delayx();
player.equip(card);
}
},
broadcast: function (player) {
var card = player.getEquip("dagongche");
if (card)
game.broadcast(
function (card, storage) {
card.storage = storage;
},
card,
card.storage
);
},
},
dcxianzhu: {
audio: 2,
trigger: { source: "damageSource" },
direct: true,
filter: function (event, player) {
if (!event.card || event.card.name != "sha") return false;
var card = player.getEquip("dagongche");
if (!card) return false;
var num = 0;
for (var i = 1; i <= 3; i++) {
var key = "大攻车选项" + get.cnNumber(i, true);
if (card.storage[key]) num += card.storage[key];
}
return num < 5;
},
content: function () {
"step 0";
var choiceList = ["令【杀】无距离限制且无视防具", "令【杀】的可选目标数+1", "令后续的弃牌数量+1"];
var list = [];
var card = player.getEquip("dagongche");
for (var i = 1; i <= 3; i++) {
var key = "大攻车选项" + get.cnNumber(i, true);
var num = card.storage[key];
if (i == 1) {
if (!num) list.push("选项一");
else choiceList[0] = '<span style="opacity:0.5; ">' + choiceList[0] + "(已强化)</span>";
} else {
list.push("选项" + get.cnNumber(i, true));
if (num) choiceList[i - 1] += "(已强化" + num + "次)";
}
}
player
.chooseControl(list, "cancel2")
.set("prompt", "是否发动【陷筑】强化【大攻车】?")
.set("choiceList", choiceList)
.set("ai", function () {
var player = _status.event.player,
controls = _status.event.controls.slice(0);
var getval = function (choice) {
var card = player.getEquip("dagongche");
if (choice == "选项一") {
card.storage.大攻车选项一 = 1;
var goon = false;
if (
game.hasPlayer(function (current) {
var eff1 = 0,
eff2 = 0;
var cardx = { name: "sha", isCard: true };
if (player.canUse(cardx, current)) eff1 = get.effect(current, cardx, player, player);
cardx.storage = { dagongche: true };
if (player.canUse(cardx, current)) eff2 = get.effect(current, cardx, player, player);
return eff2 > eff1;
})
)
goon = true;
delete card.storage.大攻车选项一;
if (goon) return 5;
return 0;
} else if (choice == "选项二") {
var num = 1;
if (card.storage.大攻车选项二) num += card.storage.大攻车选项二;
var cardx = { name: "sha", isCard: true };
if (
game.countPlayer(function (current) {
return player.canUse(cardx, current) && get.effect(current, cardx, player, player) > 0;
}) > num
)
return 2;
} else if (choice == "选项三") return 1;
return 0;
};
var eff = 0,
current = "cancel2";
for (var i of controls) {
var effx = getval(i);
if (effx > eff) {
eff = effx;
current = i;
}
}
return current;
});
"step 1";
if (result.control != "cancel2") {
player.logSkill("dcxianzhu");
var card = player.getEquip("dagongche"),
key = "大攻车" + result.control;
if (!card.storage[key]) card.storage[key] = 0;
card.storage[key]++;
lib.skill.dcwanglu.broadcast(player);
}
},
ai: {
combo: "dcwanglu",
},
},
dcchaixie: {
audio: 2,
trigger: {
player: ["loseAfter"],
global: ["equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter"],
},
forced: true,
filter: function (event, player) {
var evt = event.getl(player);
if (!evt || !evt.es || !evt.es.length) return false;
for (var card of evt.es) {
if (card.name == "dagongche") {
for (var i = 1; i <= 3; i++) {
if (card.storage["大攻车选项" + get.cnNumber(i, true)]) return true;
}
}
}
return false;
},
content: function () {
var num = 0;
var evt = trigger.getl(player);
for (var card of evt.es) {
if (card.name == "dagongche") {
for (var i = 1; i <= 3; i++) {
var key = "大攻车选项" + get.cnNumber(i, true);
if (card.storage[key]) num += card.storage[key];
}
}
}
player.draw(num);
},
ai: {
combo: "dcwanglu",
},
},
dagongche_skill: {
trigger: { player: "phaseUseBegin" },
direct: true,
filter: function (event, player) {
var cardx = {
name: "sha",
isCard: true,
storage: { dagongche: true },
};
return player.hasUseTarget(cardx);
},
equipSkill: true,
content: function () {
var card = {
name: "sha",
isCard: true,
storage: { dagongche: true },
};
lib.skill.dcwanglu.broadcast(player);
player.chooseUseTarget(card, "大攻车:是否视为使用【杀】?", false).logSkill = "dagongche_skill";
},
mod: {
targetInRange: function (card, player, target) {
if (card.storage && card.storage.dagongche) {
var cardx = player.getEquip("dagongche");
if (cardx && cardx.storage.大攻车选项一) return true;
}
},
selectTarget: function (card, player, range) {
if (card.storage && card.storage.dagongche && range[1] != -1) {
var cardx = player.getEquip("dagongche");
if (cardx && cardx.storage.大攻车选项二) range[1] += cardx.storage.大攻车选项二;
}
},
canBeDiscarded: function (card) {
if (card.name == "dagongche" && get.position(card) == "e") {
for (var i = 1; i <= 3; i++) {
if (card.storage["大攻车选项" + get.cnNumber(i, true)]) return;
}
return false;
}
},
},
ai: {
unequip: true,
skillTagFilter: function (player, tag, arg) {
if (!arg || !arg.card || !arg.card.storage || !arg.card.storage.dagongche) return false;
var card = player.getEquip("dagongche");
if (!card || !card.storage.大攻车选项一) return false;
},
},
group: "dagongche_skill_discard",
subSkill: {
discard: {
trigger: { source: "damageSource" },
equipSkill: true,
forced: true,
filter: function (event, player) {
if (!event.card || !event.card.storage || !event.card.storage.dagongche) return false;
if (event.getParent().type != "card") return false;
return event.player.hasCard(function (card) {
return lib.filter.canBeDiscarded(card, event.player, player);
}, "he");
},
logTarget: "player",
content: function () {
var num = 1;
var cardx = player.getEquip("dagongche");
if (cardx && cardx.storage.大攻车选项三) num += cardx.storage.大攻车选项三;
player.discardPlayerCard(trigger.player, true, num, "he");
},
},
},
},
//刘徽
dcgeyuan: {
audio: 2,
trigger: {
global: ["loseAfter", "loseAsyncAfter", "cardsDiscardAfter", "equipAfter"],
},
forced: true,
filter: function (event, player) {
var cards = event.getd();
for (var i of cards) {
if (lib.skill.dcgeyuan.filterNumber(player, get.number(i, false))) return true;
}
return false;
},
content: function () {
"step 0";
event.cards = trigger.getd();
"step 1";
var card = false;
for (var i of cards) {
if (lib.skill.dcgeyuan.filterNumber(player, get.number(i, false))) {
card = i;
cards.remove(card);
break;
}
}
if (card) {
var number = get.number(card, false);
game.log(player, "将", "#y" + get.strNumber(number), "记录为", "#g“圆环之弧”");
player.markAuto("dcgeyuan_homura", [number]);
player.markSkill("dcgeyuan");
if (player.getStorage("dcgeyuan").length > player.getStorage("dcgeyuan_homura").length) {
if (cards.length > 0) event.redo();
else event.finish();
} else if (player.storage.dcgusuan) event.goto(5);
} else event.finish();
"step 2";
var list = player.getStorage("dcgeyuan_homura");
var num1 = list[0],
num2 = list[list.length - 1];
event.cards2 = [];
var lose_list = [],
players = game.filterPlayer();
for (var current of players) {
var cards = current.getCards("ej", function (card) {
var num = get.number(card);
return num == num1 || num == num2;
});
if (cards.length > 0) {
current.$throw(cards);
lose_list.push([current, cards]);
event.cards2.addArray(cards);
}
}
if (lose_list.length) {
event.lose_list = lose_list;
game.loseAsync({
lose_list: lose_list,
}).setContent("chooseToCompareLose");
}
"step 3";
var list = player.getStorage("dcgeyuan_homura");
var num1 = list[0],
num2 = list[list.length - 1];
var cards = event.cards2;
for (var i = 0; i < ui.cardPile.childNodes.length; i++) {
var card = ui.cardPile.childNodes[i];
var number = get.number(card, false);
if (number == num1 || number == num2) cards.push(card);
}
if (cards.length > 0) {
if (event.lose_list) game.delayx();
player.gain(cards, "gain2");
}
"step 4";
var list = player.getStorage("dcgeyuan_homura");
var num1 = list[0],
num2 = list[list.length - 1];
player.storage.dcgeyuan_homura = [];
game.log(player, "清空了", "#g“圆环之弧”");
player.markSkill("dcgeyuan");
if (player.getStorage("dcgeyuan").length > 3) {
player.unmarkAuto("dcgeyuan", [num1, num2]);
game.log(player, "从", "#g“圆环之理”", "中移除了", "#y" + get.strNumber(num1), "和", "#y" + get.strNumber(num2));
}
event.finish();
"step 5";
player.chooseTarget("割圆:选择至多三名角色", "第一名角色摸三张牌,第二名角色弃置四张牌,第三名角色将所有手牌与牌堆底的牌交换", true, [1, 3]);
"step 6";
if (result.bool) {
var targets = result.targets;
event.targets = targets;
player.line(targets);
targets[0].draw(3);
if (targets.length < 2) event.goto(4);
} else event.goto(4);
"step 7";
if (targets[1].countCards("he") > 0) targets[1].chooseToDiscard("he", true, 4);
if (targets.length < 3) event.goto(4);
"step 8";
var target = targets[2];
var cards = get.bottomCards(5);
game.cardsGotoOrdering(cards);
var hs = target.getCards("h");
if (hs.length > 0) target.lose(hs, ui.cardPile);
target.gain(cards, "draw");
event.goto(4);
},
group: "dcgeyuan_kyubey",
filterNumber: function (player, num) {
var list1 = player.getStorage("dcgeyuan");
var list2 = player.getStorage("dcgeyuan_homura");
if (!list1.includes(num)) return false;
if (!list2.length) return true;
if (list2.includes(num)) return false;
var madoka = list1.indexOf(num);
for (var i of list2) {
var homura = list1.indexOf(i);
var dist = Math.abs(madoka - homura);
if (dist == 1 || dist == list1.length - 1) return true;
}
return false;
},
subSkill: {
kyubey: {
audio: "dcgeyuan",
trigger: {
global: "phaseBefore",
player: "enterGame",
},
forced: true,
filter: function (event, player) {
return (event.name != "phase" || game.phaseNumber == 0) && !player.storage.dcgusuan;
},
content: function () {
var list = [];
for (var i = 1; i <= 13; i++) {
list.push(i);
}
list.randomSort();
player.storage.dcgeyuan = list;
player.markSkill("dcgeyuan");
var str = "#y";
for (var i = 0; i < 13; i++) {
str += get.strNumber(list[i]);
if (i != 12) str += ",";
}
game.log(player, "将", "#y“圆环之理”", "赋值为", str);
},
},
},
intro: {
name: "圆环之理",
markcount: function (storage, player) {
if (!player.storage.dcgeyuan || !player.getStorage("dcgeyuan_homura").length) return 0;
var list = player.storage.dcgeyuan.filter(i => lib.skill.dcgeyuan.filterNumber(player, i));
if (!list.length) return 0;
list = list.map(num => {
var list = [1, 10, 11, 12, 13];
if (list.includes(num)) return ["A", "X", "J", "Q", "K"][list.indexOf(num)];
return parseFloat(num);
});
return list.reduce((str, num) => {
return str + num;
}, "");
},
mark: function (dialog, storage, player) {
dialog.content.style["overflow-x"] = "visible";
var list = storage;
if (!storage || !storage.length) return "(圆环之理尚不存在)";
var list2 = player.getStorage("dcgeyuan_homura");
var core = document.createElement("div");
core.style.width = "0";
var centerX = -15,
centerY = 80,
radius = 80;
var radian = (Math.PI * 2) / list.length;
var fulllist = ["", "", "", "", "", "", "", "", "", "10", "", "", ""];
for (var i = 0; i < list.length; i++) {
var td = document.createElement("div");
var color = "";
if (list2[0] == list[i]) color = ' class="yellowtext"';
else if (list2.includes(list[i])) color = ' class="greentext"';
td.innerHTML = "<span" + color + ">[" + fulllist[list[i] - 1] + "]</span>";
td.style.position = "absolute";
core.appendChild(td);
td.style.left = centerX + radius * Math.sin(radian * i) + "px";
td.style.top = centerY - radius * Math.cos(radian * i) + "px";
}
dialog.content.appendChild(core);
},
},
},
dcjieshu: {
audio: 2,
trigger: { player: ["useCard", "respond"] },
forced: true,
filter: function (event, player) {
var num = get.number(event.card, false);
if (typeof num != "number") return false;
return lib.skill.dcgeyuan.filterNumber(player, num);
},
content: function () {
player.draw();
},
mod: {
ignoredHandcard: function (card, player) {
if (!player.getStorage("dcgeyuan").includes(get.number(card))) return true;
},
cardDiscardable: function (card, player, name) {
if (name == "phaseDiscard" && !player.getStorage("dcgeyuan").includes(get.number(card))) return false;
},
},
ai: {
combo: "dcgeyuan",
},
},
dcgusuan: {
audio: 2,
trigger: { global: "phaseEnd" },
forced: true,
juexingji: true,
skillAnimation: true,
animationColor: "soil",
filter: function (event, player) {
return player.getStorage("dcgeyuan").length == 3;
},
content: function () {
player.awakenSkill("dcgusuan");
player.storage.dcgusuan = true;
player.loseMaxHp();
},
ai: { combo: "dcgeyuan" },
derivation: "dcgeyuan_magica",
},
//王昶
dckaiji: {
audio: 2,
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
if (player.maxHp <= 0) return false;
if (!player.storage.dckaiji) return true;
return player.hasCard(card => lib.filter.cardDiscardable(card, player, "phaseUse"), "he");
},
filterCard: function (card, player) {
if (!player.storage.dckaiji) return false;
return true;
},
position: "he",
selectCard: function () {
var player = _status.event.player;
return player.storage.dckaiji ? [1, player.maxHp] : -1;
},
check: function (card) {
var player = _status.event.player;
if (!player.hasSkill("dcpingxi")) {
if (ui.selected.cards.length) return 0;
if (player.needsToDiscard()) return 12 - get.value(card);
return 2 * player.hp + 1.5 - get.value(card);
}
var num = lib.skill.dcpingxi.getNum() + ui.selected.cards.length;
if (
num <
game.countPlayer(function (current) {
if (current == player || current.countCards("he") == 0) return false;
return get.effect(current, { name: "guohe_copy2" }, player, player) + get.effect(current, { name: "sha" }, player, player) > 0;
})
) {
if (
get.position(card) == "h" &&
player.needsToDiscard(0, (i, player) => {
return !ui.selected.cards.includes(i) && !player.canIgnoreHandcard(i);
})
)
return 7 + 1 / Math.max(1, get.value(card));
return 7 - get.value(card);
}
return 0;
},
content: function () {
player.changeZhuanhuanji("dckaiji");
if (!cards.length) player.draw(Math.min(player.maxHp, 5));
},
zhuanhuanji: true,
mark: true,
marktext: "☯",
intro: {
content: storage => "转换技。出牌阶段限一次,你可以" + (storage ? "弃置至多X张牌" : "摸X张牌") + "X为你的体力上限且至多为5。",
},
ai: {
threaten: 1.6,
order: function (item, player) {
if (player.storage.dckaiji) return 0.1;
return 8;
},
result: { player: 1 },
},
},
dcpingxi: {
audio: 2,
trigger: { player: "phaseJieshuBegin" },
direct: true,
getNum: function () {
var num = 0;
game.getGlobalHistory("cardMove", function (evt) {
if (evt.name == "lose" && evt.type == "discard") num += evt.cards2.length;
});
return num;
},
filter: function (event, player) {
return (
lib.skill.dcpingxi.getNum() > 0 &&
game.hasPlayer(function (current) {
return current != player;
})
);
},
content: function () {
"step 0";
var num = lib.skill.dcpingxi.getNum();
player
.chooseTarget(
[1, num],
function (card, player, target) {
return target != player;
},
get.prompt("dcpingxi"),
"选择至多" + get.cnNumber(num) + "名其他角色。弃置这些角色的各一张牌,然后视为对这些角色使用一张【杀】"
)
.set("ai", function (target) {
var player = _status.event.player;
return get.effect(target, { name: "guohe_copy2" }, player, player) + get.effect(target, { name: "sha" }, player, player);
});
"step 1";
if (result.bool) {
var targets = result.targets.sortBySeat();
event.targets = targets;
player.logSkill("dcpingxi", targets);
event.num = 0;
} else event.finish();
"step 2";
var target = targets[num];
if (
target.hasCard(function (card) {
return lib.filter.canBeDiscarded(card, player, target);
}, "he")
)
player.discardPlayerCard(target, "he", true);
event.num++;
if (event.num < targets.length) event.redo();
"step 3";
var targetsx = targets.filter(function (target) {
return player.canUse("sha", target, false);
});
if (targetsx.length > 0)
player.useCard(
{
name: "sha",
isCard: true,
},
targetsx
);
},
},
//赵昂
dczhongjie: {
audio: 2,
round: 1,
trigger: { global: "dying" },
logTarget: "player",
filter: function (event, player) {
return event.player.hp < 1 && event.reason && event.reason.name == "loseHp";
},
check: function (event, player) {
return get.attitude(player, event.player) > 2;
},
content: function () {
trigger.player.recover();
trigger.player.draw();
},
},
dcsushou: {
audio: 2,
trigger: { global: "phaseUseBegin" },
filter: function (event, player) {
return player.hp > 0 && event.player.isMaxHandcard(true);
},
logTarget: "player",
check: function (event, player) {
var num = player.hp;
if (player.hasSkill("dczhongjie") && (player.storage.dczhongjie_roundcount || 0) < game.roundNumber) num++;
return num > 1;
},
content: function () {
"step 0";
player.loseHp();
event.target = trigger.player;
"step 1";
var num = player.getDamagedHp();
if (num > 0) player.draw(num);
if (player == target) event.finish();
"step 2";
var ts = target.getCards("h");
if (ts.length < 2) event.finish();
else {
var hs = player.getCards("h");
ts = ts.randomGets(Math.floor(ts.length / 2));
if (!hs.length) {
player.viewCards(get.translation(target) + "的部分手牌");
event.finish();
return;
}
var next = player.chooseToMove("夙守:交换至多" + get.cnNumber(Math.min(hs.length, ts.length, player.getDamagedHp())) + "张牌");
next.set("list", [
[get.translation(target) + "的部分手牌", ts, "dcsushou_tag"],
["你的手牌", hs],
]);
next.set("filterMove", function (from, to, moved) {
if (typeof to == "number") return false;
var player = _status.event.player;
var hs = player.getCards("h");
var changed = hs.filter(function (card) {
return !moved[1].includes(card);
});
var changed2 = moved[1].filter(function (card) {
return !hs.includes(card);
});
if (changed.length < player.getDamagedHp()) return true;
var pos1 = moved[0].includes(from.link) ? 0 : 1,
pos2 = moved[0].includes(to.link) ? 0 : 1;
if (pos1 == pos2) return true;
if (pos1 == 0) {
if (changed.includes(from.link)) return true;
return changed2.includes(to.link);
}
if (changed2.includes(from.link)) return true;
return changed.includes(to.link);
});
next.set("max", Math.min(hs.length, ts.length, player.getDamagedHp()));
next.set("processAI", function (list) {
if (_status.event.max) {
let gain = list[0][1]
.sort((a, b) => {
return player.getUseValue(b, null, true) - player.getUseValue(a, null, true);
})
.slice(0, _status.event.max),
give = list[1][1]
.sort((a, b) => {
return get.value(a, player) - get.value(b, player);
})
.slice(0, _status.event.max);
for (let i of gain) {
if (get.value(i, player) < get.value(give[0], player)) continue;
let j = give.shift();
list[0][1].remove(i);
list[0][1].push(j);
list[1][1].remove(j);
list[1][1].push(i);
if (!give.length) break;
}
}
return [list[0][1], list[1][1]];
});
}
"step 3";
var moved = result.moved;
var hs = player.getCards("h"),
ts = target.getCards("h");
var cards1 = [],
cards2 = [];
for (var i of result.moved[0]) {
if (!ts.includes(i)) cards1.push(i);
}
for (var i of result.moved[1]) {
if (!hs.includes(i)) cards2.push(i);
}
if (cards1.length) {
player.swapHandcards(target, cards1, cards2);
}
},
},
//蓝曹华
caiyi: {
audio: 2,
zhuanhuanji: true,
trigger: { player: "phaseJieshuBegin" },
direct: true,
onremove: function (player) {
delete player.storage.caiyi;
delete player.storage.caiyi_info;
},
filter: function (event, player) {
if (player.storage.caiyi_info) {
if (player.storage.caiyi_info[player.storage.caiyi ? 1 : 0].length >= 4) return false;
}
return true;
},
choices: [
["回复X点体力", "摸X张牌", "复原武将牌", "随机执行一个已经移除过的选项"],
["受到X点伤害", "弃置X张牌", "翻面并横置", "随机执行一个已经移除过的选项"],
],
filterx: [
[player => player.isDamaged(), () => true, player => player.isTurnedOver() || player.isLinked(), () => true],
[
() => true,
player =>
player.hasCard(function (card) {
return lib.filter.cardDiscardable(card, player, "caiyi");
}, "he"),
player => !player.isTurnedOver() || !player.isLinked(),
() => true,
],
],
content: function () {
"step 0";
if (!player.storage.caiyi_info) player.storage.caiyi_info = [[], []];
var index = player.storage.caiyi ? 1 : 0;
event.index = index;
var list = player.storage.caiyi_info[index],
choices = lib.skill.caiyi.choices[index],
numbers = ["⒈", ";⒉", ";⒊", ";⒋"];
event.num = 4 - list.length;
var str = "令一名角色选择执行其中一项:";
for (var i = 0; i < 4; i++) {
if (list.includes(i)) continue;
if (i == 3 && !list.length) continue;
str += numbers.shift();
str += choices[i];
}
str += "。";
str = str.replace(/X/g, get.cnNumber(event.num));
player.chooseTarget(get.prompt("caiyi") + "(当前状态:" + (index ? "阳" : "阴") + "", str).set("ai", function (target) {
var player = _status.event.player;
return (player.storage.caiyi ? -1 : 1) * get.attitude(player, target);
});
"step 1";
if (result.bool) {
var target = result.targets[0];
event.target = target;
player.logSkill("caiyi", target);
player.changeZhuanhuanji("caiyi");
event.goto(event.index == 1 ? 5 : 2);
} else event.finish();
"step 2";
var list = [],
str = get.cnNumber(num);
var choiceList = ["回复" + str + "点体力。", "摸" + str + "张牌。", "将武将牌翻至正面且重置。", "随机执行一个已经被移除的选项。"];
var storage = player.storage.caiyi_info[event.index];
for (var i = 0; i < 4; i++) {
if (storage.includes(i)) {
choiceList[i] = '<span style="text-decoration:line-through; opacity:0.5; ">' + choiceList[i] + "</span>";
} else if (!lib.skill.caiyi.filterx[event.index][i](target) || (i == 3 && !storage.length)) {
choiceList[i] = '<span style="opacity:0.5;">' + choiceList[i] + "</span>";
} else list.push("选项" + get.cnNumber(i + 1, true));
}
if (!list.length) {
event.finish();
return;
}
target
.chooseControl(list)
.set("choiceList", choiceList)
.set("ai", function () {
var evt = _status.event,
player = evt.player;
var list = evt.controls.slice(0);
var gett = function (choice) {
if (choice == "cancel2") return 0.1;
var max = 0,
func = {
选项一: function (current) {
max = get.recoverEffect(current, player, player) * Math.min(evt.getParent().num, player.getDamagedHp());
},
选项二: function (target) {
max = get.effect(target, { name: "draw" }, player, player) * evt.getParent().num;
},
选项三: function (target) {
if (player.isTurnedOver()) max += 25;
if (player.isLinked()) max += get.effect(player, { name: "tiesuo" }, player, player);
},
选项四: function (target) {
max = 3;
},
}[choice];
func(player);
return max;
};
return list.sort(function (a, b) {
return gett(b) - gett(a);
})[0];
});
"step 3";
var index2 = ["选项一", "选项二", "选项三", "选项四"].indexOf(result.control);
player.storage.caiyi_info[event.index].push(index2);
if (index2 == 3) {
var list = player.storage.caiyi_info[event.index].filter(function (i) {
return i != 3 && lib.skill.caiyi.filterx[event.index][i](target);
});
if (!list.length) {
event.finish();
return;
}
index2 = list.randomGet();
}
switch (index2) {
case 0:
target.recover(num);
break;
case 1:
target.draw(num);
break;
case 2:
!target.isTurnedOver() || target.turnOver();
break;
}
if (index2 != 2) event.finish();
"step 4";
!target.isLinked() || target.link();
event.finish();
"step 5";
var list = [],
str = get.cnNumber(num);
var choiceList = ["受到" + str + "点伤害。", "弃置" + str + "张牌。", "将武将牌翻至背面并横置。", "随机执行一个已经被移除的选项。"];
var storage = player.storage.caiyi_info[event.index];
for (var i = 0; i < 4; i++) {
if (storage.includes(i)) {
choiceList[i] = '<span style="text-decoration:line-through; opacity:0.5; ">' + choiceList[i] + "</span>";
} else if (!lib.skill.caiyi.filterx[event.index][i](target) || (i == 3 && !storage.length)) {
choiceList[i] = '<span style="opacity:0.5;">' + choiceList[i] + "</span>";
} else list.push("选项" + get.cnNumber(i + 1, true));
}
if (!list.length) {
event.finish();
return;
}
target
.chooseControl(list)
.set("choiceList", choiceList)
.set("ai", function () {
var evt = _status.event,
player = evt.player;
var list = evt.controls.slice(0);
var gett = function (choice) {
if (choice == "cancel2") return 0.1;
var max = 0,
func = {
选项一: function (current) {
max = get.effect(current, { name: "damage" }, player, player) * evt.getParent().num;
},
选项二: function (target) {
max = get.effect(target, { name: "guohe_copy2" }, player, player) * Math.min(player.countCards("he"), evt.getParent().num);
},
选项三: function (target) {
if (!player.isTurnedOver()) max -= 5;
if (!player.isLinked()) max += get.effect(player, { name: "tiesuo" }, player, player);
},
选项四: function (target) {
max = -3;
},
}[choice];
func(player);
return max;
};
return list.sort(function (a, b) {
return gett(b) - gett(a);
})[0];
});
"step 6";
var index2 = ["选项一", "选项二", "选项三", "选项四"].indexOf(result.control);
player.storage.caiyi_info[event.index].push(index2);
if (index2 == 3) {
var list = player.storage.caiyi_info[event.index].filter(function (i) {
return i != 3 && lib.skill.caiyi.filterx[event.index][i](target);
});
if (!list.length) {
event.finish();
return;
}
index2 = list.randomGet();
}
switch (index2) {
case 0:
target.damage(num);
break;
case 1:
target.chooseToDiscard(num, true, "he");
break;
case 2:
target.isTurnedOver() || target.turnOver();
break;
}
if (index2 != 2) event.finish();
"step 7";
target.isLinked() || target.link();
event.finish();
},
mark: true,
marktext: "☯",
intro: {
content: function (storage) {
if (storage) return "转换技。结束阶段你可令一名角色选择并执行一项然后移除此选项⒈受到X点伤害。⒉弃置X张牌。⒊翻面并横置。⒋随机执行一个已经移除过的阳选项。X为该阴阳态剩余选项的数量。";
return "转换技。结束阶段你可令一名角色选择并执行一项然后移除此选项⒈回复X点体力。⒉摸X张牌⒊复原武将牌。⒋随机执行一个已经移除过的阴选项。⒋随机执行一个已经移除过的阳选项。X为该阴阳态剩余选项的数量。";
},
},
},
guili: {
audio: 2,
trigger: { player: "phaseBegin" },
forced: true,
locked: false,
filter: function (event, player) {
return player.phaseNumber == 1 && game.hasPlayer(current => current != player);
},
content: function () {
"step 0";
player.chooseTarget(lib.filter.notMe, true, "请选择【归离】的目标", lib.translate.guili_info).set("ai", function (target) {
return -get.threaten(target);
});
"step 1";
if (result.bool) {
var target = result.targets[0];
player.line(target, "green");
game.log(player, "选择了", target);
player.storage.guili_insert = target;
player.addSkill("guili_insert");
game.delayx();
}
},
onremove: true,
subSkill: {
insert: {
mark: true,
intro: {
content: "players",
},
trigger: { global: "phaseAfter" },
forced: true,
charlotte: true,
logTarget: "player",
filter: function (event, player) {
if (event.player != player.storage.guili_insert) return false;
if (event.player.getHistory("sourceDamage").length > 0) return false;
var history = event.player.actionHistory;
if (history[history.length - 1].isRound) return true;
for (var i = history.length - 2; i >= 0; i--) {
if (history[i].isMe) return false;
if (history[i].isRound) return true;
}
return false;
},
content: function () {
player.insertPhase();
},
},
},
},
//刘虞
dcsuifu: {
audio: 2,
trigger: { global: "phaseJieshuBegin" },
filter: function (event, player) {
if (player == event.player || !event.player.countCards("h")) return false;
var num = 0;
game.countPlayer(function (current) {
if (current == player || current.getSeatNum() == 1) {
current.getHistory("damage", function (evt) {
num += evt.num;
});
}
});
return num >= 2;
},
logTarget: "player",
check: function (event, player) {
return get.attitude(player, event.player) <= 0;
},
content: function () {
"step 0";
var target = trigger.player,
cards = target.getCards("h");
target.lose(cards, ui.cardPile, "insert");
target.$throw(cards.length);
game.updateRoundNumber();
game.log(player, "将", target, "的", get.cnNumber(cards.length), "张手牌置于牌堆顶");
"step 1";
game.delayx();
player.chooseUseTarget({ name: "wugu", isCard: true }, true);
},
},
dcpijing: {
audio: 2,
trigger: { player: "phaseJieshuBegin" },
direct: true,
content: function () {
"step 0";
player.chooseTarget([1, game.countPlayer()], get.prompt("dcpijing"), "令任意名角色获得技能〖自牧〗").set("ai", function (target) {
return get.attitude(_status.event.player, target);
});
"step 1";
if (result.bool) {
var targets = result.targets;
targets.add(player);
targets.sortBySeat();
player.logSkill("dcpijing", targets);
game.countPlayer(function (current) {
if (!targets.includes(current)) current.removeSkills("dczimu");
else current.addSkills("dczimu");
});
game.delayx();
}
},
derivation: "dczimu",
},
dczimu: {
audio: 2,
trigger: { player: "damageEnd" },
forced: true,
mark: true,
logTarget: function (event, player) {
return game
.filterPlayer(function (current) {
return current.hasSkill("dczimu", null, null, false);
})
.sortBySeat();
},
content: function () {
"step 0";
var list = game.filterPlayer(function (current) {
return current.hasSkill("dczimu", null, null, false);
});
if (list.length > 0) {
if (list.length == 1) list[0].draw();
else {
game.asyncDraw(list);
event.delay = true;
}
}
"step 1";
player.removeSkills("dczimu");
if (event.delay) game.delayx();
},
marktext: "牧",
intro: {
content: "锁定技。当你受到伤害后,你令所有拥有〖自牧〗的角色各摸一张牌,然后你失去〖自牧〗。",
},
},
//黄祖
dcjinggong: {
audio: 2,
enable: "chooseToUse",
locked: false,
mod: {
targetInRange: function (card) {
if (card.storage && card.storage.dcjinggong) return true;
},
},
viewAsFilter: function (player) {
return player.hasCard(function (card) {
return get.type(card) == "equip";
}, "ehs");
},
position: "hes",
filterCard: { type: "equip" },
viewAs: {
name: "sha",
storage: { dcjinggong: true },
},
check: function (card) {
return 6 - get.value(card);
},
ai: {
respondSha: true,
skillTagFilter: function (player) {
return player.hasCard(function (card) {
return get.type(card) == "equip";
}, "ehs");
},
},
group: "dcjinggong_base",
subSkill: {
base: {
trigger: { player: "useCard1" },
forced: true,
popup: false,
firstDo: true,
filter: function (event, player) {
return event.skill == "dcjinggong" && event.targets.length > 0;
},
content: function () {
trigger.baseDamage = Math.min(5, get.distance(player, trigger.targets[0]));
},
},
},
},
dcxiaojuan: {
audio: 2,
trigger: { player: "useCardToPlayered" },
logTarget: "target",
filter: function (event, player) {
return event.targets.length == 1 && player != event.target && event.target.countCards("h") > 1;
},
check: function (event, player) {
var target = event.target;
if (get.attitude(player, target) >= 0) return false;
if (get.color(event.card) == "none") return true;
return Math.floor(target.countCards("h") / 2) >= Math.floor(player.countCards("h") / 2);
},
content: function () {
"step 0";
var target = trigger.target;
event.target = target;
var num = Math.floor(target.countCards("h") / 2);
if (num > 0) player.discardPlayerCard(target, "h", num, true);
else event.finish();
"step 1";
var suit = get.suit(trigger.card);
if (result.bool && lib.suit.includes(suit) && player.countCards("h") > 1) {
var bool = false;
for (var i of result.cards) {
if (get.suit(i, target) == suit) {
bool = true;
break;
}
}
if (!bool) event.finish();
} else event.finish();
"step 2";
if (player.countCards("h") > 0) player.chooseToDiscard("h", 1, true);
},
},
//来莺儿
xiaowu: {
audio: 2,
enable: "phaseUse",
usable: 1,
selectTarget: function () {
return [1, game.countPlayer() - 1];
},
complexSelect: true,
complexTarget: true,
filterTarget: function (card, player, target) {
if (player == target) return false;
var next = player.getNext(),
prev = player.getPrevious();
var selected = ui.selected.targets;
if (!selected.includes(next) && !selected.includes(prev)) return target == next || target == prev;
for (var i of selected) {
if (i.getNext() == target || i.getPrevious() == target) return true;
}
return false;
},
contentBefore: function () {
event.getParent()._xiaowu_targets = [];
},
content: function () {
"step 0";
if (!target.isIn()) {
event.finish();
return;
}
target
.chooseControl()
.set("choiceList", ["令" + get.translation(player) + "摸一张牌", "令自己摸一张牌"])
.set("ai", function () {
var player = _status.event.player,
target = _status.event.getParent().player;
var all = _status.event.getParent().targets.length,
dam = _status.event.getParent(2)._xiaowu_targets.length;
if (get.attitude(player, target) > 0 || dam >= Math.floor(all / 2)) return 0;
return 1;
});
"step 1";
if (result.index == 0) {
player.draw();
} else {
target.draw();
event.getParent()._xiaowu_targets.push(target);
}
},
contentAfter: function () {
var targetsx = event.getParent()._xiaowu_targets;
var num = targets.length - targetsx.length - targetsx.length;
if (num > 0) player.addMark("shawu", 1);
else if (num < 0) {
player.line(targetsx, "fire");
for (var i of targetsx) i.damage();
}
},
ai: {
order: 8,
result: { player: 1 },
},
},
huaping: {
audio: 2,
trigger: { global: "die" },
limited: true,
skillAnimation: true,
animationColor: "fire",
filter: function (event, player) {
return player != event.player;
},
logTarget: "player",
check: function (event, player) {
return get.rank(event.player.name, true) >= 5;
},
content: function () {
player.awakenSkill("huaping");
var skills = trigger.player.getSkills(null, false, false).filter(function (i) {
var info = get.info(i);
return info && !info.charlotte;
});
if (skills.length) {
//for(var i of skills) player.addSkillLog(i);
player.addSkills(skills);
}
player.removeSkills("xiaowu");
var num = player.countMark("shawu");
if (num > 0) {
player.removeMark("shawu", num);
player.draw(num);
}
},
group: "huaping_give",
subSkill: {
give: {
audio: "huaping",
trigger: { player: "die" },
direct: true,
filter: function (event, player) {
return event.player == player;
},
forceDie: true,
skillAnimation: true,
animationColor: "gray",
content: function () {
"step 0";
player
.chooseTarget(get.prompt("huaping"), "令一名其他角色获得〖沙舞〗", lib.filter.notMe)
.set("forceDie", true)
.set("ai", function (target) {
return get.attitude(_status.event.player, target) + 100;
});
"step 1";
if (result.bool) {
var target = result.targets[0];
player.awakenSkill("huaping");
player.logSkill("huaping_give", target);
target.addSkills("shawu");
var num = player.countMark("shawu");
if (num > 0) {
player.removeMark("shawu", num);
target.addMark("shawu", num);
}
}
},
},
},
derivation: "shawu",
},
shawu: {
audio: 2,
trigger: { player: "useCardToTargeted" },
shaRelated: true,
direct: true,
filter: function (event, player) {
return (
event.card.name == "sha" &&
event.player.isIn() &&
(player.hasMark("shawu") ||
player.countCards("h", function (card) {
return lib.filter.cardDiscardable(card, player, "shawu");
}) > 1)
);
},
content: function () {
"step 0";
var list = [];
if (
player.countCards("h", function (card) {
return lib.filter.cardDiscardable(card, player, "shawu");
}) > 1
)
list.push("弃置手牌");
if (player.hasMark("shawu")) list.push("移除标记");
list.push("cancel2");
player
.chooseControl(list)
.set("prompt", get.prompt("shawu", trigger.target))
.set("prompt2", "弃置两张手牌或移去一枚“沙”并摸两张牌然后对该角色造成1点伤害")
.set("ai", function () {
var player = _status.event.player,
target = _status.event.getTrigger().target;
if (get.damageEffect(target, player, player) <= 0) return "cancel2";
if (player.hasMark("shawu")) return "移除标记";
if (
player.countCards("h", function (card) {
return lib.filter.cardDiscardable(card, player, "shawu") && get.value(card) <= 6.5;
}) > 1
)
return "弃置手牌";
return "cancel2";
});
"step 1";
var target = trigger.target;
if (result.control == "cancel2") {
event.finish();
return;
} else if (result.control == "移除标记") {
player.logSkill("shawu", target);
player.removeMark("shawu", 1);
player.draw(2);
target.damage();
event.finish();
} else {
player.chooseToDiscard("h", true, 2).logSkill = ["shawu", target];
}
"step 2";
trigger.target.damage();
},
intro: {
content: "mark",
},
},
//曹髦
qianlong: {
audio: 2,
trigger: { player: "damageEnd" },
frequent: true,
content: function () {
"step 0";
var cards = get.cards(3);
event.cards = cards;
game.cardsGotoOrdering(cards);
//展示牌
game.log(player, "展示了", event.cards);
event.videoId = lib.status.videoId++;
game.broadcastAll(
function (player, id, cards) {
if (player == game.me || player.isUnderControl()) return;
var str = get.translation(player) + "发动了【潜龙】";
var dialog = ui.create.dialog(str, cards);
dialog.videoId = id;
},
player,
event.videoId,
event.cards
);
game.addVideo("showCards", player, [get.translation(player) + "发动了【潜龙】", get.cardsInfo(event.cards)]);
if (player != game.me && !player.isUnderControl() && !player.isOnline()) game.delay(2);
//选牌
var next = player.chooseToMove("潜龙:获得至多" + get.cnNumber(Math.min(3, player.getDamagedHp())) + "张牌并将其余牌置于牌堆底");
next.set("list", [["置于牌堆底", cards], ["自己获得"]]);
next.set("filterMove", function (from, to, moved) {
if (moved[0].includes(from.link)) {
if (typeof to == "number") {
if (to == 1) {
if (moved[1].length >= _status.event.player.getDamagedHp()) return false;
}
return true;
}
}
return true;
});
next.set("processAI", function (list) {
let cards = list[0][1].slice(0),
player = _status.event.player;
cards.sort((a, b) => {
return get.value(b, player) - get.value(a, player);
});
if (!player.storage.juetao && player.hasSkill("juetao") && player.hasSha()) {
let gain,
bottom,
pai = cards.filter(card => card.name !== "sha");
pai.sort((a, b) => {
return get.value(b, player) - get.value(a, player);
});
gain = pai.splice(0, player.getDamagedHp());
bottom = cards.slice(0);
bottom.removeArray(gain);
return [bottom, gain];
}
return [cards, cards.splice(0, player.getDamagedHp())];
});
"step 1";
game.broadcastAll("closeDialog", event.videoId);
game.addVideo("cardDialog", null, event.videoId);
var moved = result.moved;
if (moved[0].length > 0) {
for (var i of moved[0]) {
i.fix();
ui.cardPile.appendChild(i);
}
}
if (moved[1].length > 0) player.gain(moved[1], "gain2");
},
ai: {
maixie: true,
maixie_hp: true,
effect: {
target: function (card, player, target) {
if (get.tag(card, "damage")) {
if (player.hasSkillTag("jueqing", false, target)) return;
if (!target.hasFriend()) return;
var num = 1;
if (!player.needsToDiscard() && target.isDamaged()) {
num = 0.7;
} else {
num = 0.5;
}
if (target.hp >= 4) return [1, num * 2];
if (target.hp == 3) return [1, num * 1.5];
if (target.hp == 2) return [1, num * 0.5];
}
},
},
},
},
fensi: {
audio: 2,
trigger: { player: "phaseZhunbeiBegin" },
forced: true,
content: function () {
"step 0";
if (
!game.hasPlayer(function (current) {
return current != player && current.hp >= player.hp;
})
) {
player.damage();
event.finish();
return;
} else {
player
.chooseTarget(true, "忿肆对一名体力值不小于你的角色造成1点伤害", function (card, player, target) {
return target.hp >= player.hp;
})
.set("ai", function (target) {
var player = _status.event.player;
return get.damageEffect(target, player, player);
});
}
"step 1";
if (result.bool) {
var target = result.targets[0];
event.target = target;
player.line(target, "green");
target.damage();
} else event.finish();
"step 2";
if (target.isIn() && target.canUse("sha", player, false)) target.useCard({ name: "sha", isCard: true }, player, false, "noai");
},
},
juetao: {
audio: 2,
trigger: { player: "phaseUseBegin" },
direct: true,
limited: true,
skillAnimation: true,
animationColor: "thunder",
filter: function (event, player) {
return player.hp == 1;
},
content: function () {
"step 0";
player.chooseTarget(get.prompt2("juetao"), lib.filter.notMe).set("ai", function (target) {
let att = -get.attitude(_status.event.player, target);
if (att <= 0) return att;
if (target.hasSkillTag("nodamage") || target.getEquip("qimenbagua")) return 0.01 * att;
if (target.getEquip("tengjia") || target.getEquip("renwang")) return 0.3 * att;
if (target.getEquip("rewrite_tengjia") || target.getEquip("rewrite_renwang")) return 0.2 * att;
if (
target.hasSkillTag(
"freeShan",
false,
{
player: _status.event.player,
},
true
)
)
return 0.3 * att;
if (target.getEquip(2)) return att / 2;
return 1.2 * att;
});
"step 1";
if (result.bool) {
var target = result.targets[0];
event.target = target;
player.logSkill("juetao", target);
player.awakenSkill("juetao");
} else event.finish();
"step 2";
var card = get.bottomCards()[0];
game.cardsGotoOrdering(card);
player.showCards(card);
player
.chooseUseTarget(card, true, false, "nodistance")
.set("filterTarget", function (card, player, target) {
var evt = _status.event;
if (_status.event.name == "chooseTarget") evt = evt.getParent();
if (target != player && target != evt.juetao_target) return false;
return lib.filter.targetEnabledx(card, player, target);
})
.set("juetao_target", target);
"step 3";
if (result.bool && target.isIn()) event.goto(2);
},
},
zhushi: {
audio: 2,
usable: 1,
trigger: { global: "recoverEnd" },
direct: true,
zhuSkill: true,
filter: function (event, player) {
return player != event.player && event.player.group == "wei" && event.player == _status.currentPhase && event.player.isIn() && player.hasZhuSkill("zhushi", event.player);
},
content: function () {
"step 0";
var str = get.translation(player);
trigger.player
.chooseBool("是否响应" + get.translation(player) + "的主公技【助势】?", "令" + get.translation(player) + "摸一张牌")
.set("goon", get.attitude(trigger.player, player) > 0)
.set("ai", () => _status.event.goon);
"step 1";
if (result.bool) {
player.logSkill("zhushi");
trigger.player.line(player, "thunder");
player.draw();
} else player.storage.counttrigger.zhushi--;
},
},
//骆统
renzheng: {
audio: 2,
trigger: { global: ["damageCancelled", "damageZero", "damageAfter"] },
forced: true,
filter: function (event, player, name) {
if (name == "damageCancelled") return true;
for (var i of event.change_history) {
if (i < 0) return true;
}
return false;
},
content: function () {
player.draw(2);
},
},
jinjian: {
audio: 2,
trigger: { source: "damageBegin1" },
logTarget: "player",
filter: function (event, player) {
return !event.jinjian_source2 && !player.hasSkill("jinjian_source2");
},
prompt2: "令即将对其造成的伤害+1",
check: function (event, player) {
return (
get.attitude(player, event.player) < 0 &&
!event.player.hasSkillTag("filterDamage", null, {
player: player,
card: event.card,
})
);
},
content: function () {
trigger.jinjian_source = true;
trigger.num++;
player.addTempSkill("jinjian_source2");
},
group: "jinjian_player",
subSkill: {
player: {
audio: "jinjian",
trigger: { player: "damageBegin4" },
filter: function (event, player) {
return !event.jinjian_player2 && !player.hasSkill("jinjian_player2");
},
prompt2: "令即将受到的伤害-1",
content: function () {
trigger.jinjian_player = true;
trigger.num--;
player.addTempSkill("jinjian_player2");
},
},
source2: {
trigger: { source: "damageBegin1" },
forced: true,
charlotte: true,
filter: function (event, player) {
return !event.jinjian_source;
},
content: function () {
trigger.num--;
trigger.jinjian_source2 = true;
player.removeSkill("jinjian_source2");
},
marktext: " -1 ",
intro: {
content: "下次造成的伤害-1",
},
},
player2: {
trigger: { player: "damageBegin3" },
forced: true,
charlotte: true,
filter: function (event, player) {
return !event.jinjian_player;
},
content: function () {
trigger.num++;
trigger.jinjian_player2 = true;
player.removeSkill("jinjian_player2");
},
marktext: " +1 ",
intro: {
content: "下次受到的伤害+1",
},
},
},
ai: {
maixie_defend: true,
threaten: 0.9,
effect: {
target: function (card, player, target) {
if (player.hasSkillTag("jueqing")) return;
//if(target.hujia) return;
if (player._jinjian_tmp) return;
if (_status.event.getParent("useCard", true) || _status.event.getParent("_wuxie", true)) return;
if (get.tag(card, "damage")) {
if (target.hasSkill("jinjian_player2")) {
return [1, -2];
} else {
if (get.attitude(player, target) > 0) {
return [0, 0.2];
}
if (get.attitude(player, target) < 0 && !player.hasSkillTag("damageBonus")) {
var sha = player.getCardUsable({ name: "sha" });
player._jinjian_tmp = true;
var num = player.countCards("h", function (card) {
if (card.name == "sha") {
if (sha == 0) {
return false;
} else {
sha--;
}
}
return get.tag(card, "damage") && player.canUse(card, target) && get.effect(target, card, player, player) > 0;
});
delete player._jinjian_tmp;
if (player.hasSkillTag("damage")) {
num++;
}
if (num < 2) {
return [0, 0.8];
}
}
}
}
},
},
},
},
//冯妤
tiqi: {
audio: 2,
trigger: { global: ["phaseDrawEnd", "phaseDrawSkipped", "phaseDrawCancelled"] },
filter: function (event, player) {
if (player == event.player) return false;
var num = 0;
event.player.getHistory("gain", function (evt) {
if (evt.getParent().name == "draw" && evt.getParent("phaseDraw") == event) num += evt.cards.length;
});
return num != 2;
},
frequent: true,
logTarget: "player",
content: function () {
"step 0";
var num = 0;
trigger.player.getHistory("gain", function (evt) {
if (evt.getParent().name == "draw" && evt.getParent("phaseDraw") == trigger) num += evt.cards.length;
});
num = Math.abs(num - 2);
event.num = num;
player.draw(num);
"step 1";
if (trigger.player.isIn()) {
player
.chooseControl(" +" + num + " ", " -" + num + " ", "cancel2")
.set("prompt", "是否改变" + get.translation(trigger.player) + "本回合的手牌上限?")
.set("ai", function () {
var sgn = get.sgn(get.attitude(_status.event.player, _status.event.getTrigger().player));
if (sgn == 0) return 2;
if (sgn == 1) return 0;
return 1;
});
} else event.finish();
"step 2";
if (result.index < 2) {
var target = trigger.player;
player.line(target);
if (!target.storage.tiqi_effect) target.storage.tiqi_effect = 0;
target.storage.tiqi_effect += num * get.sgn(0.5 - result.index);
target.addTempSkill("tiqi_effect");
target.markSkill("tiqi_effect");
}
},
subSkill: {
effect: {
mod: {
maxHandcard: function (player, num) {
if (typeof player.storage.tiqi_effect == "number") return num + player.storage.tiqi_effect;
},
},
charlotte: true,
onremove: true,
mark: true,
intro: {
content: num => "手牌上限" + (num < 0 ? "" : "+") + num,
},
},
},
},
baoshu: {
audio: 2,
trigger: { player: "phaseZhunbeiBegin" },
direct: true,
filter: function (event, player) {
return player.maxHp > 0;
},
content: function () {
"step 0";
player.chooseTarget([1, player.maxHp], get.prompt("baoshu"), "令至多" + get.cnNumber(player.maxHp) + "名角色重置武将牌并获得“梳”").set("ai", function (target) {
var att = get.attitude(player, target);
if (att <= 0) return 0;
//if(target.isTurnedOver()) return 3*att;
if (target.isLinked() && get.effect(target, { name: "tiesuo" }, player, player) > 0) return 1.6 * att;
if (ui.selected.targets.length >= Math.sqrt(1 + player.maxHp)) return 0;
if (target != player) return 1.3 * att;
return att;
});
"step 1";
if (result.bool) {
var targets = result.targets;
targets.sortBySeat();
player.logSkill("baoshu", targets);
event.targets = targets;
event.num = 0;
event.num2 = 1 + player.maxHp - targets.length;
} else event.finish();
"step 2";
var target = targets[num];
event.target = target;
if (!target.isIn()) {
if (num < targets.length - 1) {
event.num++;
event.goto(2);
} else event.finish();
} else if (target.isLinked()) target.link();
"step 3";
if (target.isIn()){
target.addSkill("baoshu_draw");
target.addMark("baoshu", event.num2);
}
if (num < targets.length - 1) {
event.num++;
event.goto(2);
} else event.finish();
},
marktext: "梳",
intro: {
name2: "梳",
content: "mark",
onunmark(storage, player){
delete player.storage.baoshu;
player.removeSkill("baoshu_draw");
}
},
//group: "baoshu_draw",
subSkill: {
draw: {
trigger: { player: "phaseDrawBegin2" },
forced: true,
charlotte: true,
filter: function (event, player) {
return !event.numFixed && player.hasMark("baoshu");
},
content: function () {
var num = player.countMark("baoshu");
trigger.num += num;
trigger.player.removeMark("baoshu", num);
},
},
},
},
//吴范
tianyun: {
audio: 2,
trigger: { global: "phaseBegin" },
frequent: true,
filter: function (event, player) {
return event.player.getSeatNum() == game.roundNumber && player.countCards("h") > 0;
},
content: function () {
"step 0";
var suits = [],
hs = player.getCards("h");
for (var i of hs) {
suits.add(get.suit(i, player));
}
var num = suits.length;
event.num = num;
var cards = get.cards(num);
game.cardsGotoOrdering(cards);
var next = player.chooseToMove();
next.set("list", [["牌堆顶", cards], ["牌堆底"]]);
next.set("prompt", "天运:点击将牌移动到牌堆顶或牌堆底");
next.processAI = function (list) {
var cards = list[0][1];
return [[], cards];
};
"step 1";
var top = result.moved[0];
var bottom = result.moved[1];
top.reverse();
for (var i = 0; i < top.length; i++) {
ui.cardPile.insertBefore(top[i], ui.cardPile.firstChild);
}
for (i = 0; i < bottom.length; i++) {
ui.cardPile.appendChild(bottom[i]);
}
player.popup(get.cnNumber(top.length) + "上" + get.cnNumber(bottom.length) + "下");
game.log(player, "将" + get.cnNumber(top.length) + "张牌置于牌堆顶");
game.updateRoundNumber();
if (top.length) {
game.delayx();
event.finish();
}
"step 2";
player
.chooseTarget("是否令一名角色摸" + get.cnNumber(num) + "张牌然后失去1点体力")
.set("", function (target) {
if (!_status.event.goon || target.hasSkillTag("nogain")) return 0;
return get.attitude(_status.event.player, target) * Math.sqrt(Math.max(1, 5 - target.getCards("h")));
})
.set("goon", num > 1 && player.hp > 5 - num);
"step 3";
if (result.bool) {
var target = result.targets[0];
player.line(target, "green");
target.draw(num);
player.loseHp();
} else game.delayx();
},
group: "tianyun_gain",
subSkill: {
gain: {
audio: "tianyun",
trigger: {
global: "phaseBefore",
player: "enterGame",
},
forced: true,
locked: false,
filter: function (event, player) {
if (event.name == "phase" && game.phaseNumber != 0) return false;
var suits = lib.suit.slice(0),
hs = player.getCards("h");
for (var i of hs) {
suits.remove(get.suit(i, player));
if (!suits.length) return false;
}
return true;
},
content: function () {
var suits = lib.suit.slice(0),
hs = player.getCards("h");
for (var i of hs) {
suits.remove(get.suit(i, player));
}
var cards = [];
for (var i of suits) {
var card = get.cardPile(function (card) {
return get.suit(card, false) == i;
});
if (card) cards.push(card);
}
if (cards.length) player.gain(cards, "gain2");
},
},
},
},
wfyuyan: {
audio: 2,
derivation: "refenyin",
trigger: { global: "roundStart" },
forced: true,
locked: false,
content: function () {
"step 0";
var next = player
.chooseTarget("请选择【预言】的目标", true)
.set("animate", false)
.set("ai", function () {
return Math.random();
});
"step 1";
if (result.bool) {
player.storage.wfyuyan = result.targets[0];
player.addSkill("wfyuyan_dying");
player.addSkill("wfyuyan_damage");
}
},
subSkill: {
dying: {
trigger: { global: "dying" },
forced: true,
charlotte: true,
popup: false,
content: function () {
if (trigger.player == player.storage.wfyuyan) {
player.logSkill("wfyuyan", trigger.player);
player.addTempSkill("iwasawa_refenyin", { player: "phaseEnd" });
}
player.removeSkill("wfyuyan_dying");
},
},
damage: {
trigger: { global: "damageSource" },
forced: true,
popup: false,
charlotte: true,
filter: function (event, player) {
return event.source && event.source.isIn();
},
content: function () {
if (trigger.source == player.storage.wfyuyan) {
player.logSkill("wfyuyan", trigger.source);
player.draw(2);
}
player.removeSkill("wfyuyan_damage");
},
},
},
},
//张宝
xinzhoufu: {
audio: "zhoufu",
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
return player.countCards("he") > 0;
},
filterCard: true,
filterTarget: function (card, player, target) {
return target != player && !target.getExpansions("xinzhoufu2").length;
},
check: function (card) {
return 6 - get.value(card);
},
position: "he",
discard: false,
lose: false,
delay: false,
content: function () {
target.addToExpansion(cards, player, "give").gaintag.add("xinzhoufu2");
target.addSkill("xinzhoufu_judge");
},
ai: {
order: 9,
result: {
target: function (player, target) {
if (player.inRange(target)) return -1.3;
return -1;
},
},
},
subSkill: {
judge: {
audio: "zhoufu",
trigger: { player: "judgeBefore" },
forced: true,
charlotte: true,
filter: function (event, player) {
return !event.directresult && player.getExpansions("xinzhoufu2").length;
},
content: function () {
var cards = [player.getExpansions("xinzhoufu2")[0]];
trigger.directresult = cards[0];
},
},
},
},
xinzhoufu2: {
intro: {
content: "expansion",
markcount: "expansion",
},
},
xinyingbing: {
audio: "yingbin",
trigger: { player: "useCardToPlayered" },
forced: true,
logTarget: "target",
filter: function (event, player) {
return (
event.target.getExpansions("xinzhoufu2").length > 0 &&
!player.hasHistory("gain", function (evt) {
var evtx = evt.getParent(2);
return evtx && evtx.name == "xinyingbing" && evtx._trigger.target == event.target;
})
);
},
content: function () {
player.draw(2);
},
ai: {
effect: {
player: function (card, player, target) {
if (
target &&
target.getExpansions("xinzhoufu2").length > 0 &&
!player.hasHistory("gain", function (evt) {
var evtx = evt.getParent(2);
return evtx && evtx.name == "xinyingbing" && evtx._trigger.target == target;
})
)
return [1, 1];
},
},
combo: "xinzhoufu",
},
},
//孙翊
syjiqiao: {
audio: 2,
trigger: { player: "phaseUseBegin" },
content: function () {
var cards = get.cards(player.maxHp);
cards.sort(function (a, b) {
return get.color(b).length - get.color(a).length;
});
player.addToExpansion(cards, "gain2").gaintag.add("syjiqiao");
player.addTempSkill("syjiqiao_gain", "phaseUseAfter");
},
onremove: function (player, skill) {
var cards = player.getExpansions(skill);
if (cards.length) player.loseToDiscardpile(cards);
},
intro: {
content: "expansion",
markcount: "expansion",
},
subSkill: {
gain: {
audio: "syjiqiao",
trigger: { player: "useCardAfter" },
charlotte: true,
forced: true,
filter: function (event, player) {
return player.hasCard(card => card.hasGaintag("syjiqiao"), "x");
},
content: function () {
"step 0";
var cards = player.getExpansions("syjiqiao");
var dialog = ["激峭:选择获得一张牌"];
var reds = [],
blacks = [];
for (var i of cards) (get.color(i) == "red" ? reds : blacks).push(i);
if (reds.length > 0) {
dialog.push('<div class="text center">红色牌</div>');
dialog.push(reds);
}
if (blacks.length > 0) {
dialog.push('<div class="text center">黑色牌</div>');
dialog.push(blacks);
}
player.chooseButton(dialog, true).set("ai", function (button) {
var player = _status.event.player;
var color = get.color(button.link),
cards = player.getExpansions("syjiqiao");
var num1 = cards.filter(card => get.color(card) == color).length,
num2 = cards.length - num1;
if (num1 >= num2) return get.value(button.link);
return 0;
});
"step 1";
if (result.bool) {
player.gain(result.links, "gain2");
} else event.finish();
"step 2";
var map = { red: 0, black: 0 },
cards = player.getExpansions("syjiqiao");
for (var i of cards) {
var color = get.color(i, false);
if (map[color] != undefined) map[color]++;
}
if (map.red == map.black) player.recover();
else player.loseHp();
},
onremove: function (player) {
var cards = player.getExpansions("syjiqiao");
if (cards.length) player.loseToDiscardpile(cards);
},
},
},
},
syxiongyi: {
audio: 2,
skillAnimation: true,
animationColor: "wood",
limited: true,
enable: "chooseToUse",
filter: function (event, player) {
if (event.type != "dying") return false;
if (player != event.dying) return false;
return true;
},
async content(event, trigger, player) {
"step 0";
player.awakenSkill("syxiongyi");
if (!_status.characterlist) {
lib.skill.pingjian.initList();
}
if (_status.characterlist.includes("xushi")) {
if (player.name2 && get.character(player.name2)[3].includes("syxiongyi")) {
await player.reinitCharacter(player.name2, "xushi");
} else {
await player.reinitCharacter(player.name1, "xushi");
}
if (player.hp < 3) await player.recover(3 - player.hp);
} else {
await player.addSkills("olhunzi");
if (player.hp < 1) await player.recover(1 - player.hp);
}
},
ai: {
order: 1,
save: true,
skillTagFilter: function (player, arg, target) {
return player == target;
},
result: {
player: 10,
},
},
derivation: ["olhunzi", "reyingzi", "gzyinghun"],
},
gzyinghun_re_sunyi: { audio: 1 },
reyingzi_re_sunyi: { audio: 1 },
//曹金玉
yuqi: {
audio: 2,
trigger: { global: "damageEnd" },
init: function (player) {
if (!player.storage.yuqi) player.storage.yuqi = [0, 3, 1, 1];
},
getInfo: function (player) {
if (!player.storage.yuqi) player.storage.yuqi = [0, 3, 1, 1];
return player.storage.yuqi;
},
onremove: true,
usable: 2,
filter: function (event, player) {
var list = lib.skill.yuqi.getInfo(player);
return event.player.isIn() && get.distance(player, event.player) <= list[0];
},
logTarget: "player",
content: function () {
"step 0";
event.list = lib.skill.yuqi.getInfo(player);
var cards = get.cards(event.list[1]);
event.cards = cards;
game.cardsGotoOrdering(cards);
var next = player.chooseToMove(true, "隅泣(若对话框显示不完整,可下滑操作)");
next.set("list", [["牌堆顶的牌", cards], ["交给" + get.translation(trigger.player) + "(至少一张" + (event.list[2] > 1 ? ",至多" + get.cnNumber(event.list[2]) + "张" : "") + ""], ["交给自己(至多" + get.cnNumber(event.list[3]) + "张)"]]);
next.set("filterMove", function (from, to, moved) {
var info = lib.skill.yuqi.getInfo(_status.event.player);
if (to == 1) return moved[1].length < info[2];
if (to == 2) return moved[2].length < info[3];
return true;
});
next.set("processAI", function (list) {
var cards = list[0][1].slice(0).sort(function (a, b) {
return get.value(b, "raw") - get.value(a, "raw");
}),
player = _status.event.player,
target = _status.event.getTrigger().player;
var info = lib.skill.yuqi.getInfo(_status.event.player);
var cards1 = cards.splice(0, Math.min(info[3], cards.length - 1));
var card2;
if (get.attitude(player, target) > 0) card2 = cards.shift();
else card2 = cards.pop();
return [cards, [card2], cards1];
});
next.set("filterOk", function (moved) {
return moved[1].length > 0;
});
"step 1";
if (result.bool) {
var moved = result.moved;
cards.removeArray(moved[1]);
cards.removeArray(moved[2]);
while (cards.length) {
ui.cardPile.insertBefore(cards.pop().fix(), ui.cardPile.firstChild);
}
var list = [[trigger.player, moved[1]]];
if (moved[2].length) list.push([player, moved[2]]);
game.loseAsync({
gain_list: list,
giver: player,
animate: "gain2",
}).setContent("gaincardMultiple");
}
},
mark: true,
intro: {
content: function (storage, player) {
var info = lib.skill.yuqi.getInfo(player);
return '<div class="text center"><span class=thundertext>蓝色:' + info[0] + "</span> <span class=firetext>红色:" + info[1] + "</span><br><span class=greentext>绿色:" + info[2] + "</span> <span class=yellowtext>黄色:" + info[3] + "</span></div>";
},
},
ai: {
threaten: 8.8,
},
},
shanshen: {
audio: 2,
trigger: { global: "die" },
direct: true,
content: function () {
"step 0";
event.goon = !player.hasAllHistory("sourceDamage", function (evt) {
return evt.player == trigger.player;
});
var list = lib.skill.yuqi.getInfo(player);
player
.chooseControl("<span class=thundertext>蓝色(" + list[0] + ")</span>", "<span class=firetext>红色(" + list[1] + ")</span>", "<span class=greentext>绿色(" + list[2] + ")</span>", "<span class=yellowtext>黄色(" + list[3] + ")</span>", "cancel2")
.set("prompt", get.prompt("shanshen"))
.set("prompt2", "令〖隅泣〗中的一个数字+2" + (event.goon ? "并回复1点体力" : ""))
.set("ai", function () {
var player = _status.event.player,
info = lib.skill.yuqi.getInfo(player);
if (
info[0] < info[3] &&
game.countPlayer(function (current) {
return get.distance(player, current) <= info[0];
}) < Math.min(3, game.countPlayer())
)
return 0;
if (info[3] < info[1] - 1) return 3;
if (info[1] < 5) return 1;
if (
info[0] < 5 &&
game.hasPlayer(function (current) {
return current != player && get.distance(player, current) > info[0];
})
)
return 0;
return 2;
});
"step 1";
if (result.control != "cancel2") {
player.logSkill("shanshen", trigger.player);
var list = lib.skill.yuqi.getInfo(player);
list[result.index] = Math.min(5, list[result.index] + 2);
game.log(player, "将", result.control, "数字改为", "#y" + list[result.index]);
player.markSkill("yuqi");
if (event.goon) player.recover();
}
},
ai: {
combo: "yuqi",
},
},
xianjing: {
audio: 2,
trigger: { player: "phaseZhunbeiBegin" },
direct: true,
content: function () {
"step 0";
var list = lib.skill.yuqi.getInfo(player);
player
.chooseControl("<span class=thundertext>蓝色(" + list[0] + ")</span>", "<span class=firetext>红色(" + list[1] + ")</span>", "<span class=greentext>绿色(" + list[2] + ")</span>", "<span class=yellowtext>黄色(" + list[3] + ")</span>", "cancel2")
.set("prompt", get.prompt("xianjing"))
.set("prompt2", "令〖隅泣〗中的一个数字+1")
.set("ai", function () {
var player = _status.event.player,
info = lib.skill.yuqi.getInfo(player);
if (
info[0] < info[3] &&
game.countPlayer(function (current) {
return get.distance(player, current) <= info[0];
}) < Math.min(3, game.countPlayer())
)
return 0;
if (info[3] < info[1] - 1) return 3;
if (info[1] < 5) return 1;
if (
info[0] < 5 &&
game.hasPlayer(function (current) {
return current != player && get.distance(player, current) > info[0];
})
)
return 0;
return 2;
});
"step 1";
if (result.control != "cancel2") {
player.logSkill("xianjing");
var list = lib.skill.yuqi.getInfo(player);
list[result.index] = Math.min(5, list[result.index] + 1);
game.log(player, "将", result.control, "数字改为", "#y" + list[result.index]);
player.markSkill("yuqi");
if (player.isDamaged()) event.finish();
} else event.finish();
"step 2";
var list = lib.skill.yuqi.getInfo(player);
player
.chooseControl("<span class=thundertext>蓝色(" + list[0] + ")</span>", "<span class=firetext>红色(" + list[1] + ")</span>", "<span class=greentext>绿色(" + list[2] + ")</span>", "<span class=yellowtext>黄色(" + list[3] + ")</span>", "cancel2")
.set("prompt", "是否令〖隅泣〗中的一个数字+1")
.set("ai", function () {
var player = _status.event.player,
info = lib.skill.yuqi.getInfo(player);
if (
info[0] < info[3] &&
game.countPlayer(function (current) {
return get.distance(player, current) <= info[0];
}) < Math.min(3, game.countPlayer())
)
return 0;
if (info[3] < info[1] - 1) return 3;
if (info[1] < 5) return 1;
if (
info[0] < 5 &&
game.hasPlayer(function (current) {
return current != player && get.distance(player, current) > info[0];
})
)
return 0;
return 2;
});
"step 3";
if (result.control != "cancel2") {
var list = lib.skill.yuqi.getInfo(player);
list[result.index] = Math.min(5, list[result.index] + 1);
game.log(player, "将", result.control, "数字改为", "#y" + list[result.index]);
player.markSkill("yuqi");
}
},
ai: {
combo: "yuqi",
},
},
//周夷
zhukou: {
audio: 2,
trigger: { source: "damageSource" },
filter: function (event, player) {
if (!player.getHistory("useCard").length) return false;
var evt = event.getParent("phaseUse");
if (!evt || !evt.player) return false;
return (
player
.getHistory("sourceDamage", function (evtx) {
return evtx.getParent("phaseUse") == evt;
})
.indexOf(event) == 0
);
},
frequent: true,
content: function () {
player.draw(player.getHistory("useCard").length);
},
group: "zhukou_all",
subSkill: {
all: {
audio: "zhukou",
trigger: { player: "phaseJieshuBegin" },
filter: function (event, player) {
return game.countPlayer(current => current != player) > 1 && !player.getHistory("sourceDamage").length;
},
direct: true,
content: function () {
"step 0";
player.chooseTarget(get.prompt("zhukou"), "对两名其他角色各造成1点伤害", 2, lib.filter.notMe).set("ai", function (target) {
var player = _status.event.player;
return get.damageEffect(target, player, player);
});
"step 1";
if (result.bool) {
var targets = result.targets.sortBySeat();
player.logSkill("zhukou", targets);
for (var i of targets) i.damage();
}
},
},
},
},
mengqing: {
trigger: { player: "phaseZhunbeiBegin" },
forced: true,
filter: function (event, player) {
return game.countPlayer(current => current.isDamaged()) > player.hp;
},
juexingji: true,
skillAnimation: true,
animationColor: "wood",
content: function () {
player.awakenSkill("mengqing");
player.gainMaxHp(3);
player.recover(3);
//player.removeSkill('zhukou');
//player.addSkill('yuyun');
player.changeSkills(["yuyun"], ["zhukou"]);
},
derivation: "yuyun",
},
yuyun: {
trigger: { player: "phaseUseBegin" },
forced: true,
filter: function (event, player) {
return player.hp > 0 || player.maxHp > 1;
},
content: function () {
"step 0";
if (player.maxHp <= 1) event._result = { control: "失去体力", index: 0 };
else if (player.hp < 1) event._result = { control: "减体力上限", index: 1 };
else
player
.chooseControl("失去体力", "减体力上限")
.set("prompt", "玉陨失去1点体力或减1点体力上限")
.set("ai", function () {
var player = _status.event.player;
if (player.hp < 2 || player.getDamagedHp() > 2) return 1;
return 0;
});
"step 1";
if (result.index == 1) player.loseMaxHp();
else player.loseHp();
"step 2";
var list = ["选项一:摸两张牌", "选项二对一名其他角色造成1点伤害且本回合对其使用【杀】无距离和次数限制", "选项三:本回合手牌上限视为无限", "选项四:获得一名其他角色区域内的一张牌", "选项五:令一名其他角色将手牌数摸至体力上限(至多摸至五张)"];
var next = player.chooseButton([
"玉陨:请选择一" + (player.getDamagedHp() > 0 ? "至" + get.cnNumber(player.getDamagedHp() + 1) : "") + "项",
[
list.map((item, i) => {
return [i, item];
}),
"textbutton",
],
]);
next.set("dialog", event.videoId);
next.set("forced", true);
next.set("ai", function (button) {
var player = _status.event.player;
switch (button.link) {
case 0:
return 2;
case 1:
return (
Math.max(
0.5,
player.countCards("hs", function (card) {
return get.name(card) == "sha" && player.hasValueTarget(card);
}) - player.getCardUsable({ name: "sha" })
) +
Math.max.apply(
Math,
game
.filterPlayer(function (current) {
return current != player;
})
.map(function (target) {
return get.damageEffect(target, player, player);
})
)
);
case 2:
return player.needsToDiscard() / 4;
case 3:
var num = 0;
return (
0.8 *
Math.max.apply(
Math,
game
.filterPlayer(function (current) {
return current != player && current.hasCard(card => lib.filter.canBeGained(card, current, player), "hej");
})
.map(function (target) {
return get.effect(target, { name: "shunshou_copy" }, player, player);
})
)
);
case 4:
var num = 0;
game.countPlayer(function (current) {
if (current != player && get.attitude(player, current) > 0) {
var num2 = Math.min(5, current.maxHp) - current.countCards("h");
if (num2 > num) num = num2;
}
});
return num * 0.8;
}
});
if (player.getDamagedHp() > 0) next.set("selectButton", [1, 1 + player.getDamagedHp()]);
"step 3";
result.links.sort();
for (var i of result.links) game.log(player, "选择了", "#g【玉陨】", "的", "#y选项" + get.cnNumber(1 + i, true));
event.links = result.links;
if (result.links.includes(0)) player.draw(2);
if (result.links.includes(2)) player.addTempSkill("yuyun_114514");
"step 4";
if (
event.links.includes(1) &&
game.hasPlayer(function (current) {
return current != player;
})
)
player.chooseTarget(lib.filter.notMe, true, "对一名其他角色造成1点伤害").set("ai", function (target) {
var player = _status.event.player;
return get.damageEffect(target, player, player);
});
else if (event.links.includes(3)) event.goto(6);
else if (event.links.includes(4)) event.goto(8);
else event.finish();
"step 5";
if (result.bool) {
var target = result.targets[0];
player.line(target, "green");
target.damage();
player.markAuto("yuyun_sha", [target]);
player.addTempSkill("yuyun_sha");
}
if (event.links.includes(3)) event.goto(6);
else if (event.links.includes(4)) event.goto(8);
else event.finish();
"step 6";
if (
event.links.includes(3) &&
game.hasPlayer(function (current) {
return current != player && current.hasCard(card => lib.filter.canBeGained(card, current, player), "hej");
})
) {
player
.chooseTarget(true, "获得一名其他角色区域内的一张牌", function (card, player, current) {
return current != player && current.hasCard(card => lib.filter.canBeGained(card, current, player), "hej");
})
.set("ai", function (target) {
var player = _status.event.player;
return get.effect(target, { name: "shunshou_copy" }, player, player);
});
} else if (event.links.includes(4)) event.goto(8);
else event.finish();
"step 7";
if (result.bool) {
var target = result.targets[0];
player.line(target, "green");
player.gainPlayerCard(target, "hej", true);
}
if (!event.links.includes(4)) event.finish();
"step 8";
if (
event.links.includes(4) &&
game.hasPlayer(function (current) {
return current != player && current.countCards("h") < Math.min(5, current.maxHp);
})
) {
player
.chooseTarget(true, "令一名其他角色将手牌数摸至体力上限", function (card, player, current) {
return current != player && current.countCards("h") < Math.min(5, current.maxHp);
})
.set("ai", function (target) {
var att = get.attitude(_status.event.player, target);
if (target.hasSkillTag("nogain")) att /= 6;
if (att > 2) {
return Math.min(5, target.maxHp) - target.countCards("h");
}
return att / 3;
});
} else event.finish();
"step 9";
if (result.bool) {
var target = result.targets[0];
player.line(target, "green");
target.drawTo(Math.min(5, target.maxHp));
}
},
subSkill: {
114514: {
mod: {
maxHandcardFinal: function (player, num) {
return 114514;
},
},
charlotte: true,
},
sha: {
mod: {
cardUsableTarget: function (card, player, target) {
if (card.name == "sha" && player.getStorage("yuyun_sha").includes(target)) return Infinity;
},
targetInRange: function (card, player, target) {
if (card.name == "sha" && player.getStorage("yuyun_sha").includes(target)) return true;
},
},
charlotte: true,
onremove: true,
},
},
},
//潘淑
zhiren: {
audio: 2,
trigger: { player: "useCard" },
filter: function (event, player) {
return (
(player == _status.currentPhase || player.hasSkill("yaner_zhiren")) &&
event.card.isCard &&
player
.getHistory("useCard", function (evt) {
return evt.card.isCard;
})
.indexOf(event) == 0
);
},
frequent: true,
locked: false,
content: function () {
"step 0";
event.num = get.translation(trigger.card.name).length;
player.chooseToGuanxing(event.num);
if (event.num < 2) event.finish();
"step 1";
if (
!game.hasPlayer(function (current) {
return current.countDiscardableCards(player, "e") > 0;
})
) {
event.goto(3);
} else
player
.chooseTarget("织纴:是否弃置一名角色装备区内的一张牌?", function (card, player, target) {
return target.countDiscardableCards(player, "e") > 0;
})
.set("ai", function (target) {
var player = _status.event.player,
att = get.attitude(player, target),
es = target.getCards("e"),
val = 0;
for (var i of es) {
var eff = -(get.value(i, target) - 0.1) * att;
if (eff > val) val = eff;
}
return eff;
});
"step 2";
if (result.bool) {
var target = result.targets[0];
player.addExpose(0.15);
player.line(target, "green");
player.discardPlayerCard(target, "e", true);
} else event.goto(5);
if (event.num < 3) event.finish();
"step 3";
if (
!game.hasPlayer(function (current) {
return current.countDiscardableCards(player, "j") > 0;
})
) {
if (event.num < 3) event.finish();
else event.goto(5);
} else
player
.chooseTarget("织纴:是否弃置一名角色判定区内的一张牌?", function (card, player, target) {
return target.countDiscardableCards(player, "j") > 0;
})
.set("ai", function (target) {
var player = _status.event.player,
att = get.attitude(player, target),
es = target.getCards("j"),
val = 0;
for (var i of es) {
var eff = -get.effect(target, i, target, player);
if (eff > val) val = eff;
}
return eff;
});
"step 4";
if (result.bool) {
var target = result.targets[0];
player.addExpose(0.15);
player.line(target, "green");
player.discardPlayerCard(target, "j", true);
}
if (event.num < 3) event.finish();
"step 5";
player.recover();
if (event.num < 4) event.finish();
"step 6";
player.draw(3);
},
mod: {
aiOrder: function (player, card, num) {
if (
player == _status.currentPhase &&
!player.getHistory("useCard", function (evt) {
return evt.card.isCard;
}).length
)
return num + Math.pow(get.translation(card.name).length, 2);
},
},
},
yaner: {
audio: 2,
trigger: {
global: ["equipAfter", "addJudgeAfter", "loseAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter"],
},
filter: function (event, player) {
var current = _status.currentPhase;
if (!current || current == player || !current.isIn() || !current.isPhaseUsing()) return false;
var evt = event.getl(current);
return evt && evt.hs && evt.hs.length && current.countCards("h") == 0;
},
usable: 1,
logTarget: function () {
return _status.currentPhase;
},
prompt2: "与该角色各摸两张牌",
check: function (event, player) {
return get.attitude(player, _status.currentPhase) > 0;
},
content: function () {
"step 0";
game.asyncDraw([_status.currentPhase, player], 2);
"step 1";
var e1 = player.getHistory("gain", function (evt) {
return evt.getParent(2) == event;
})[0];
if (e1 && e1.cards && e1.cards.length == 2 && get.type(e1.cards[0]) == get.type(e1.cards[1])) {
player.addTempSkill("yaner_zhiren", { player: "phaseBegin" });
game.log(player, "修改了技能", "#g【织纴】");
}
var target = _status.currentPhase;
if (target.isIn() && target.isDamaged()) {
var e2 = target.getHistory("gain", function (evt) {
return evt.getParent(2) == event;
})[0];
if (e2 && e2.cards && e2.cards.length == 2 && get.type(e2.cards[0]) == get.type(e2.cards[1])) target.recover();
}
"step 2";
game.delayx();
},
subSkill: {
zhiren: { charlotte: true },
},
ai: {
expose: 0.5,
},
},
//杨婉
youyan: {
audio: 2,
// trigger:{
// player:'loseAfter',
// global:'loseAsyncAfter',
// },
trigger: {
player: ["loseAfter", "equipAfter"],
global: ["loseAsyncAfter", "cardsDiscardAfter"],
},
//usable:1,
prompt2: function (event, player) {
var cards2 = [];
if (event.name == "cardsDiscard") {
var evtx = event.getParent();
if (evtx.name != "orderingDiscard") return false;
var evtx2 = evtx.relatedEvent || evtx.getParent();
if (evtx2.name == "useCard" || evtx2.name == "respond") return false;
player.getHistory("lose", evtx3 => {
var evtx4 = evtx3.relatedEvent || evtx3.getParent();
if (evtx2 != evtx4) return false;
if (!evtx3.cards2 || !evtx3.cards2.length) return false;
cards2.addArray(evtx3.cards2.filterInD("d"));
});
} else if (event.name == "loseAsync") {
player.hasHistory("lose", evt => {
if (evt.getParent() != event || evt.position != ui.discardPile) return false;
cards2.addArray(evt.cards2.filterInD("d"));
});
} else {
cards2.addArray(event.getd(player).filterInD("d"));
}
return "获得与" + get.translation(cards2) + "花色" + (cards2.length > 1 ? "各" : "") + "不相同的牌各一张";
},
filter: function (event, player) {
if (player != _status.currentPhase) return false;
var cards2 = [];
if (event.name == "cardsDiscard") {
var evtx = event.getParent();
if (evtx.name != "orderingDiscard") return false;
var evtx2 = evtx.relatedEvent || evtx.getParent();
if (evtx2.name == "useCard" || evtx2.name == "respond") return false;
player.getHistory("lose", evtx3 => {
var evtx4 = evtx3.relatedEvent || evtx3.getParent();
if (evtx2 != evtx4) return false;
if (!evtx3.cards2 || !evtx3.cards2.length) return false;
cards2.addArray(evtx3.cards2.filterInD("d"));
});
} else if (event.name == "loseAsync") {
player.hasHistory("lose", evt => {
if (evt.getParent() != event || evt.position != ui.discardPile) return false;
cards2.addArray(evt.cards2.filterInD("d"));
});
} else {
cards2.addArray(event.getd(player).filterInD("d"));
}
if (!cards2.length) return false;
var list = [];
for (var i of cards2) {
list.add(get.suit(i, player));
if (list.length >= lib.suit.length) return false;
}
var evt = event.getParent("phaseUse");
if (evt && evt.player == player && !evt.youyaned) return true;
var evt = event.getParent("phaseDiscard");
if (evt && evt.player == player && !evt.youyaned) return true;
return false;
},
content: function () {
var evt = trigger.getParent("phaseUse");
if (evt && evt.player == player) evt.youyaned = true;
else {
var evt = trigger.getParent("phaseDiscard");
if (evt) evt.youyaned = true;
}
var list = [],
cards = [];
var cards2 = [];
if (trigger.name == "cardsDiscard") {
var evtx = trigger.getParent();
if (evtx.name != "orderingDiscard") return false;
var evtx2 = evtx.relatedEvent || evtx.getParent();
if (evtx2.name == "useCard" || evtx2.name == "respond") return false;
player.getHistory("lose", evtx3 => {
var evtx4 = evtx3.relatedEvent || evtx3.getParent();
if (evtx2 != evtx4) return false;
if (!evtx3.cards2 || !evtx3.cards2.length) return false;
cards2.addArray(evtx3.cards2.filterInD("d"));
});
} else if (trigger.name == "loseAsync") {
player.hasHistory("lose", evt => {
if (evt.getParent() != trigger || evt.position != ui.discardPile) return false;
cards2.addArray(evt.cards2.filterInD("d"));
});
} else {
cards2.addArray(trigger.getd(player).filterInD("d"));
}
for (var i of cards2) {
list.add(get.suit(i, player));
}
for (var i of lib.suit) {
if (list.includes(i)) continue;
var card = get.cardPile2(function (card) {
return get.suit(card, false) == i;
});
if (card) cards.push(card);
}
if (cards.length) player.gain(cards, "gain2");
},
ai: {
effect: {
player_use: function (card, player, target) {
if (
typeof card == "object" &&
player == _status.currentPhase &&
//(!player.storage.counttrigger||!player.storage.counttrigger.youyan)&&
player.needsToDiscard() == 1 &&
card.cards &&
card.cards.filter(function (i) {
return get.position(i) == "h";
}).length > 0 &&
!get.tag(card, "draw") &&
!get.tag(card, "gain") &&
!get.tag(card, "discard")
)
return "zeroplayertarget";
},
},
},
},
zhuihuan: {
audio: 2,
trigger: { player: "phaseJieshuBegin" },
direct: true,
filter: function (event, player) {
return game.hasPlayer(function (current) {
return !current.hasSkill("zhuihuan2_new");
});
},
content: function () {
"step 0";
player
.chooseTarget(get.prompt("zhuihuan"), "令一名角色获得“追还”效果", function (card, player, target) {
return !target.hasSkill("zhuihuan2_new");
})
.set("ai", function (target) {
var player = _status.event.player,
att = get.attitude(player, target);
if (target.hasSkill("maixie") || target.hasSkill("maixie_defend")) att /= 3;
if (target != player) att /= Math.pow(game.players.length - get.distance(player, target, "absolute"), 0.7);
return att;
})
.set("animate", false);
"step 1";
if (result.bool) {
var target = result.targets[0];
player.logSkill("zhuihuan");
target.addTempSkill("zhuihuan2_new", { player: "phaseZhunbei" });
game.delayx();
}
},
},
zhuihuan2_new: {
trigger: { player: "phaseZhunbeiBegin" },
charlotte: true,
forced: true,
onremove: true,
filter: function (event, player) {
if (player.storage.zhuihuan2_new) {
for (var source of player.storage.zhuihuan2_new) {
if (!source.isIn()) continue;
if (source.hp > player.hp) return true;
return source.countCards("h") > 0;
}
}
},
logTarget: function (event, player) {
return player.storage.zhuihuan2_new.filter(function (target) {
return target.isIn();
});
},
content: function () {
"step 0";
event.targets = player.storage.zhuihuan2_new;
player.removeSkill("zhuihuan2_new");
"step 1";
var target = targets.shift();
if (target.isIn()) {
if (target.hp > player.hp) target.damage(2);
else {
var hs = target.getCards("h");
if (hs.length) target.discard(hs.randomGets(2));
}
}
if (targets.length) event.redo();
},
group: "zhuihuan2_new_count",
subSkill: {
count: {
trigger: { player: "damage" },
forced: true,
silent: true,
popup: false,
charlotte: true,
filter: function (event, player) {
return get.itemtype(event.source) == "player";
},
content: function () {
player.markAuto("zhuihuan2_new", [trigger.source]);
},
},
},
},
zhuihuan2: {
trigger: { player: "damageEnd" },
forced: true,
charlotte: true,
logTarget: "source",
filter: function (event, player) {
var source = event.source;
if (source.hp > player.hp) return true;
return source.countCards("h") > 0;
},
content: function () {
if (player.hp < trigger.source.hp) trigger.source.damage();
else trigger.source.discard(trigger.source.getCards("h").randomGet());
},
mark: true,
intro: {
content: "当你受到伤害后若伤害来源体力值大于你则你对其造成1点伤害否则其随机弃置一张手牌",
},
},
//阮瑀
xingzuo: {
audio: 2,
trigger: { player: "phaseUseBegin" },
frequent: true,
content: function () {
"step 0";
player.addTempSkill("xingzuo2");
var cards = get.bottomCards(3);
event.cards2 = cards;
game.cardsGotoOrdering(cards);
var next = player.chooseToMove("兴作:将三张牌置于牌堆底");
var list = [["牌堆底", cards]],
hs = player.getCards("h");
if (hs.length) {
list.push(["手牌", hs]);
next.set("filterMove", function (from, to) {
return typeof to != "number";
});
}
next.set("list", list);
next.set("processAI", function (list) {
var allcards = list[0][1].slice(0),
cards = [];
if (list.length > 1) {
allcards = allcards.concat(list[1][1]);
}
var canchoose = allcards.slice(0);
var player = _status.event.player;
var getv = function (button) {
if (
button.name == "sha" &&
allcards.filter(function (card) {
return (
card.name == "sha" &&
!cards.filter(function () {
return button == card;
}).length
);
}).length > player.getCardUsable({ name: "sha" })
)
return 10;
return -player.getUseValue(button, player);
};
while (cards.length < 3) {
canchoose.sort(function (a, b) {
return getv(b) - getv(a);
});
cards.push(canchoose.shift());
}
return [cards, canchoose];
});
"step 1";
if (result.bool) {
event.forceDie = true;
var cards = result.moved[0];
event.cards = cards;
player.storage.xingzuo2 = cards;
var hs = player.getCards("h");
var lose = [],
gain = event.cards2;
for (var i of cards) {
if (hs.includes(i)) lose.push(i);
else gain.remove(i);
}
if (lose.length) player.lose(lose, ui.cardPile);
if (gain.length) player.gain(gain, "draw");
} else event.finish();
"step 2";
for (var i of cards) {
if (!"hejsdx".includes(get.position(i, true))) {
i.fix();
ui.cardPile.appendChild(i);
}
}
game.updateRoundNumber();
},
},
xingzuo2: {
trigger: { player: "phaseJieshuBegin" },
direct: true,
charlotte: true,
onremove: true,
filter: function (event, player) {
return game.hasPlayer(function (target) {
return target.countCards("h") > 0;
});
},
content: function () {
"step 0";
player
.chooseTarget(function (card, player, target) {
return target.countCards("h") > 0;
}, "兴作:是否令一名角色将其手牌与牌堆底的三张牌替换?")
.set("ai", function (target) {
var player = _status.event.player,
att = get.attitude(player, target),
hs = target.getCards("h"),
num = hs.length;
var getv = function (list, target) {
var num = 0;
for (var i of list) num += get.value(i, target);
return num;
},
val = getv(hs, target) - getv(player.storage.xingzuo2, target);
if (num < 3) return att * Math.sqrt(Math.max(0, -val)) * 1.5;
if (num == 3) return -att * Math.sqrt(Math.max(0, val));
if (player.hp < (num > 4 ? 3 : 2)) return 0;
return -att * Math.sqrt(Math.max(0, val));
});
"step 1";
if (result.bool) {
var target = result.targets[0];
player.logSkill("xingzuo", target);
var cards = get.bottomCards(3);
game.cardsGotoOrdering(cards);
var hs = target.getCards("h");
target.lose(hs, ui.cardPile);
target.gain(cards, "draw");
if (hs.length > 3) player.loseHp();
} else event.finish();
"step 2";
game.updateRoundNumber();
},
},
miaoxian: {
hiddenCard: function (player, name) {
return get.type(name) == "trick" && !player.hasSkill("miaoxian2") && player.countCards("h", { color: "black" }) == 1;
},
enable: "chooseToUse",
filter: function (event, player) {
if (player.hasSkill("miaoxian2")) return false;
var cards = player.getCards("h", { color: "black" });
if (cards.length != 1) return false;
var mod2 = game.checkMod(cards[0], player, "unchanged", "cardEnabled2", player);
if (mod2 === false) return false;
for (var i of lib.inpile) {
if (
get.type(i) == "trick" &&
event.filterCard(
{
name: i,
cards: cards,
},
player,
event
)
)
return true;
}
return false;
},
chooseButton: {
dialog: function (event, player) {
var cards = player.getCards("h", { color: "black" });
var list = [];
for (var i of lib.inpile) {
if (
get.type(i) == "trick" &&
event.filterCard(
{
name: i,
cards: cards,
},
player,
event
)
) {
list.push(["锦囊", "", i]);
}
}
return ui.create.dialog("妙弦", [list, "vcard"], "hidden");
},
check: function (button) {
var player = _status.event.player;
return player.getUseValue({ name: button.link[2] }) + 1;
},
backup: function (links, player) {
return {
audio: "miaoxian",
popname: true,
filterCard: { color: "black" },
selectCard: -1,
position: "h",
viewAs: {
name: links[0][2],
},
onuse: function (links, player) {
player.addTempSkill("miaoxian2");
},
};
},
prompt: function (links, player) {
return "将" + get.translation(player.getCards("h", { color: "black" })[0]) + "当做" + get.translation(links[0][2]) + "使用";
},
},
group: "miaoxian_use",
subfrequent: ["use"],
subSkill: {
use: {
audio: "miaoxian",
trigger: { player: "loseAfter" },
frequent: true,
prompt: "是否发动【妙弦】摸一张牌?",
filter: function (event, player) {
var evt = event.getParent();
if (evt.name != "useCard") return false;
return event.hs && event.hs.length == 1 && event.cards && event.cards.length == 1 && get.color(event.hs[0], player) == "red" && !player.countCards("h", { color: "red" });
},
content: function () {
player.draw();
},
},
backup: {
audio: "miaoxian",
},
},
ai: {
order: 12,
result: {
player: 1,
},
},
},
miaoxian2: {
charlotte: true,
},
//樊玉凤
bazhan: {
audio: 2,
enable: "phaseUse",
usable: 1,
zhuanhuanji: true,
marktext: "☯",
mark: true,
intro: {
content: function (storage, player) {
return "出牌阶段限一次," + (storage ? "你可以获得一名其他角色的至多两张手牌。" : "你可以将至多两张手牌交给一名其他角色。") + "若以此法移动的牌包含【酒】或♥牌则你可令得到牌的角色执行一项①回复1点体力。②复原武将牌。";
},
},
filter: function (event, player) {
if (player.storage.bazhan) {
return game.hasPlayer(function (current) {
return current != player && current.countGainableCards(player, "h") > 0;
});
}
return player.countCards("h") > 0;
},
filterCard: true,
discard: false,
lose: false,
selectCard: function () {
if (_status.event.player.storage.bazhan) return 0;
return [1, 2];
},
filterTarget: function (card, player, target) {
if (player == target) return false;
if (player.storage.bazhan) return target.countGainableCards(player, "h") > 0;
return true;
},
prompt: function () {
if (_status.event.player.storage.bazhan) return "获得一名其他角色的至多两张手牌";
return "将至多两张手牌交给一名其他角色";
},
delay: false,
check: function (card) {
var player = _status.event.player;
var bool1 = false,
bool2 = false;
for (var i of game.players) {
if (get.attitude(player, i) <= 0 || player == i) continue;
bool1 = true;
if (i.isDamaged() || i.isTurnedOver()) {
bool2 = true;
break;
}
}
if (bool2 && !ui.selected.cards.length && (get.suit(card, player) == "heart" || get.name(card, player) == "jiu")) return 10;
if (bool1) return 9 - get.value(card);
if (get.color(card) == "red") return 5 - get.value(card);
return 0;
},
content: function () {
"step 0";
if (player.storage.bazhan) {
event.recover = player;
player.gainPlayerCard(target, "h", true, "visibleMove", [1, 2]);
} else {
event.recover = target;
player.give(cards, target);
}
player.changeZhuanhuanji("bazhan");
"step 1";
var target = event.recover;
if (result.bool && result.cards && result.cards.length) {
cards = result.cards;
}
if (
!cards ||
!target ||
!target.getCards("h").filter(function (i) {
return cards.includes(i);
}).length ||
(function () {
for (var card of cards) {
if (get.suit(card, target) == "heart" || get.name(card, target) == "jiu") return false;
}
return true;
})()
) {
event.finish();
return;
}
var list = [];
event.addIndex = 0;
var str = get.translation(target);
if (target.isDamaged()) list.push("令" + str + "回复1点体力");
else event.addIndex++;
if (target.isLinked() || target.isTurnedOver()) list.push("令" + get.translation(target) + "复原武将牌");
if (!list.length) event.finish();
else
player
.chooseControl("cancel2")
.set("choiceList", list)
.set("ai", function () {
var evt = _status.event.getParent();
if (get.attitude(evt.player, evt.target) < 0) return "cancel2";
if (target.hp > 1 && target.isTurnedOver()) return 1 - evt.addIndex;
return 0;
});
"step 2";
if (result.control == "cancel2") event.finish();
else if (result.index + event.addIndex == 0) {
event.recover.recover();
event.finish();
} else if (event.recover.isLinked()) event.recover.link();
"step 3";
if (event.recover.isTurnedOver()) event.recover.turnOver();
},
ai: {
order: 7,
result: {
target: function (player, target) {
if (player.storage.bazhan) return -1;
if (ui.selected.cards.length) {
var cards = ui.selected.cards,
card = cards[0];
if (get.value(cards, target) < 0) return -0.5;
if (get.attitude(player, target) > 0) {
if ((target.isDamaged() || target.isTurnedOver()) && (get.suit(card, target) == "heart" || get.name(card, target) == "jiu")) return 3;
if (target.hasUseTarget(card) && target.getUseValue(card) > player.getUseValue(card, null, true)) return 1.4;
return 1;
}
}
return 0;
},
},
},
},
jiaoying: {
audio: 2,
trigger: { source: "gainEnd" },
forced: true,
filter: function (event, player) {
if (player == event.player) return false;
var evt = event.getl(player);
return evt && evt.hs && evt.hs.length;
},
logTarget: "player",
content: function () {
var target = trigger.player;
if (!target.storage.jiaoying2) target.storage.jiaoying2 = [];
var cs = trigger.getl(player).hs;
for (var i of cs) target.storage.jiaoying2.add(get.color(i, player));
target.addTempSkill("jiaoying2");
target.markSkill("jiaoying2");
player.addTempSkill("jiaoying3");
if (!player.storage.jiaoying3) player.storage.jiaoying3 = [];
player.storage.jiaoying3.add(target);
},
ai: {
directHit_ai: true,
skillTagFilter: function (player, tag, arg) {
var target = arg.target;
if (target.getStorage("jiaoying2").includes("red") && get.tag(arg.card, "respondShan") && !target.hasSkillTag("respondShan", true, null, true)) return true;
return false;
},
},
},
jiaoying2: {
onremove: true,
charlotte: true,
mod: {
cardEnabled2: function (card, player) {
if (player.getStorage("jiaoying2").includes(get.color(card))) return false;
},
},
intro: {
content: "本回合内不能使用或打出$牌",
},
},
jiaoying3: {
onremove: true,
trigger: { global: "useCard1" },
silent: true,
firstDo: true,
charlotte: true,
filter: function (event, player) {
return player.storage.jiaoying3.includes(event.player);
},
content: function () {
while (player.storage.jiaoying3.includes(trigger.player)) player.storage.jiaoying3.remove(trigger.player);
if (!player.storage.jiaoying3.length) player.removeSkill("jiaoying3");
},
group: "jiaoying3_draw",
},
jiaoying3_draw: {
trigger: { global: "phaseEnd" },
direct: true,
charlotte: true,
filter: function (event, player) {
return (
player.getStorage("jiaoying3").length > 0 &&
game.hasPlayer(function (current) {
return current.countCards("h") < 5;
})
);
},
content: function () {
"step 0";
player.storage.jiaoying3.shift();
player
.chooseTarget("醮影:令一名角色将手牌摸至五张", function (card, player, target) {
return target.countCards("h") < 5;
})
.set("ai", function (target) {
var att = get.attitude(_status.event.player, target);
if (att > 2) {
return 5 - target.countCards("h");
}
return att / 3;
});
"step 1";
if (result.bool) {
player.logSkill("jiaoying", result.targets);
for (var i = 0; i < result.targets.length; i++) {
result.targets[i].drawTo(5);
}
if (lib.skill.jiaoying3_draw.filter(null, player)) event.goto(0);
}
},
},
//郭照
pianchong: {
audio: 2,
trigger: { player: "phaseDrawBegin1" },
filter: function (event, player) {
return !event.numFixed;
},
content: function () {
"step 0";
trigger.changeToZero();
var cards = [];
var card1 = get.cardPile2(function (card) {
return get.color(card, false) == "red";
});
if (card1) cards.push(card1);
var card2 = get.cardPile2(function (card) {
return get.color(card, false) == "black";
});
if (card2) cards.push(card2);
if (cards.length) player.gain(cards, "gain2");
"step 1";
player
.chooseControl("red", "black")
.set("prompt", "偏宠:请选择一种颜色。直至你的下回合开始时,失去该颜色的一张牌后,从牌堆获得另一种颜色的一张牌。")
.set("ai", function () {
var red = 0,
black = 0;
var player = _status.event.player;
var cards = player.getCards("he");
for (var i of cards) {
var add = 1;
var color = get.color(i, player);
if (get.position(i) == "e") add = 0.5;
else if (get.name(i, player) != "sha" && player.hasValueTarget(i)) add = 1.5;
if (color == "red") red += add;
else black += add;
}
if (black > red) return "black";
return "red";
});
"step 2";
player.storage.pianchong2 = result.control;
player.addTempSkill("pianchong2", { player: "phaseBeginStart" });
player.popup(result.control, result.control == "red" ? "fire" : "thunder");
game.log(player, "声明了", "#y" + get.translation(result.control));
},
ai: {
threaten: 4.8,
},
},
pianchong2: {
audio: "pianchong",
trigger: {
player: "loseAfter",
global: ["equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter"],
},
forced: true,
charlotte: true,
onremove: true,
filter: function (event, player) {
var evt = event.getl(player);
if (!evt || !evt.cards2 || !evt.cards2.length) return false;
for (var i of evt.cards2) {
if (get.color(i, player) == player.storage.pianchong2) return true;
}
return false;
},
content: function () {
"step 0";
var num = trigger.getl(player).cards2.filter(function (card) {
return get.color(card, player) == player.storage.pianchong2;
}).length;
var cards = [];
while (num--) {
var card = get.cardPile2(function (card) {
return !cards.includes(card) && get.color(card, false) != player.storage.pianchong2;
});
if (card) cards.push(card);
else break;
}
if (cards.length) player.gain(cards, "gain2");
},
mark: true,
intro: {
content: "失去一张$牌后,从牌堆中获得一张与此牌颜色不同的牌",
},
},
zunwei: {
audio: 2,
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
let storage = player.getStorage("zunwei");
return (
storage.length < 3 &&
game.hasPlayer(current => {
return (player.isDamaged() && current.getHp() > player.getHp() && !storage.includes(0)) || (current.countCards("h") > player.countCards("h") && !storage.includes(1)) || (current.countCards("e") > player.countCards("e") && !storage.includes(2));
})
);
},
chooseButton: {
dialog: function (event, player) {
var list = ["选择体力值大于你的一名角色", "选择手牌数大于你的一名角色", "选择装备数大于你的一名角色"];
var choiceList = ui.create.dialog("尊位:请选择一项", "forcebutton", "hidden");
choiceList.add([
list.map((item, i) => {
if (player.getStorage("zunwei").includes(i)) item = `<span style="text-decoration: line-through;">${item}</span>`;
return [i, item];
}),
"textbutton",
]);
return choiceList;
},
filter: function (button) {
const player = get.player();
if (player.getStorage("zunwei").includes(button.link)) return false;
if (button.link == 0) {
if (!player.isDamaged()) return false;
return game.hasPlayer(current => {
return current.getHp() > player.getHp();
});
}
if (button.link == 1) {
return game.hasPlayer(current => {
return current.countCards("h") > player.countCards("h");
});
}
if (button.link == 2) {
return game.hasPlayer(current => {
return current.countCards("e") > player.countCards("e");
});
}
},
backup: function (links) {
var next = get.copy(lib.skill.zunwei.backups[links[0]]);
next.audio = "zunwei";
next.filterCard = function () {
return false;
};
next.selectCard = -1;
return next;
},
check: function (button) {
var player = _status.event.player;
switch (button.link) {
case 0: {
var target = game.findPlayer(function (current) {
return current.isMaxHp();
});
return (Math.min(target.hp, player.maxHp) - player.hp) * 2;
}
case 1: {
var target = game.findPlayer(function (current) {
return current.isMaxHandcard();
});
return Math.min(5, target.countCards("h") - player.countCards("h")) * 0.8;
}
case 2: {
var target = game.findPlayer(function (current) {
return current.isMaxEquip();
});
return (target.countCards("e") - player.countCards("e")) * 1.4;
}
}
},
prompt: function (links) {
return ["选择一名体力值大于你的其他角色,将体力值回复至与其相同", "选择一名手牌数大于你的其他角色,将手牌数摸至与其相同", "选择一名装备区内牌数大于你的其他角色,依次使用牌堆中的装备牌,直到装备数与其相同"][links[0]];
},
},
backups: [
{
filterTarget: function (card, player, target) {
if (player.isHealthy()) return false;
return target.hp > player.hp;
},
content: function () {
player.recover(target.hp - player.hp);
if (!player.storage.zunwei) player.storage.zunwei = [];
player.storage.zunwei.add(0);
},
ai: {
order: 10,
result: {
player: function (player, target) {
return Math.min(target.hp, player.maxHp) - player.hp;
},
},
},
},
{
filterTarget: function (card, player, target) {
return target.countCards("h") > player.countCards("h");
},
content: function () {
player.draw(Math.min(5, target.countCards("h") - player.countCards("h")));
if (!player.storage.zunwei) player.storage.zunwei = [];
player.storage.zunwei.add(1);
},
ai: {
order: 10,
result: {
player: function (player, target) {
return Math.min(5, target.countCards("h") - player.countCards("h"));
},
},
},
},
{
filterTarget: function (card, player, target) {
return target.countCards("e") > player.countCards("e");
},
content: function () {
"step 0";
if (!player.storage.zunwei) player.storage.zunwei = [];
player.storage.zunwei.add(2);
event.num = 1;
"step 1";
var type = "equip" + num;
if (!player.hasEmptySlot(type)) return;
var card = get.cardPile2(function (card) {
return get.subtype(card, false) == type && player.canUse(card, player);
});
if (card) player.chooseUseTarget(card, true).nopopup = true;
"step 2";
event.num++;
if (event.num <= 5 && target.isIn() && player.countCards("e") < target.countCards("e")) event.goto(1);
},
ai: {
order: 10,
result: {
player: function (player, target) {
return target.countCards("e") - player.countCards("e");
},
},
},
},
],
ai: {
order: 10,
result: {
player: 1,
},
},
},
//辛宪英
rezhongjian: {
enable: "phaseUse",
audio: "zhongjian",
usable: 2,
filter: function (event, player) {
if (player.getStat().skill.rezhongjian && !player.hasSkill("recaishi2")) return false;
return game.hasPlayer(function (current) {
return lib.skill.rezhongjian.filterTarget(null, player, current);
});
},
filterTarget: function (card, player, target) {
if (!player.storage.rezhongjian2) return true;
return !player.storage.rezhongjian2[0].includes(target) && !player.storage.rezhongjian2[1].includes(target);
},
content: function () {
"step 0";
player
.chooseControl()
.set("prompt", "忠鉴:为" + get.translation(target) + "选择获得一项效果")
.set("choiceList", ["令其于下回合开始前首次造成伤害后弃置两张牌", "令其于下回合开始前首次受到伤害后摸两张牌"])
.set("ai", function () {
return get.attitude(_status.event.player, _status.event.getParent().target) > 0 ? 1 : 0;
});
"step 1";
player.addTempSkill("rezhongjian2", { player: "phaseBeginStart" });
//var str=['造成伤害弃牌','受到伤害摸牌'][result.index];
//player.popup(str,['fire','wood'][result.index]);
//game.log(player,'选择了','#y'+str)
player.storage.rezhongjian2[result.index].push(target);
player.markSkill("rezhongjian2");
},
ai: {
order: 10,
expose: 0,
result: {
player: function (player, target) {
if (get.attitude(player, target) == 0) return false;
var sgn = get.sgn((get.realAttitude || get.attitude)(player, target));
if (
game.countPlayer(function (current) {
return get.sgn((get.realAttitude || get.attitude)(player, current)) == sgn;
}) <=
game.countPlayer(function (current) {
return get.sgn((get.realAttitude || get.attitude)(player, current)) != sgn;
})
)
return 1;
return 0.9;
},
},
},
},
rezhongjian2: {
trigger: {
global: ["damageSource", "damageEnd"],
},
forced: true,
filter: function (event, player, name) {
var num = name == "damageSource" ? 0 : 1;
var logTarget = name == "damageSource" ? event.source : event.player;
return logTarget && logTarget.isIn() && player.storage.rezhongjian2[num].includes(logTarget);
},
logTarget: function (event, player, name) {
return name == "damageSource" ? event.source : event.player;
},
content: function () {
var num = event.triggername == "damageSource" ? 0 : 1;
var target = event.triggername == "damageSource" ? trigger.source : trigger.player;
var storage = player.storage.rezhongjian2;
storage[num].remove(target);
if (storage[0].length + storage[1].length) player.markSkill("rezhongjian2");
else player.removeSkill("rezhongjian2");
target[event.triggername == "damageSource" ? "chooseToDiscard" : "draw"](2, true, "he");
player.draw();
},
init: function (player, skill) {
if (!player.storage[skill]) player.storage[skill] = [[], []];
},
onremove: true,
intro: {
markcount: function (storage) {
return storage[0].length + storage[1].length;
},
mark: function (dialog, storage, player) {
if (player == game.me || player.isUnderControl()) {
if (storage[0].length) {
dialog.addText("弃牌");
dialog.add([storage[0], "player"]);
}
if (storage[1].length) {
dialog.addText("摸牌");
dialog.add([storage[1], "player"]);
}
} else {
var list = storage[0].concat(storage[1]).sortBySeat(player);
dialog.add([list, "player"]);
}
},
},
},
recaishi: {
trigger: { player: "phaseDrawEnd" },
direct: true,
audio: "caishi",
isSame: function (event) {
var cards = [];
event.player.getHistory("gain", function (evt) {
if (evt.getParent().name == "draw" && evt.getParent("phaseDraw") == event) cards.addArray(evt.cards);
});
if (!cards.length) return "nogain";
var list = [];
for (var i = 0; i < cards.length; i++) {
list.add(get.suit(cards[i]));
}
if (list.length == 1) return true;
if (list.length == cards.length) return false;
return "nogain";
},
filter: function (event, player) {
var isSame = lib.skill.recaishi.isSame(event);
if (isSame == "nogain") return false;
return isSame || player.isDamaged();
},
content: function () {
"step 0";
if (lib.skill.recaishi.isSame(trigger)) {
player.logSkill("recaishi");
player.addTempSkill("recaishi2");
event.finish();
return;
}
player.chooseBool(get.prompt("recaishi"), "回复1点体力然后本回合内不能对自己使用牌").set("ai", function () {
if (player.countCards("h", "tao")) return false;
if (player.hp < 2) return true;
return (
player.countCards("h", function (card) {
var info = get.info(card);
return info && (info.toself || info.selectTarget == -1) && player.canUse(card, player) && player.getUseValue(card) > 0;
}) == 0
);
});
"step 1";
if (result.bool) {
player.logSkill("recaishi");
player.recover();
player.addTempSkill("recaishi3");
}
},
},
recaishi2: {},
recaishi3: {
mod: {
targetEnabled: function (card, player, target) {
if (player == target) return false;
},
},
mark: true,
intro: { content: "本回合内不能对自己使用牌" },
},
//刘辩
shiyuan: {
audio: 2,
trigger: { target: "useCardToTargeted" },
frequent: true,
filter: function (event, player) {
var num = 1;
if (_status.currentPhase && _status.currentPhase != player && _status.currentPhase.group == "qun" && player.hasZhuSkill("yuwei", _status.currentPhase)) num = 2;
return (
player != event.player &&
player.getHistory("gain", function (evt) {
return evt.getParent(2).name == "shiyuan" && evt.cards.length == 2 + get.sgn(event.player.hp - player.hp);
}).length < num
);
},
content: function () {
player.draw(2 + get.sgn(trigger.player.hp - player.hp));
},
ai: {
effect: {
target: function (card, player, target) {
if (get.itemtype(player) !== "player" || player === target) return 1;
let num = 1,
ds = 2 + get.sgn(player.hp - target.hp);
if (player === _status.currentPhase && _status.currentPhase.group === "qun" && target.hasZhuSkill("yuwei", player)) num = 2;
if (
target.getHistory("gain", function (evt) {
return evt.getParent(2).name === "shiyuan" && evt.cards.length === ds;
}).length >= num
)
return 1;
let name = get.name(card);
if (get.tag(card, "lose") || name === "huogong" || name === "juedou" || name === "tiesuo") return [1, ds];
if (!target.hasFriend()) return 1;
return [1, 0.8 * ds];
},
},
},
},
dushi: {
audio: 2,
global: "dushi2",
locked: true,
trigger: { player: "die" },
forceDie: true,
direct: true,
skillAnimation: true,
animationColor: "gray",
filter: function (event, player) {
return game.hasPlayer(current => current != player);
},
content: function () {
"step 0";
player
.chooseTarget("请选择【毒逝】的目标", "选择一名其他角色,令其获得技能【毒逝】", true, lib.filter.notMe)
.set("forceDie", true)
.set("ai", function (target) {
return -get.attitude(_status.event.player, target);
});
"step 1";
if (result.bool) {
var target = result.targets[0];
player.logSkill("dushi", target);
target.markSkill("dushi");
target.addSkills("dushi");
}
},
intro: { content: "您已经获得弘农王的诅咒" },
},
dushi2: {
mod: {
cardSavable: function (card, player, target) {
if (card.name == "tao" && target != player && target.hasSkill("dushi")) return false;
},
},
},
yuwei: {
audio: 2,
trigger: { player: "shiyuanBegin" },
filter: function (event, player) {
return _status.currentPhase.group == "qun";
},
zhuSkill: true,
forced: true,
content: function () {},
ai: { combo: "shiyuan" },
},
//新岩泽(划掉)留赞
refenyin: {
audio: 2,
audioname: ["wufan"],
trigger: { global: ["loseAfter", "cardsDiscardAfter", "loseAsyncAfter", "equipAfter"] },
forced: true,
filter: function (event, player) {
if (player != _status.currentPhase) return false;
var cards = event.getd();
if (!cards.length) return false;
var list = [];
var num = cards.length;
for (var i = 0; i < cards.length; i++) {
var card = cards[i];
list.add(get.suit(card, false));
}
game.getGlobalHistory("cardMove", function (evt) {
if (evt.name != "lose" && evt.name != "cardsDiscard") return false;
if (evt.name == "lose" && evt.position != ui.discardPile) return false;
if (evt == event || evt.getParent() == event) return false;
num += evt.cards.length;
for (var i = 0; i < evt.cards.length; i++) {
var card = evt.cards[i];
list.remove(get.suit(card, evt.cards2 && evt.cards2.includes(card) ? evt.player : false));
}
});
player.storage.refenyin_mark2 = num;
return list.length > 0;
},
content: function () {
var list = [];
var list2 = [];
var cards = trigger.getd();
for (var i = 0; i < cards.length; i++) {
var card = cards[i];
var suit = get.suit(card, false);
list.add(suit);
list2.add(suit);
}
game.getGlobalHistory("cardMove", function (evt) {
if (evt.name != "lose" && evt.name != "cardsDiscard") return false;
if (evt.name == "lose" && evt.position != ui.discardPile) return false;
if (evt == trigger || evt.getParent() == trigger) return false;
for (var i = 0; i < evt.cards.length; i++) {
var card = evt.cards[i];
var suit = get.suit(card, false);
list.remove(suit);
list2.add(suit);
}
});
list2.sort();
player.draw(list.length);
player.storage.refenyin_mark = list2;
player.addTempSkill("refenyin_mark");
player.markSkill("refenyin_mark");
},
subSkill: {
mark: {
onremove: function (player) {
delete player.storage.refenyin_mark;
delete player.storage.refenyin_mark2;
},
intro: {
content: function (s, p) {
var str = "本回合已经进入过弃牌堆的卡牌的花色:";
for (var i = 0; i < s.length; i++) {
str += get.translation(s[i]);
}
str += "<br>本回合进入过弃牌堆的牌数:";
str += p.storage.refenyin_mark2;
return str;
},
},
},
},
},
liji: {
enable: "phaseUse",
audio: 2,
filter: function (event, player) {
return (player.getStat().skill.liji || 0) < (event.liji_num || 0);
},
onChooseToUse: function (event) {
if (game.online) return;
var num = 0;
var evt2 = event.getParent();
if (!evt2.liji_all) evt2.liji_all = game.players.length > 4 ? 8 : 4;
game.getGlobalHistory("cardMove", function (evt) {
if (evt.name == "cardsDiscard" || (evt.name == "lose" && evt.position == ui.discardPile)) num += evt.cards.length;
});
event.set("liji_num", Math.floor(num / evt2.liji_all));
},
filterCard: true,
position: "he",
check: function (card) {
var val = get.value(card);
if (!_status.event.player.getStorage("refenyin_mark").includes(get.suit(card))) return 12 - val;
return 8 - val;
},
filterTarget: lib.filter.notMe,
content: function () {
target.damage("nocard");
},
ai: {
order: 1,
result: {
target: -1.5,
},
tag: {
damage: 1,
},
},
},
//文鸯
xinlvli: {
audio: "lvli",
trigger: { player: "damageEnd", source: "damageSource" },
filter: function (event, player, name) {
var stat = player.getStat().skill;
if (!stat.xinlvli) stat.xinlvli = 0;
if (name == "damageEnd" && !player.storage.beishui) return false;
if (stat.xinlvli > 1) return false;
if (stat.xinlvli > 0 && (player != _status.currentPhase || !player.storage.choujue)) return false;
if (player.hp == player.countCards("h")) return false;
if (player.hp < player.countCards("h") && player.isHealthy()) return false;
return true;
},
content: function () {
var stat = player.getStat().skill;
stat.xinlvli++;
var num = player.hp - player.countCards("h");
if (num > 0) player.draw(num);
else player.recover(-num);
},
//group:'lvli3',
},
lvli: {
audio: 2,
init: function (player, skill) {
player.storage[skill] = 0;
},
enable: "chooseToUse",
filter: function (event, player) {
if (player.storage.lvli > 1) return false;
if (player.storage.lvli > 0 && (player != _status.currentPhase || !player.storage.choujue)) return false;
return event.type != "wuxie" && event.type != "respondShan";
},
chooseButton: {
dialog: function (event, player) {
var list = [];
for (var i = 0; i < lib.inpile.length; i++) {
var name = lib.inpile[i];
if (name == "wuxie") continue;
if (name == "sha") {
list.push(["基本", "", "sha"]);
list.push(["基本", "", "sha", "fire"]);
list.push(["基本", "", "sha", "thunder"]);
} else if (get.type(name) == "trick") list.push(["锦囊", "", name]);
else if (get.type(name) == "basic") list.push(["基本", "", name]);
}
return ui.create.dialog(event.lvli6 ? get.prompt("lvli") : "膂力", [list, "vcard"]);
},
filter: function (button, player) {
var evt = _status.event.getParent();
if (evt && typeof evt.filterCard == "function") return evt.filterCard({ name: button.link[2] }, player, evt);
return lib.filter.filterCard({ name: button.link[2], isCard: true }, player, _status.event.getParent());
},
check: function (button) {
var player = _status.event.player;
if (player.countCards("h", button.link[2])) return 0;
if (_status.event.getParent().type != "phase" && !_status.event.getParent().lvli6) return 1;
return player.getUseValue({ name: button.link[2], isCard: true });
},
backup: function (links, player) {
return {
filterCard: function () {
return false;
},
audio: "lvli",
selectCard: -1,
check: function (card) {
return 1;
},
viewAs: { name: links[0][2], nature: links[0][3], isCard: true },
};
},
prompt: function (links, player) {
return "请选择" + (get.translation(links[0][3]) || "") + get.translation(links[0][2]) + "的目标";
},
},
ai: {
order: 4,
result: {
player: 1,
},
threaten: 2.9,
fireAttack: true,
},
group: ["lvli2", "lvli3", "lvli4", "lvli5", "lvli6"],
},
lvli2: {
trigger: { player: ["useCardBefore", "respondBefore"] },
forced: true,
popup: false,
priority: 35,
filter: function (event, player) {
return event.skill == "lvli_backup" || event.skill == "lvli5" || event.skill == "lvli4";
},
content: function () {
"step 0";
player.logSkill("lvli");
player.storage.lvli++;
player.popup(trigger.card.name, trigger.name == "useCard" ? "metal" : "wood");
"step 1";
var random = 0.5 + player.countCards("e") * 0.1;
if (get.isLuckyStar(player)) random = 1;
if (random >= Math.random()) {
player.popup("洗具");
} else {
player.popup("杯具");
trigger.cancel();
if (!trigger.getParent().lvli6) {
trigger.getParent().goto(0);
}
game.broadcastAll(
function (str) {
var dialog = ui.create.dialog(str);
dialog.classList.add("center");
setTimeout(function () {
dialog.close();
}, 1000);
},
get.translation(player) + "声明的" + get.translation(trigger.card.name) + "并没有生效"
);
game.log("然而什么都没有发生");
game.delay(2);
}
},
},
lvli3: {
trigger: { global: "phaseBefore" },
forced: true,
silent: true,
popup: false,
content: function () {
player.storage.lvli = 0;
},
},
lvli4: {
log: false,
enable: "chooseToUse",
viewAsFilter: function (player) {
if (player.storage.lvli > 1) return false;
if (player.storage.lvli > 0 && (player != _status.currentPhase || !player.storage.choujue)) return false;
return true;
},
filterCard: function () {
return false;
},
selectCard: -1,
viewAs: { name: "shan" },
ai: {
skillTagFilter: function (player) {
if (player.storage.lvli > 1) return false;
if (player.storage.lvli > 0 && (player != _status.currentPhase || !player.storage.choujue)) return false;
return true;
},
threaten: 1.5,
respondShan: true,
},
},
lvli5: {
log: false,
enable: "chooseToUse",
viewAsFilter: function (player) {
if (player.storage.lvli > 1) return false;
if (player.storage.lvli > 0 && (player != _status.currentPhase || !player.storage.choujue)) return false;
return true;
},
filterCard: function () {
return false;
},
selectCard: -1,
viewAs: { name: "wuxie" },
},
lvli6: {
trigger: { player: "damageEnd" },
direct: true,
filter: function (event, player) {
if (!player.storage.beishui) return false;
if (player.storage.lvli > 1) return false;
if (player.storage.lvli > 0 && (player != _status.currentPhase || !player.storage.choujue)) return false;
return true;
},
content: function () {
var next = player.chooseToUse();
next.set("norestore", true);
next.set("_backupevent", "lvli");
next.backup("lvli");
next.set("lvli6", true);
},
},
choujue: {
derivation: ["beishui", "qingjiao"],
trigger: { global: "phaseAfter" },
audio: 2,
skillAnimation: true,
animationColor: "water",
unique: true,
juexingji: true,
forced: true,
init: function (player, skill) {
if (!player.storage[skill]) player.storage[skill] = false;
},
filter: function (event, player) {
if (player.storage.choujue) return false;
return Math.abs(player.hp - player.countCards("h")) >= 3;
},
content: function () {
player.awakenSkill("choujue");
player.storage.choujue = true;
player.loseMaxHp();
player.addSkills("beishui");
},
},
beishui: {
trigger: { player: "phaseZhunbeiBegin" },
audio: 2,
skillAnimation: "epic",
animationColor: "thunder",
unique: true,
juexingji: true,
forced: true,
init: function (player, skill) {
if (!player.storage[skill]) player.storage[skill] = false;
},
filter: function (event, player) {
if (player.storage.beishui) return false;
return Math.min(player.hp, player.countCards("h")) < 2;
},
content: function () {
player.awakenSkill("beishui");
player.storage.beishui = true;
player.loseMaxHp();
player.addSkills("qingjiao");
},
},
qingjiao: {
trigger: { player: "phaseUseBegin" },
filter: function (event, player) {
if (!ui.cardPile.hasChildNodes() && !ui.discardPile.hasChildNodes());
var hs = player.getCards("h");
if (!hs.length) return false;
for (var i of hs) {
if (!lib.filter.cardDiscardable(i, player, "qingjiao")) return false;
}
return true;
},
//check:function(event,player){
// return player.countCards('h')<=player.hp;
//},
content: function () {
"step 0";
player.chooseToDiscard(true, "h", player.countCards("h"));
"step 1";
var evt = trigger.getParent();
if (evt && evt.getParent && !evt.qingjiao) {
evt.qingjiao = true;
var next = game.createEvent("qingjiao_discard", false, evt.getParent());
next.player = player;
next.setContent(function () {
var hs = player.getCards("he");
if (hs.length) player.discard(hs);
});
}
"step 2";
var list = [];
var typelist = [];
var getType = function (card) {
var sub = get.subtype(card);
if (sub) return sub;
return card.name;
};
for (var i = 0; i < ui.cardPile.childElementCount; i++) {
var node = ui.cardPile.childNodes[i];
var typex = getType(node);
if (!typelist.includes(typex)) {
list.push(node);
typelist.push(typex);
if (list.length >= 8) break;
}
}
if (list.length < 8) {
for (var i = 0; i < ui.discardPile.childElementCount; i++) {
var node = ui.discardPile.childNodes[i];
var typex = getType(node);
if (!typelist.includes(typex)) {
list.push(node);
typelist.push(typex);
if (list.length >= 8) break;
}
}
}
player.gain(list, "gain2");
},
},
//王双
spzhuilie: {
mod: {
targetInRange: function (card) {
if (card.name == "sha") return true;
},
},
trigger: { player: "useCardToTargeted" },
filter: function (event, player) {
return event.card && event.card.name == "sha" && !player.inRange(event.target);
},
forced: true,
logTarget: "target",
content: function () {
"step 0";
player.judge(function (card) {
var type = get.subtype(card);
return ["equip1", "equip4", "equip3", "equip6"].includes(type) ? 6 : -6;
// switch(type){
// case 'equip':return 4;
// case 'trick':return -4;
// default:return 0;
// }
}).judge2 = function (result) {
return result.bool;
};
"step 1";
if (trigger.getParent().addCount !== false) {
trigger.getParent().addCount = false;
var stat = player.getStat();
if (stat && stat.card && stat.card.sha) stat.card.sha--;
}
if (result.bool === true) {
var map = trigger.customArgs;
var id = trigger.target.playerid;
if (!map[id]) map[id] = {};
if (typeof map[id].extraDamage != "number") map[id].extraDamage = 0;
map[id].extraDamage += trigger.target.hp - 1;
} else if (result.bool === false) player.loseHp();
},
},
spzhuilie2: {
onremove: true,
intro: {
content: "使用【杀】的次数上限+#",
},
mod: {
cardUsable: function (card, player, num) {
if (card.name == "sha") return num + player.countMark("spzhuilie2");
},
},
},
//花鬘
manyi: {
audio: 2,
audioname: ["mengyou", "menghuo", "zhurong"],
trigger: { target: "useCardToBefore" },
filter: function (event, player) {
return event.card.name == "nanman";
},
forced: true,
content: function () {
trigger.cancel();
},
ai: {
effect: {
target: function (card) {
if (card.name == "nanman") return "zerotarget";
},
},
},
group: "manyi_single",
subSkill: {
single: {
trigger: {
player: "enterGame",
global: "gameDrawAfter",
},
filter: function (event, player) {
return get.mode() == "single" && _status.mode == "normal";
},
direct: true,
content: function () {
player.chooseUseTarget("nanman", get.prompt("manyi"), "视为使用一张【南蛮入侵】").logSkill = "manyi";
},
},
},
},
mansi: {
audio: 2,
group: "mansi_viewas",
trigger: { global: "damageEnd" },
filter: function (event, player) {
return event.card && event.card.name == "nanman";
},
frequent: true,
content: function () {
player.draw();
player.addMark("mansi", 1, false);
},
intro: { content: "已因此技能得到了#张牌" },
},
mansi_viewas: {
audio: "mansi",
position: "h",
enable: "phaseUse",
usable: 1,
filterCard: true,
selectCard: -1,
filter: function (event, player) {
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 true;
},
viewAs: { name: "nanman" },
ai: {
order: 0.1,
nokeep: true,
skillTagFilter: function (player, tag, arg) {
if (tag === "nokeep") return (!arg || (arg.card && get.name(arg.card) === "tao")) && player.isPhaseUsing() && !player.getStat("skill").mansi_viewas && player.hasCard(card => get.name(card) !== "tao", "h");
},
},
},
souying: {
audio: 2,
trigger: {
player: "useCardToPlayered",
target: "useCardToTargeted",
},
direct: true,
filter: function (event, player, name) {
if (!player.countCards("he") || player.hasSkill("souying2")) return false;
if (!event.targets || event.targets.length != 1 || event.player == event.target) return false;
if (event.card.name != "sha" && get.type(event.card) != "trick") return false;
if (name == "useCardToPlayered") {
if (!event.cards.filterInD().length) return false;
var target = event.target;
return (
player
.getHistory("useCard", function (evt) {
return evt.targets && evt.targets.includes(target);
})
.indexOf(event.getParent()) > 0
);
} else {
var source = event.player;
return (
source
.getHistory("useCard", function (evt) {
return evt.targets && evt.targets.includes(player);
})
.indexOf(event.getParent()) > 0
);
}
},
content: function () {
"step 0";
var next = player.chooseToDiscard("he");
var prompt;
if (event.triggername == "useCardToTargeted") {
event.target = trigger.player;
prompt = "令" + get.translation(trigger.card) + "对你无效";
next.set("goon", -get.effect(player, trigger.card, trigger.player, player));
} else {
event.target = trigger.targets[0];
prompt = "弃置一张牌,并获得" + get.translation(trigger.cards.filterInD());
next.set("goon", get.value(trigger.cards.filterInD()));
}
next.set("prompt", get.prompt("souying", event.target));
next.set("prompt2", prompt);
next.set("ai", function (card) {
return _status.event.goon - get.value(card);
});
next.set("logSkill", ["souying", event.target]);
"step 1";
if (result.bool) {
player.addTempSkill("souying2");
if (event.triggername == "useCardToPlayered") player.gain(trigger.cards.filterInD(), "gain2");
else trigger.excluded.add(player);
}
},
ai: {
expose: 0.25,
},
},
souying2: {},
zhanyuan: {
unique: true,
audio: 2,
derivation: "hmxili",
skillAnimation: true,
animationColor: "soil",
juexingji: true,
forced: true,
filter: function (event, player) {
return player.countMark("mansi") > 7;
},
trigger: { player: "phaseZhunbeiBegin" },
content: function () {
"step 0";
player.awakenSkill("zhanyuan");
player.gainMaxHp();
player.recover();
"step 1";
player.chooseTarget("是否失去〖蛮嗣〗,令一名其他男性角色和自己一同获得技能〖系力〗?", function (card, player, target) {
return target != player && target.hasSex("male");
}).ai = function (target) {
return get.attitude(_status.event.player, target);
};
"step 2";
if (result.bool) {
var target = result.targets[0];
player.line(target, "fire");
player.changeSkills(["hmxili"], ["mansi"]);
target.addSkills("hmxili");
}
},
ai: {
combo: "mansi",
},
},
hmxili: {
trigger: { global: "damageBegin1" },
direct: true,
audio: 2,
filter: function (event, player) {
return event.source && event.source != player && event.source == _status.currentPhase && event.source.hasSkill("hmxili") && !event.player.hasSkill("hmxili") && player.countCards("he") > 0 && !player.hasSkill("hmxili2");
},
content: function () {
"step 0";
player.chooseToDiscard("是否弃置一张牌,令" + get.translation(trigger.source) + "对" + get.translation(trigger.player) + "的伤害+1且你与其各摸两张牌", "he").set("logSkill", ["hmxili", trigger.player]).ai = function (card) {
return 9 - get.value(card);
};
"step 1";
if (result.bool) {
game.asyncDraw([trigger.source, player], 2);
trigger.num++;
player.addTempSkill("hmxili2");
} else event.finish();
"step 2";
game.delayx();
},
},
hmxili2: {},
//吴兰雷铜
wlcuorui: {
audio: 2,
trigger: { player: "phaseUseBegin" },
filter: function (event, player) {
if (!["identity", "guozhan"].includes(get.mode())) {
return game.hasPlayer(function (current) {
return current.isFriendOf(player) && current.countDiscardableCards(player, "hej") > 0;
});
}
return game.hasPlayer(current => {
return get.distance(player, current) <= 1 && current.countDiscardableCards(player, "hej") > 0;
});
},
async cost(event, trigger, player){
if (!["identity", "guozhan"].includes(get.mode())) {
event.result = await player.chooseTarget(function (card, player, target) {
return target.isFriendOf(player) && target.countDiscardableCards(player, "hej") > 0;
}, get.prompt2("wlcuorui")).set("ai", function (target) {
if (target.countCards("e", function (card) {
return card.name != "tengjia" && get.value(card, target) <= 0;
})) return 10;
if (target.countCards("j", function (card) {
return get.effect(target, { name: card.viewAs || card.name }, target, target) < 0;
})) return 10;
return Math.random() + 0.2 - 1 / target.countCards("hej");
}).forResult();
} else {
event.result = await player.chooseTarget(function (card, player, target) {
return get.distance(player, target) <= 1 && target.countDiscardableCards(player, "hej") > 0;
}, get.prompt2("wlcuorui")).set("ai", function (target) {
if (game.hasPlayer(current => {
return current != target && get.attitude(_status.event.player, current) < 0;
})) return get.effect(target, { name: "guohe" }, player, player) + 10;
return 0;
}).forResult();
}
},
content: function () {
"step 0";
var target = targets[0];
event.target = target;
player.discardPlayerCard(target, "hej", true);
if (["identity", "guozhan"].includes(get.mode())) event.goto(6);
"step 1";
if (!result.cards || !result.cards.length) {
event.finish();
return;
}
var color = get.color(result.cards[0], result.cards[0].original == "j" ? false : target);
event.color = color;
var list = [];
if (game.hasPlayer(function (current) {
return (get.mode() == "versus" ? current.isEnemyOf(player) : current != player && current != target) && current.countCards("h");
})) list.push("展示手牌");
if (game.hasPlayer(function (current) {
return (get.mode() == "versus" ? current.isEnemyOf(player) : current != player && current != target) && current.countCards("e", { color: color });
})) list.push("弃置装备");
if (!list.length) {
event.finish();
return;
}
if (list.length == 1) event._result = { control: list[0] };
else player.chooseControl(list).set("prompt", "挫锐:展示对手的至多两张手牌,或弃置对手装备区内至多两张" + get.translation(color) + "牌").set("ai", function () {
var player = _status.event.player;
var color = _status.event.getParent().color;
if (game.countPlayer(function (current) {
if (!current.isEnemyOf(player)) return false;
return current.countCards("e", function (card) {
return get.color(card) == color && get.value(card) > 0;
});
}) > 1) return 1;
return 0;
});
"step 2";
if (result.control == "弃置装备") event.goto(5);
else {
var dialog = ["请选择要展示的牌"];
var list = game.filterPlayer(function (current) {
return current.isEnemyOf(player) && current.countCards("h");
}).sortBySeat();
for (var i of list) {
dialog.push('<div class="text center">' + get.translation(i) + "</div>");
if (player.hasSkillTag("viewHandcard", null, i, true)) dialog.push(i.getCards("h"));
else dialog.push([i.getCards("h"), "blank"]);
}
player.chooseButton([1, 2], true).set("createDialog", dialog).set("ai", function (button) {
var color = get.color(button.link) == _status.event.getParent().color;
return color ? Math.random() : 0.35;
});
}
"step 3";
player.showCards(result.links);
var map = {};
var map2 = {};
for (var i of result.links) {
var id = get.owner(i).playerid;
if (!map[id]) map[id] = [];
map[id].push(i);
if (get.color(i) != event.color) continue;
if (!map2[id]) map2[id] = [];
map2[id].push(i);
}
for (var i in map) {
var source = (_status.connectMode ? lib.playerOL : game.playerMap)[i];
if (map2[i]) player.gain(map2[i], source, "bySelf", "give");
player.line(source);
game.log(player, "展示了", source, "的", map[i]);
}
event.next.sort(function (a, b) {
return lib.sort.seat(a.source || a.player, b.source || b.player);
});
event.finish();
"step 4";
var dialog = ["请选择要弃置的牌"];
var list = game.filterPlayer(function (current) {
return (
current.isEnemyOf(player) &&
current.countCards("e", function (card) {
return get.color(card) == event.color;
})
);
}).sortBySeat();
for (var i of list) {
dialog.push('<div class="text center">' + get.translation(i) + "</div>");
dialog.push(i.getCards("e", function (card) {
return get.color(card) == event.color;
}));
}
player.chooseButton([1, 2], true).set("createDialog", dialog).set("ai", function (button) {
var owner = get.owner(button.link);
return get.value(button.link, owner);
});
"step 5";
var map = {};
for (var i of result.links) {
if (get.color(i) != event.color) continue;
var id = get.owner(i).playerid;
if (!map[id]) map[id] = [];
map[id].push(i);
}
for (var i in map) {
(_status.connectMode ? lib.playerOL : game.playerMap)[i].discard(map[i], "notBySelf").discarder = player;
}
event.next.sort(function (a, b) {
return lib.sort.seat(a.player, b.player);
});
event.finish();
"step 6";
if (!result.cards || !result.cards.length) {
event.finish();
return;
}
var color = get.color(result.cards[0], result.cards[0].original == "j" ? false : target);
if (game.hasPlayer(current => {
return current != player && current != target && current.hasCard(card => {
const position = get.position(card);
if (position === "h") return true;
return position === "e" && get.color(card, current) === color;
}, "he");
})) {
event.color = color;
var next = player.chooseTarget(true, "挫锐:选择另一名其他角色", "弃置该角色装备区里至多两张" + get.translation(event.color) + "牌;或展示该角色的至多两张手牌,然后获得其中的" + get.translation(event.color) + "牌");
next.set("filterTarget", (card, player, target) => {
const evt = get.event().getParent(), color = evt.color;
return target != player && target != evt.target && target.hasCard(card => {
const position = get.position(card);
if (position === "h") return true;
return position === "e" && get.color(card, target) === color;
}, "he");
});
next.set("ai", target => {
return -get.attitude(_status.event.player, target) * target.countCards("he") + 0.1;
});
} else event.finish();
"step 7";
if (result.bool) {
var targetx = result.targets[0];
event.targetx = targetx;
player.line(targetx);
player.choosePlayerCard(targetx, "he", true, [1, 2]).set("prompt", "展示至多两张手牌,或弃置至多两张" + get.translation(event.color) + "装备").set("filterButton", button => {
if (ui.selected.buttons.length) {
var linkx = ui.selected.buttons[0].link;
if (get.position(button.link) != get.position(linkx)) return false;
}
if (get.position(button.link) == "e") return get.color(button.link, _status.event.target) == _status.event.getParent().color;
return true;
}).set("target", targetx);
} else event.finish();
"step 8";
if (result.bool) {
var cards = result.links;
if (get.position(cards[0]) == "e") {
event.targetx.discard(cards, "notBySelf").discarder = player;
event.finish();
} else {
player.showCards(cards, get.translation(event.targetx) + "因【挫锐】展示的牌");
var cards2 = cards.filter(card => {
return get.color(card) == event.color;
});
if (cards2.length) player.gain(cards2, event.targetx, "give");
}
}
},
},
kuiji: {
audio: 2,
usable: 1,
enable: "phaseUse",
filter: function (event, player) {
if (player.hasJudge("bingliang")) return false;
return (
player.countCards("hes", function (card) {
return get.color(card) == "black" && get.type(card) == "basic";
}) > 0
);
},
position: "hes",
discard: false,
lose: false,
delay: false,
prepare: function (cards, player) {
player.$give(cards, player, false);
},
filterCard: function (card, player, event) {
return get.color(card) == "black" && get.type(card) == "basic" && player.canAddJudge({ name: "bingliang", cards: [card] });
},
selectTarget: -1,
filterTarget: function (card, player, target) {
return player == target;
},
check: function (card) {
return 9 - get.value(card);
},
// onuse:function(links,player){
// var next=game.createEvent('kuiji_content',false,_status.event.getParent());
// next.player=player;
// next.setContent(lib.skill.kuiji.kuiji_content);
// },
// kuiji_content:function(){
content: function () {
"step 0";
player.addJudge({ name: "bingliang" }, cards);
player.draw();
"step 1";
var next = player.chooseTarget().set("ai", function (target) {
let player = _status.event.player;
if (
target.hasSkillTag(
"filterDamage",
null,
{
player: player,
},
true
)
)
return get.damageEffect(target, player, player);
return 2 * get.damageEffect(target, player, player);
});
if (!["identity", "guozhan"].includes(get.mode())) {
next.set("prompt", "选择一名体力值最大的敌方角色对其造成2点伤害");
next.set("filterTarget", function (card, player, target) {
return (
target.isEnemyOf(player) &&
!game.hasPlayer(function (current) {
return current.isEnemyOf(player) && current.hp > target.hp;
})
);
});
} else {
next.set("prompt", "选择一名除你外体力值最大的角色对其造成2点伤害");
next.set("filterTarget", function (card, player, target) {
return (
player != target &&
!game.hasPlayer(function (current) {
return current != player && current.hp > target.hp;
})
);
});
}
"step 2";
if (result.bool) {
var target = result.targets[0];
player.line(target);
target.damage(2);
}
},
ai: {
result: {
target: function (player, target) {
let es;
if (["identity", "guozhan"].includes(get.mode()))
es = game.hasPlayer(i => {
return (
i != player &&
!game.hasPlayer(j => {
return player !== j && j.hp > i.hp;
}) &&
get.attitude(player, i) < 0
);
});
else
es = game.hasPlayer(i => {
return (
i.isEnemyOf(player) &&
!game.hasPlayer(j => {
return j.hp > i.hp && j.isEnemyOf(player);
}) &&
get.attitude(player, i) < 0
);
});
if (es) return 2;
return -1.5;
},
},
order: 12,
},
group: "kuiji_dying",
subSkill: {
dying: {
trigger: { global: "dying" },
filter: function (event, player) {
let evt = event.getParent(2);
return evt && evt.name == "kuiji";
},
locked: true,
direct: true,
content: function () {
"step 0";
var list;
if (["identity", "guozhan"].includes(get.mode()))
list = game
.filterPlayer(current => {
return (
current !== trigger.player &&
!game.hasPlayer(i => {
return trigger.player !== i && i.hp < current.hp;
})
);
})
.filter(i => i.isDamaged());
else
list = game
.filterPlayer(current => {
return (
current.isFriendOf(player) &&
!game.hasPlayer(i => {
return i.hp < current.hp && i.isFriendOf(player);
})
);
})
.filter(i => i.isDamaged());
if (list.length > 1)
player
.chooseTarget(
"溃击选择一名角色回复1点体力",
(card, player, target) => {
return _status.event.list.includes(target);
},
true
)
.set("list", list)
.set("ai", target => {
return get.recoverEffect(target, player, _status.event.player);
});
else if (list.length) event._result = { bool: true, targets: list };
else event._result = { bool: false };
"step 1";
if (result.bool) {
let target = result.targets[0];
player.logSkill("kuiji", target);
target.recover();
}
},
},
},
},
//蒲元
pytianjiang: {
audio: 2,
trigger: {
global: "phaseBefore",
player: "enterGame",
},
forced: true,
locked: false,
filter: function (event, player) {
return event.name != "phase" || game.phaseNumber == 0;
},
content: function () {
"step 0";
var i = 0;
var list = [];
while (i++ < 2) {
var card = get.cardPile(function (card) {
if (get.type(card) != "equip") return false;
return list.length == 0 || get.subtype(card) != get.subtype(list[0]);
});
if (card) list.push(card);
}
if (!list.length) {
event.finish();
return;
}
event.list = list;
player.gain(event.list, "gain2");
"step 1";
game.delay(1);
var card = event.list.shift();
if (player.getCards("h").includes(card)) {
player.$give(card, player, false);
player.equip(card);
}
if (event.list.length) event.redo();
},
group: "pytianjiang_move",
},
pytianjiang_move: {
audio: "pytianjiang",
prompt: "将装备区里的一张牌移动至其他角色的装备区",
enable: "phaseUse",
position: "e",
filter: function (event, player) {
return player.countCards("e") > 0;
},
check: function () {
return 1;
},
filterCard: true,
filterTarget: function (event, player, target) {
return target != player && target.canEquip(ui.selected.cards[0], true);
},
prepare: "give",
discard: false,
lose: false,
content: function () {
"step 0";
target.equip(cards[0]);
"step 1";
if (cards[0].name.indexOf("pyzhuren_") == 0 && !player.getCards("e").includes(cards[0])) player.draw(2);
},
ai: {
order: (item, player) => {
if (player.hasCard(i => get.subtype(i) === "equip1", "h")) return 11;
return 1;
},
expose: 0.2,
result: {
target: function (player, target) {
if (ui.selected.cards.length) {
let card = ui.selected.cards[0],
tv = get.value(card, target),
sub = get.subtype(card);
if (sub === "equip1") {
let ev = Infinity,
te = target.getEquips(1);
if (!te.length) return tv;
te.forEach(i => {
ev = Math.min(ev, get.value(i));
});
if (card.name.indexOf("pyzhuren_") == 0) return 2 + tv - ev;
return tv - ev;
}
if (target.hasCard(i => get.subtype(i) === sub, "he")) return 0;
let pv = get.value(card, player);
if (pv > 0 && Math.abs(tv) <= pv) return 0;
return tv;
}
return 0;
},
},
},
},
pyzhuren: {
audio: 2,
enable: "phaseUse",
usable: 1,
filterCard: true,
selectCard: 1,
check: function (card) {
var player = _status.event.player;
var name = "pyzhuren_" + card[card.name == "shandian" ? "name" : "suit"];
if (!lib.card[name] || (_status.pyzhuren && _status.pyzhuren[name])) {
if (!player.countCards("h", "sha")) return 4 - get.value(card);
return 0;
}
return 7 - get.value(card);
},
content: function () {
//player.addSkill('pyzhuren_destroy');
if (!_status.pyzhuren) _status.pyzhuren = {};
var rand = 0.85;
var num = get.number(cards[0]);
if (num > 4) rand = 0.9;
if (num > 8) rand = 0.95;
if (num > 12 || cards[0].name == "shandian" || get.isLuckyStar(player)) rand = 1;
var name = "pyzhuren_" + cards[0][cards[0].name == "shandian" ? "name" : "suit"];
if (!lib.card[name] || _status.pyzhuren[name] || Math.random() > rand) {
player.popup("杯具");
game.log(player, "锻造失败");
var card = get.cardPile(function (card) {
return card.name == "sha";
});
if (card) player.gain(card, "gain2");
} else {
_status.pyzhuren[name] = true;
var card = game.createCard(name, cards[0].name == "shandian" ? "spade" : cards[0].suit, 1);
card.destroyed = "discardPile";
player.gain(card, "gain2");
}
},
ai: {
order: 10,
result: {
player: 1,
},
},
},
pyzhuren_heart: {
audio: true,
trigger: { source: "damageSource" },
usable: 1,
equipSkill: true,
filter: function (event, player) {
return event.getParent().name == "sha";
},
content: function () {
"step 0";
player.judge(function (card) {
var player = _status.event.getParent("pyzhuren_heart").player;
if (player.isHealthy() && get.color(card) == "red") return 0;
return 2;
});
"step 1";
if (result.color == "red") player.recover();
else player.draw(2);
},
ai: {
equipValue: function (card, player) {
if (player.isDamaged()) return 4.5;
return 6;
},
basic: {
equipValue: 4.5,
},
},
},
pyzhuren_diamond: {
audio: true,
trigger: { source: "damageBegin1" },
direct: true,
usable: 2,
equipSkill: true,
mod: {
cardUsable: function (card, player, num) {
var cardx = player.getEquip("pyzhuren_diamond");
if (card.name == "sha" && (!cardx || player.hasSkill("pyzhuren_diamond", null, false) || (!_status.pyzhuren_diamond_temp && !ui.selected.cards.includes(cardx)))) {
return num + 1;
}
},
cardEnabled2: function (card, player) {
if (!_status.event.addCount_extra || player.hasSkill("pyzhuren_diamond", null, false)) return;
if (card && card == player.getEquip("pyzhuren_diamond")) {
_status.pyzhuren_diamond_temp = true;
var bool = lib.filter.cardUsable(get.autoViewAs({ name: "sha" }, ui.selected.cards.concat([card])), player);
delete _status.pyzhuren_diamond_temp;
if (!bool) return false;
}
},
},
filter: function (event, player) {
if (event.getParent().name != "sha") return false;
return (
player.countCards("he", function (card) {
return card != player.getEquip("pyzhuren_diamond");
}) > 0
);
},
content: function () {
"step 0";
var next = player.chooseToDiscard(
"he",
function (card, player) {
return card != player.getEquip("pyzhuren_diamond");
},
get.prompt(event.name, trigger.player),
"弃置一张牌,令即将对其造成的伤害+1"
);
next.set("target", trigger.player);
next.ai = function (card) {
if (_status.event.goon) return 30 / (1 + _status.event.target.hp) - get.value(card);
return -1;
};
next.set(
"goon",
get.attitude(player, trigger.player) < 0 &&
!trigger.player.hasSkillTag("filterDamage", null, {
player: player,
card: trigger.card,
}) &&
get.damageEffect(trigger.player, player, player, get.natureList(trigger)) > 0
);
next.logSkill = [event.name, trigger.player];
"step 1";
if (result.bool) trigger.num++;
else player.storage.counttrigger.pyzhuren_diamond--;
},
ai: {
expose: 0.25,
equipValue: function (card, player) {
return Math.min(7, 3.6 + player.countCards("h") / 2);
},
basic: {
equipValue: 4.5,
},
},
},
pyzhuren_club: {
audio: true,
trigger: { player: "useCard2" },
direct: true,
equipSkill: true,
filter: function (event, player) {
if (event.card.name != "sha" && get.type(event.card) != "trick") return false;
var info = get.info(event.card);
if (info.allowMultiple == false) return false;
var num = player.getHistory("useSkill", function (evt) {
return evt.skill == "pyzhuren_club";
}).length;
if (num >= 2) return false;
if (event.targets && !info.multitarget) {
if (
game.hasPlayer(function (current) {
return lib.filter.targetEnabled2(event.card, player, current) && !event.targets.includes(current);
})
) {
return true;
}
}
return false;
},
content: function () {
"step 0";
var prompt2 = "为" + get.translation(trigger.card) + "额外指定一个目标";
player
.chooseTarget([1, player.storage.fumian_red], get.prompt(event.name), 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;
return get.effect(target, trigger.card, player, player);
})
.set("targets", trigger.targets)
.set("card", trigger.card);
"step 1";
if (result.bool) {
if (!event.isMine() && !event.isOnline()) game.delayx();
event.targets = result.targets;
}
"step 2";
if (event.targets) {
player.logSkill(event.name, event.targets);
trigger.targets.addArray(event.targets);
}
},
ai: {
equipValue: function (card, player) {
if (player.getEnemies().length < 2) {
if (player.isDamaged()) return 0;
return 1;
}
return 4.5;
},
basic: {
equipValue: 4.5,
},
},
},
pyzhuren_spade: {
audio: true,
trigger: { player: "useCardToPlayered" },
filter: function (event, player) {
return event.card.name == "sha"; //&&event.targets.length==1&&get.color(event.card)=='black';
},
check: function (event, player) {
return get.attitude(player, event.target) <= 0;
},
equipSkill: true,
logTarget: "target",
content: function () {
var num = player.getHistory("useSkill", function (evt) {
return evt.skill == "pyzhuren_spade";
}).length;
trigger.target.loseHp(Math.min(num, 5)); //.set('source',player);
},
ai: {
equipValue: function (card, player) {
return 1 + 4 * Math.min(5, player.getCardUsable("sha"));
},
basic: {
equipValue: 5,
},
jueqing: true,
unequip_ai: true,
skillTagFilter: function (player, tag, arg) {
if (tag == "unequip_ai") return arg && arg.name === "sha";
},
},
},
pyzhuren_shandian: {
audio: true,
trigger: { player: "useCardToPlayered" },
filter: function (event, player) {
return event.card.name == "sha"; //&&event.targets.length==1;
},
check: function (event, player) {
return get.attitude(player, event.target) <= 0;
},
equipSkill: true,
logTarget: "target",
content: function () {
"step 0";
trigger.target.judge(function (card) {
var suit = get.suit(card);
if (suit == "spade") return -10;
if (suit == "club") return -5;
return 0;
}).judge2 = function (result) {
return result.color == "black" ? true : false;
};
"step 1";
if (result.suit == "spade") {
trigger.target.damage(3, "thunder");
//trigger.getParent().excluded.add(trigger.target);
} else if (result.suit == "club") {
trigger.target.damage("thunder");
player.recover();
player.draw();
}
},
ai: {
equipValue: function (card, player) {
if (player.isDamaged()) return 6;
return 4.8;
},
basic: {
equipValue: 5,
},
},
},
//管辂和葛玄
gxlianhua: {
derivation: ["reyingzi", "reguanxing", "xinzhiyan", "gongxin"],
audio: 2,
init: function (player, skill) {
if (!player.storage[skill])
player.storage[skill] = {
red: 0,
black: 0,
};
},
marktext: "丹",
intro: {
name: "丹血",
markcount: function (storage) {
return storage.red + storage.black;
},
content: function (storage) {
return "共有" + (storage.red + storage.black) + "个标记";
},
},
trigger: { global: "damageEnd" },
forced: true,
locked: false,
filter: function (event, player) {
return event.player != player && event.player.isIn() && _status.currentPhase != player;
},
content: function () {
player.storage.gxlianhua[player.getFriends().includes(trigger.player) ? "red" : "black"]++;
player.markSkill("gxlianhua");
},
group: "gxlianhua_harmonia",
subSkill: {
harmonia: {
forced: true,
audio: "gxlianhua",
sub: true,
trigger: { player: "phaseZhunbeiBegin" },
//filter:function(event,player){
// return player.storage.gxlianhua&&player.storage.gxlianhua.red+player.storage.gxlianhua.black>0;
//},
content: function () {
var cards = [];
var cards2 = [];
var skill = "";
var red = player.storage.gxlianhua.red;
var black = player.storage.gxlianhua.black;
player.storage.gxlianhua = { red: 0, black: 0 };
player.unmarkSkill("gxlianhua");
if (red + black < 4) {
cards = ["tao"];
skill = "reyingzi";
} else if (red > black) {
cards = ["wuzhong"];
skill = "reguanxing";
} else if (red < black) {
cards = ["shunshou"];
skill = "xinzhiyan";
} else {
cards = ["sha", "juedou"];
skill = "gongxin";
}
for (var i = 0; i < cards.length; i++) {
var card = get.cardPile(function (shiona) {
return shiona.name == cards[i];
});
if (card) cards2.push(card);
}
player.addTempSkills(skill);
if (cards2.length) player.gain(cards2, "gain2", "log");
},
},
},
},
zhafu: {
audio: 2,
enable: "phaseUse",
limited: true,
skillAnimation: true,
animationColor: "wood",
filterTarget: lib.filter.notMe,
content: function () {
player.awakenSkill("zhafu");
player.addSkill("zhafu_hf");
target.addMark("zhafu_hf", 1);
},
ai: {
order: 1,
result: {
player: function (player, target) {
return Math.max(
0,
1 +
target.countCards("h") -
game.countPlayer(current => {
if (get.attitude(target, current) > 0) return 0.3;
if (target.hasJudge("lebu")) return 0.6;
if (target.inRange(current)) return 1.5;
return 1;
})
);
},
target: function (player, target) {
return -Math.max(
0,
1 +
target.countCards("h") -
game.countPlayer(current => {
if (get.attitude(target, current) > 0) return 0.3;
if (target.hasJudge("lebu")) return 0.6;
if (target.inRange(current)) return 1.5;
return 1;
})
);
},
},
},
subSkill: {
hf: {
trigger: {
global: "phaseDiscardBegin",
},
forced: true,
charlotte: true,
filter: function (event, player) {
return event.player != player && event.player.hasMark("zhafu_hf");
},
content: function () {
"step 0";
var target = trigger.player;
event.target = target;
target.removeMark("zhafu_hf", 1);
if (target.countCards("h") <= 1) event.finish();
"step 1";
target.chooseCard("h", true, "选择保留一张手牌,将其余的手牌交给" + get.translation(player)).set("ai", get.value);
"step 2";
var cards = target.getCards("h");
cards.remove(result.cards[0]);
target.give(cards, player);
},
intro: {
content: "mark",
onunmark: true,
},
},
},
},
tuiyan: {
audio: 2,
trigger: { player: "phaseUseBegin" },
frequent: true,
content: function () {
"step 0";
var cards = get.cards(3);
event.cards = cards;
game.log(player, "观看了牌堆顶的" + get.cnNumber(cards.length) + "张牌");
player.chooseControl("ok").set("dialog", ["推演", cards]);
"step 1";
while (cards.length) {
ui.cardPile.insertBefore(cards.pop(), ui.cardPile.firstChild);
}
game.updateRoundNumber();
},
},
busuan: {
audio: 2,
enable: "phaseUse",
usable: 1,
filterTarget: lib.filter.notMe,
content: function () {
"step 0";
var list = [];
for (var i = 0; i < lib.inpile.length; i++) {
var name = lib.inpile[i];
var type = get.type(name, "trick");
if (["basic", "trick"].includes(type)) list.push([type, "", name]);
}
player.chooseButton(["选择至多两种牌", [list, "vcard"]], true, [1, 2]).set("ai", function (button) {
var target = _status.event.getParent().target;
var card = { name: button.link[2] };
if (get.type(card) == "basic" || !target.hasUseTarget(card)) return false;
return get.attitude(_status.event.player, target) * (target.getUseValue(card) - 0.1);
});
"step 1";
target.storage.busuan_angelbeats = result.links.slice(0);
target.addSkill("busuan_angelbeats");
},
ai: {
order: 1,
result: {
target: function (player, target) {
var att = get.attitude(player, target);
if (att > 0) return 1;
return -5 / (target.countCards("h") + 1);
},
},
},
},
busuan_angelbeats: {
mark: true,
intro: {
mark: function (dialog, content, player) {
if (content && content.length) dialog.add([content, "vcard"]);
},
},
trigger: { player: "drawBefore" },
forced: true,
filter: function (event, player) {
return event.getParent().name == "phaseDraw";
},
onremove: true,
content: function () {
"step 0";
var list = player.storage["busuan_angelbeats"];
var cards = [];
for (var i = 0; i < Math.min(trigger.num, list.length); i++) {
var card = get.cardPile(function (cardx) {
return !cards.includes(cardx) && cardx.name == list[Math.min(i, list.length - 1)][2];
});
if (card) {
player.storage.busuan_angelbeats.splice(i--, 1);
trigger.num--;
cards.push(card);
}
}
if (cards.length) {
player.gain(cards, "gain2", "log");
}
"step 1";
if (!trigger.num) trigger.cancel();
if (!player.storage.busuan_angelbeats.length) player.removeSkill("busuan_angelbeats");
},
},
mingjie: {
audio: 1,
trigger: { player: "phaseJieshuBegin" },
check: function () {
return ui.cardPile.hasChildNodes() && get.color(ui.cardPile.firstChild) != "black";
},
content: function () {
"step 0";
event.count = 0;
"step 1";
player.draw("visible");
"step 2";
if (Array.isArray(result)) {
event.count += result.length;
if (get.color(result) != "red") {
if (player.hp > 1) player.loseHp();
event.finish();
} else if (event.count < 3)
player.chooseBool("是否继续发动【命戒】?").ai = function () {
if (event.count == 2) return Math.random() < 0.5;
return lib.skill.mingjie.check();
};
} else event.finish();
"step 3";
if (result.bool) event.goto(1);
},
},
};
export default skills;