Files
noname_miaomiao/extension.js
T
2024-03-12 23:43:15 +08:00

3889 lines
127 KiB
JavaScript
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
game.import("extension", function (lib, game, ui, get, ai, _status) {
return {
name: "超界突破",
content: function (config, pack) {
if (lib.rank) {
//废将
lib.rank.rarity.junk.addArray([])
//精品
lib.rank.rarity.rare.addArray([])
//史诗
lib.rank.rarity.epic.addArray([])
//传说
lib.rank.rarity.legend.addArray(["sup_lvbu"])
}
},
precontent: function () {},
help: {},
config: {},
package: {
character: {
character: {
"sup_lvbu": ["male", "qun", "3/5/1", ["sup_wushuang", "sup_liyu", "wangwu", "zioy_tianwei"], []],
"sup_zhangjiao": ["male", "qun", "1/2/1", ["supleiji", "supguidao", "xinhuangtian"], ["zhu"]],
"sup_zhangliao": ["male", "wei", "1/7/3", ["suptuxi", "sup_jingti"], []],
"sup_caocao": ["male", "wei", 4, ["supjianxiong", "yeba", "rehujia"], ["zhu"]],
"sup_zhugeliang": ["male", "shu", 3, ["supguanxing", "supkongcheng"], []],
"sup_liubei": ["male", "shu", 5, ["suprende", "taoyuan", "rejijiang"], ["zhu"]],
"sup_sunquan": ["male", "wu", 5, ["supzhiheng", "supjiuyuan"], ["zhu"]],
"sup_zhouyu": ["male", "wu", "4/4/2", ["supyingzi", "supfanjian"], []],
"sup_zhenji": ["female", "wei", "3/6", ["sup_luoshen", "sup_qinguo"], []],
"sup_lvmeng": ["male", "wu", "1/1/1", ["sup_keji", "sup_qinxue", "sup_botu"], []],
"sup_sunce": ["male", "wu", 4, ["jiang", "sup_hunzi", "olzhiba"], ["zhu"]],
"sup_guanyu": ["male", "shu", 5, ["sup_wusheng", "sup_yijue", "sup_zhoushui"], []],
"sup_zhangfei": ["male", "shu", 5, ["sup_paoxiao"], []],
"sup_xuzhu": ["male", "wei", 4, ["sup_luoyi"], []],
"sup_yujin": ["male", "wei", 4, ["sup_dushuai"], []],
"sup_huaxiong": ["male", "qun", 10, ["sup_yaowu", "sup_kuangyong", "shizhan"], []],
"sup_huangyueying": ["female", "shu", 3, ["sup_jizhi", "sup_qicai"], []],
"sup_ganning": ["male", "wu", 4, ["sup_qixi", "sup_fenwei"], []],
"sup_gongsunzan": ["male", "qun", 5, ["sup_yicong", "sup_qiaomeng"], []],
"sup_maliang": ["male", "shu", 3, ["sup_zishu", "sup_yingyuan"], []],
"sup_zhangchunhua": ["female", "wei", "2/3", ["sup_jueqing", "sup_shangshi"], []],
"sup_sunluyu": ["female", "wu", 4, ["sup_meibu", "sup_mumu", "sup_zhonghui"], []],
"sup_yuanshao": ["male", "qun", "3/3/3", ["sup_luanji", "sup_xueyi"], ["zhu", "des:WC,OP!"]],
"sup_dongzhuo": ["male", "qun", "9/19", ["sup_jiuchi", "sup_roulin", "sup_benghuai", "sup_baonue"], []]
},
translate: {
"sup_lvbu": "超吕布",
"sup_zhangjiao": "超张角",
"sup_zhangliao": "超张辽",
"sup_caocao": "超曹操",
"sup_zhugeliang": "超诸葛亮",
"sup_liubei": "超刘备",
"sup_sunquan": "超孙权",
"sup_zhouyu": "超周瑜",
"sup_zhenji": "超甄宓",
"sup_lvmeng": "超吕蒙",
"sup_sunce": "超孙策",
"sup_guanyu": "超关羽",
"sup_zhangfei": "超张飞",
"sup_xuzhu": "超许诸",
"sup_yujin": "超于禁",
"sup_huaxiong": "超华雄",
"sup_huangyueying": "超黄月英",
"sup_ganning": "超甘宁",
"sup_gongsunzan": "超公孙瓒",
"sup_maliang": "超马良",
"sup_zhangchunhua": "超张春华",
"sup_sunluyu": "超孙鲁育",
"sup_yuanshao": "超袁绍",
"sup_dongzhuo": "超董卓"
}
},
card: {
card: {
"sup_ganning_guohe": {
audio: true,
fullskin: true,
type: "trick",
enable: true,
selectTarget: 1,
postAi: function (targets) {
return targets.length == 1 && targets[0].countCards("j")
},
filterTarget: function (card, player, target) {
if (player == target) return false
return target.countDiscardableCards(player, get.is.single() ? "he" : "hej")
},
"yingbian_prompt": "当你使用此牌选择目标后,你可为此牌增加一个目标",
"yingbian_tags": ["add"],
yingbian: function (event) {
event.yingbian_addTarget = true
},
content: function () {
"step 0"
player.discardPlayerCard(target.countCards("hej"), "hej", target, true)
event.finish()
},
ai: {
basic: {
order: 9,
useful: 5,
value: 5
},
yingbian: function (card, player, targets, viewer) {
if (get.attitude(viewer, player) <= 0) return 0
if (
game.hasPlayer(function (current) {
return !targets.contains(current) && lib.filter.targetEnabled2(card, player, current) && get.effect(current, card, player, player) > 0
})
)
return 6
return 0
},
result: {
target: function (player, target) {
var att = get.attitude(player, target)
var nh = target.countCards("h")
if (att > 0) {
if (
target.countCards("j", function (card) {
var cardj = card.viewAs ? { name: card.viewAs } : card
return get.effect(target, cardj, target, player) < 0
}) > 0
)
return 3
if (target.getEquip("baiyin") && target.isDamaged() && get.recoverEffect(target, player, player) > 0) {
if (target.hp == 1 && !target.hujia) return 1.6
}
if (
target.countCards("e", function (card) {
if (get.position(card) == "e") return get.value(card, target) < 0
}) > 0
)
return 1
}
var es = target.getCards("e")
var noe = es.length == 0 || target.hasSkillTag("noe")
var noe2 =
es.filter(function (esx) {
return get.value(esx, target) > 0
}).length == 0
var noh = nh == 0 || target.hasSkillTag("noh")
if (noh && (noe || noe2)) return 0
if (att <= 0 && !target.countCards("he")) return 1.5
return -1.5
}
},
tag: {
loseCard: 1,
discard: 1
}
}
}
},
translate: {
"sup_ganning_guohe": "过河拆桥",
"sup_ganning_guohe_info": "出牌阶段,对区域里有牌的一名其他角色使用。你弃置其区域里的一张牌。"
},
list: []
},
skill: {
skill: {
supfanjian: {
audio: "ext:超界突破:2",
enable: "phaseUse",
usable: 2,
filter: function (event, player) {
return player.countCards("h") > 0
},
filterTarget: function (card, player, target) {
return player != target
},
filterCard: true,
check: function (card) {
return 8 - get.value(card)
},
discard: false,
lose: false,
delay: false,
content: function () {
"step 0"
target.storage.refanjian = cards[0]
//target.gain(cards[0],player,'give');
"step 1"
var suit = get.suit(target.storage.refanjian)
if (!target.countCards("h")) event._result = { control: "refanjian_hp" }
else
target.chooseControl("refanjian_card", "refanjian_hp").ai = function (event, player) {
var cards = player.getCards("he", { suit: get.suit(player.storage.refanjian) })
if (cards.length == 1) return 0
if (cards.length >= 2) {
for (var i = 0; i < cards.length; i++) {
if (get.tag(cards[i], "save")) return 1
}
}
if (player.hp == 1) return 0
for (var i = 0; i < cards.length; i++) {
if (get.value(cards[i]) >= 8) return 1
}
if (cards.length > 2 && player.hp > 2) return 1
if (cards.length > 3) return 1
return 0
}
"step 2"
if (result.control == "refanjian_card") {
target.showHandcards()
} else {
target.loseHp()
event.finish()
}
"step 3"
var suit = get.suit(target.storage.refanjian)
target.discard(
target.getCards("he", function (i) {
return get.suit(i) != suit && lib.filter.cardDiscardable(i, target, "refanjian")
})
)
delete target.storage.refanjian
},
ai: {
order: 9,
result: {
target: function (player, target) {
return -target.countCards("he") - (player.countCards("h", "du") ? 1 : 0)
}
},
threaten: 2
}
},
yeba: {
trigger: {
source: "damageBegin1"
},
filter: function (event, player) {
return lib.skill.yeba.getInfo(player)
},
check: function (event, player) {
return get.attitude(player, event.source) > 0 && get.attitude(player, event.player) < 0
},
mark: true,
init: function (player) {
player.storage.hjianxiong = 0
player.addMark("yeba")
player.removeMark("yeba")
//player.addSkillBlocker('yeba');
},
getInfo: function (player) {
return player.storage.hjianxiong
},
intro: {
content: "已记录#次〖奸雄〗"
},
forced: false,
content: function () {
trigger.num += player.storage.hjianxiong
var i = player.storage.hjianxiong
player.removeMark("yeba", player.storage.hjianxiong)
player.storage.hjianxiong = 0
var nd = 0
var nr = 0
while (i > 0) {
i = i - 1
nd++;
if ([true, false].randomGet()) {
nr++;
}
}
if(nd > 0)player.draw(nd)
if(nr > 0)player.recover(nr)
//player.addSkillBlocker(event.name);
},
ai: {
damageBonus: true
}
},
supjianxiong: {
audio: "rejianxiong",
audioname: ["shen_caopi"],
trigger: {
player: "damageEnd"
},
init: function (player) {
player.storage.hjianxiong = 0
},
content: function () {
"step 0"
event.flag = true;
event.num = trigger.num;
"step 1"
"step 2"
if (get.itemtype(trigger.cards) == "cards" && get.position(trigger.cards[0], true) == "o" && event.flag) {
player.gain(trigger.cards, "gain2")
} else player.draw()
player.draw("nodelay")
player.addMark("yeba")
player.storage.hjianxiong += 1
//player.removeSkillBlocker('yeba');
"step 3"
event.num -= 1;
event.flag = false;
if(event.num > 0){
event.goto(2)
}
},
ai: {
maixie: true,
"maixie_hp": true,
effect: {
target: function (card, player, target) {
if (player.hasSkillTag("jueqing", false, target)) return [1, -1]
if (get.tag(card, "damage") && player != target) {
var cards = card.cards,
evt = _status.event
if (evt.player == target && card.name == "damage" && evt.getParent().type == "card") cards = evt.getParent().cards.filterInD()
if (target.hp <= 1) return
if (get.itemtype(cards) != "cards") return
for (var i of cards) {
if (get.name(i, target) == "tao") return [1, 5]
}
if (get.value(cards, target) >= 7 + target.getDamagedHp()) return [1, 3]
return [1, 0.6]
}
}
}
}
},
supkongcheng: {
mod: {
targetEnabled: function (card, player, target, now) {
if (target.countCards("h") == 0) {
if (card.name != "wanjian") return false
}
}
},
group: "kongcheng1",
audio: "kongcheng1",
audioname: ["re_zhugeliang"],
ai: {
noh: true,
skillTagFilter: function (player, tag) {
if (tag == "noh") {
if (player.countCards("h") != 1) return false
}
}
}
},
supguanxing: {
audio: "guanxing",
audioname: ["jiangwei", "re_jiangwei", "re_zhugeliang", "gexuan", "ol_jiangwei"],
frequent: true,
trigger: {
player: ["phaseZhunbeiBegin", "phaseJieshuBegin"]
},
filter: function (event, player, name) {
return true
},
content: function () {
"step 0"
var player = event.player
if (player.isUnderControl()) game.modeSwapPlayer(player)
var cards = get.cards(7)
var guanXing = decadeUI.content.chooseGuanXing(player, cards, cards.length, null, cards.length)
game.broadcast(
function (player, cards) {
if (!window.decadeUI) return
decadeUI.content.chooseGuanXing(player, cards, cards.length, null, cards.length)
},
player,
cards
)
event.switchToAuto = function () {
var cheats = []
var cards = guanXing.cards[0].concat()
var judges
var next = player.getNext()
var friend = player
if (event.triggername == "phaseJieshuBegin") {
friend = next
judges = friend.node.judges.childNodes
if (get.attitude(player, friend) < 0) friend = null
} else {
judges = player.node.judges.childNodes
}
if (judges.length) {
cheats = decadeUI.get.cheatJudgeCards(cards, judges, friend != null)
}
if (cards.length && cheats.length == judges.length) {
for (var i = 0; i >= 0 && i < cards.length; i++) {
if (friend) {
if (get.value(cards[i], friend) >= 5) {
cheats.push(cards[i])
cards.splice(i, 1)
}
} else {
if (get.value(cards[i], next) < 4) {
cheats.push(cards[i])
cards.splice(i, 1)
}
}
}
}
var time = 50
for (var i = 0; i < cheats.length; i++) {
setTimeout(
function (card, index, finished) {
guanXing.move(card, index, 0)
if (finished) guanXing.finishTime(100)
},
time,
cheats[i],
i,
i >= cheats.length - 1 && cards.length == 0
)
time += 50
}
for (var i = 0; i < cards.length; i++) {
setTimeout(
function (card, index, finished) {
guanXing.move(card, index, 1)
if (finished) guanXing.finishTime(100)
},
time,
cards[i],
i,
i >= cards.length - 1
)
time += 50
}
}
if (event.isOnline()) {
// 判断其他玩家是否有十周年UI,否则直接给他结束,不知道有没有效果
event.player.send(function () {
if (!window.decadeUI && decadeUI.eventDialog) _status.event.finish()
}, event.player)
// 等待其他玩家操作
event.player.wait()
// 暂停主机端游戏
decadeUI.game.wait()
} else if (!event.isMine()) {
event.switchToAuto()
/*
注释说明
var guanXing = decadeUI.content.chooseGuanXing(
控制观星的玩家, // 必选
[顶部初始化的牌], // 必选,可为null,但底部不能为null
顶部允许控制的牌数范围, // 可选,不填根据初始化的牌数量
[底部初始化的牌], // 必选,可为null,但顶部不能为null
底部允许控制的牌数范围, // 可选,不填根据初始化的牌数量
第一个参数的玩家是否可见); // 可选,不设置则根据控制观星的玩家来显示
// undefined 均为可设置,其他为只读或调用
var properties = {
caption: undefined, // 设置标题
header1: undefined, // 牌堆顶的文字
header2: undefined, // 牌堆底的文字
cards: [[],[]], // 获取当前观星的牌,不要瞎改
callback: undefined, // 回调函数,返回 true 表示可以点击【确认】按钮,例:guanXing.callback = function(){ return guanXing.cards[1].length == 1; }
// 注意:此值一旦设置,观星finish后不会自己置顶牌堆顶和牌堆底,需要自行实现
infohide: undefined, // 设置上面第1个参数的玩家是否可见观星的牌
confirmed: undefined, // 是否按下确认按钮
doubleSwitch: undefined, // 双击切换牌
finishTime:function(time), // 指定的毫秒数后完成观星
finish:function(), // 观星完成,在下一个step 中,可以通过 event.cards1 与 event.cards2 访问观星后的牌
swap:function(s, t), // 交换观星中的两个牌
switch:function(card), // 将观星中的牌切换到另一方
move:function(card, index, moveDown) // 移动观星的牌到指定的一方位置
}
*/
}
"step 1"
if (event.triggername == "phaseZhunbeiBegin" && event.num1 == 0) player.addTempSkill("reguanxing_on")
player.popup(get.cnNumber(event.num1) + "上" + get.cnNumber(event.num2) + "下")
game.log(player, "将" + get.cnNumber(event.num1) + "张牌置于牌堆顶," + get.cnNumber(event.num2) + "张牌置于牌堆底")
game.updateRoundNumber()
},
subSkill: {
on: {
sub: true
}
}
},
taoyuan: {
skillAnimation: true,
animationColor: "wood",
audio: "ext:超界突破:2",
juexingji: true,
derivation: ["paoxiao", "wusheng"],
unique: true,
trigger: {
player: "phaseZhunbeiBegin"
},
filter: function (event, player) {
return player.hp <= 2 && !player.storage.hunzi
},
forced: true,
content: function () {
player.loseMaxHp()
player.recover()
player.draw(3)
player.addSkill("wusheng")
player.addSkill("paoxiao")
player.awakenSkill(event.name)
player.storage[event.name] = true
},
ai: {
threaten: function (player, target) {
if (target.hp <= 2) return 2
return 0.5
},
maixie: true,
effect: {
target: function (card, player, target) {
if (!target.hasFriend()) return
if (
get.tag(card, "damage") == 1 &&
target.hp == 2 &&
!target.isTurnedOver() &&
_status.currentPhase != target &&
get.distance(_status.currentPhase, target, "absolute") <= 3
)
return [0.5, 1]
}
}
}
},
suprende: {
audio: "ext:超界突破:2",
audioname: ["gz_jun_liubei", "shen_caopi"],
enable: "phaseUse",
filterCard: true,
selectCard: [1, 1000],
discard: false,
lose: false,
delay: false,
filterTarget: function (card, player, target) {
return player != target
},
onremove: ["rerende", "rerende2"],
check: function (card) {
if (ui.selected.cards.length && ui.selected.cards[0].name == "du") return 0
if (!ui.selected.cards.length && card.name == "du") return 20
var player = get.owner(card)
if (ui.selected.cards.length >= Math.max(2, player.countCards("h") - player.hp)) return 0
if (player.hp == player.maxHp || player.storage.rerende < 0 || player.countCards("h") <= 1) {
var players = game.filterPlayer()
for (var i = 0; i < players.length; i++) {
if (
players[i].hasSkill("haoshi") &&
!players[i].isTurnedOver() &&
!players[i].hasJudge("lebu") &&
get.attitude(player, players[i]) >= 3 &&
get.attitude(players[i], player) >= 3
) {
return 11 - get.value(card)
}
}
if (player.countCards("h") > player.hp) return 10 - get.value(card)
if (player.countCards("h") > 2) return 6 - get.value(card)
return -1
}
return 10 - get.value(card)
},
content: function () {
"step 0"
var evt = _status.event.getParent("phaseUse")
if (evt && evt.name == "phaseUse" && !evt.rerende) {
var next = game.createEvent("rerende_clear")
_status.event.next.remove(next)
evt.after.push(next)
evt.rerende = true
next.player = player
next.setContent(lib.skill.rerende1.content)
}
if (!Array.isArray(player.storage.rerende2)) {
player.storage.rerende2 = []
}
player.storage.rerende2.push(target)
target.gain(cards, player, "giveAuto")
if (typeof player.storage.rerende != "number") {
player.storage.rerende = 0
}
event.num1 = 0
if (player.storage.rerende >= 0) {
player.storage.rerende += cards.length
while (player.storage.rerende >= 2) {
for (var i = [1, 1, 2].randomGet(); i > 0; i = i - 1) {
event.num1 += 1
}
player.storage.rerende -= 2
}
player.draw(event.num1)
} else {
event.finish()
}
},
ai: {
fireAttack: true,
order: function (skill, player) {
if (player.hp < player.maxHp && player.storage.rerende < 2 && player.countCards("h") > 1) {
return 10
}
return 4
},
result: {
target: function (player, target) {
if (target.hasSkillTag("nogain")) return 0
if (ui.selected.cards.length && ui.selected.cards[0].name == "du") {
if (target.hasSkillTag("nodu")) return 0
return -10
}
if (target.hasJudge("lebu")) return 0
var nh = target.countCards("h")
var np = player.countCards("h")
if (player.hp == player.maxHp || player.storage.rerende < 0 || player.countCards("h") <= 1) {
if (nh >= np - 1 && np <= player.hp && !target.hasSkill("haoshi")) return 0
}
return Math.max(1, 5 - nh)
}
},
effect: {
target: function (card, player, target) {
if (player == target && get.type(card) == "equip") {
if (player.countCards("e", { subtype: get.subtype(card) })) {
if (
game.hasPlayer(function (current) {
return current != player && get.attitude(player, current) > 0
})
) {
return 0
}
}
}
}
},
threaten: 0.8
}
},
supjiuyuan: {
audio: "ext:超界突破:2",
zhuSkill: true,
trigger: {
global: "recoverBefore"
},
direct: true,
filter: function (event, player) {
return (
player != event.player &&
event.player.group == "wu" &&
player.hp <= event.player.hp &&
event.getParent().name != "rejiuyuan" &&
player.hasZhuSkill("rejiuyuan", event.player)
)
},
content: function () {
"step 0"
trigger.player.chooseBool("是否对" + get.translation(player) + "发动【救援】?", "令其回复1点体力,然后你摸一张牌").set("ai", function () {
var evt = _status.event
return get.attitude(evt.player, evt.getParent().player) > 0
})
"step 1"
if (result.bool) {
player.logSkill("rejiuyuan")
trigger.player.line(player, "green")
player.recover()
trigger.player.draw()
}
}
},
supzhiheng: {
audio: "ext:超界突破:2",
// audioname: ["shen_caopi"],
enable: "phaseUse",
usable: 2,
position: "he",
// group: ["jump_Pdraw"],
filterCard: function (card, player, event) {
event = event || _status.event
if (typeof event != "string") event = event.getParent().name
var mod = game.checkMod(card, player, event, "unchanged", "cardDiscardable", player)
if (mod != "unchanged") return mod
return true
},
discard: false,
lose: false,
delay: false,
selectCard: [0, Infinity],
check: function (card) {
var player = _status.event.player
if (
get.position(card) == "h" &&
!player.countCards("h", "du") &&
(player.hp > 2 ||
!player.countCards("h", function (card) {
return get.value(card) >= 8
}))
) {
return 1
}
return 6 - get.value(card)
},
content: function () {
"step 0"
player.discard(cards)
event.num = 2
var hs = player.getCards("h")
if (!hs.length) event.num = 1
for (var i = 0; i < hs.length; i++) {
if (!cards.contains(hs[i])) {
event.num = 1
break
}
}
"step 1"
player.draw(event.num + cards.length)
},
subSkill: {
draw: {
trigger: {
player: "loseEnd"
},
silent: true,
filter: function (event, player) {
if (event.getParent(2).skill != "rezhiheng" && event.getParent(2).skill != "jilue_zhiheng") return false
if (player.countCards("h")) return false
for (var i = 0; i < event.cards.length; i++) {
if (event.cards[i].original == "h") return true
}
return false
},
content: function () {
player.addTempSkill("rezhiheng_delay", trigger.getParent(2).skill + "After")
},
sub: true,
forced: true,
popup: false
},
delay: {
sub: true
}
},
ai: {
order: 1,
result: {
player: 1
},
threaten: 1.55
},
// mod: {
// maxHandcardBase: function (player, num) {
// return num - 1 > 1 ? num - 1 : 1
// }
// },
"zhiheng1": {
trigger: {
player: "phaseJudgeBegin"
},
sub: true,
frequent: true,
forced: true,
content: function () {
player.skip("phaseDraw")
}
}
},
supyingzi: {
audio: "ext:超界突破:2",
audioname: ["heqi", "sunce", "gexuan", "re_sunben", "re_sunce", "re_heqi"],
trigger: {
player: "phaseDrawBegin2"
},
forced: true,
preHidden: true,
filter: function (event, player) {
return !event.numFixed
},
content: function () {
trigger.num = trigger.num + 2
},
ai: {
threaten: 1.5
},
mod: {
maxHandcardBase: function (player, num) {
return player.maxHp + 1
}
}
},
suptuxi: {
audio: "retuxi",
trigger: {
player: "phaseDrawBegin2"
},
group: [],
forced: true,
preHidden: true,
priority: 3,
filter: function (event, player) {
return (
event.num > 0 &&
!event.numFixed &&
game.hasPlayer(function (target) {
return target.countCards("hej") > 0 && player != target
})
)
},
init: function (player) {
player.storage.tuxinum = 0
//player.addMark('suptuxi');
},
content: function () {
"step 0"
var num = get.copy(trigger.num)
var target_num = player.maxHp
player
.chooseTarget(
get.prompt("suptuxi"),
"获得至多" + target_num + "名角色的各一张牌,然后摸Y张牌并失去Y点体力上限(Y=〖突袭〗选择的目标数/2且向下取整)。",
[1, target_num],
function (card, player, target) {
return target.countCards("hej") > 0 && player != target
},
function (target) {
var att = get.attitude(_status.event.player, target)
if (target.hasSkill("tuntian")) return att / 10
return 1 - att
},
false
)
.setHiddenSkill("new_retuxi")
"step 1"
if (result.bool) {
event.player_damage = []
player.storage.tuxinum++
result.targets.sortBySeat()
player.logSkill("new_retuxi", result.targets)
player.gainMultiple(result.targets, "hej")
for(var p of result.targets){
if(p.hp >= player.hp){
event.player_damage.push(p)
}
}
var lose = result.targets.length / 2
trigger.num = 0
while (lose - 1 >= 0) {
player.loseMaxHp()
trigger.num++
lose--
}//能跑就别改
if (trigger.num == 0) trigger.num = 1
player.draw(trigger.num)
trigger.num = 0
} else {
trigger.num = trigger.num + player.storage.tuxinum
player.storage.tuxinum = 0
event.finish()
}
"step 2"
for(var p of event.player_damage){
p.damage()
}
if (trigger.num <= 0) game.delay()
},
ai: {
threaten: 1.6,
expose: 0.2
},
mark: true,
intro: {
mark: function (dialog, storage, player) {
return "下次摸牌阶段摸牌时,你额外摸" + player.storage.tuxinum + "张牌"
},
markcount: "expansion"
}
},
supleiji: {
audio: "ext:超界突破:2",
audioname: ["boss_qinglong"],
trigger: {
player: ["useCard", "respond"]
},
filter: function (event, player) {
return event.card.name == "shandian" || event.card.name == "shan" || event.card.nature == "thunder"
},
direct: true,
init: function (player) {
//player.removeSkill('tianming');
},
content: function () {
"step 0"
player.chooseTarget(get.prompt2("supleiji"), function (card, player, target) {
return target != player
}).ai = function (target) {
if (target.hasSkill("hongyan")) return 0
return get.damageEffect(target, _status.event.player, _status.event.player, "thunder")
}
"step 1"
if (result.bool) {
player.logSkill("supleiji", result.targets, "thunder")
event.target = result.targets[0]
event.target.judge(function (card) {
var color = get.color(card)
var name = get.name(card)
if (color == "black") return -4
if (name == "shandian" || name == "shan" || name == "leisha") return -5
return -2
}).judge2 = function (result) {
return result.bool == false ? true : false
}
} else {
event.finish()
}
"step 2"
if (result.color == "black") {
var dam = 0
var rr = [true]
while (rr.randomGet()) {
rr.push(false)
dam++
}
event.target.damage([1, 1, 1, 1, 2, 2, 2, 3, 3, 4].randomGet(), "thunder")
} else {
var dam = 0
var rr = [true]
while (rr.randomGet()) {
rr.push(false)
dam++
}
player.draw([1, 1, 1, 1, 2, 2, 2, 3, 3, 4].randomGet())
}
},
ai: {
useShan: true,
effect: {
target: function (card, player, target, current) {
if (get.tag(card, "respondShan")) {
var hastarget = game.hasPlayer(function (current) {
return get.attitude(target, current) < 0
})
var be = target.countCards("e", { color: "black" })
if (target.countCards("h", "shan") && be) {
if (!target.hasSkill("guidao")) return 0
return [0, hastarget ? target.countCards("he") / 2 : 0]
}
if (target.countCards("h", "shan") && target.countCards("h") > 2) {
if (!target.hasSkill("guidao")) return 0
return [0, hastarget ? target.countCards("h") / 4 : 0]
}
if (target.countCards("h") > 3 || (be && target.countCards("h") >= 2)) {
return [0, 0]
}
if (target.countCards("h") == 0) {
return [1.5, 0]
}
if (target.countCards("h") == 1 && !be) {
return [1.2, 0]
}
if (!target.hasSkill("guidao")) return [1, 0.05]
return [1, Math.min(0.5, (target.countCards("h") + be) / 4)]
}
}
}
}
},
supguidao: {
audio: "ext:超界突破:2",
audioname: ["sp_zhangjiao"],
trigger: {
global: "judge"
},
filter: function (event, player) {
return player.countCards("hes") > 0
},
init: function (player) {
player.storage.hguidao = [1, 2, 3].randomGet()
if (player.maxHp >= 3) {
player.loseMaxHp()
player.loseHp()
}
},
mod: {
maxHandcardBase: function (player, num) {
if (!player.storage.hguidao) {
player.storage.hguidao = [1, 2, 3].randomGet()
return num + player.storage.hguidao
}
return num + player.storage.hguidao
}
},
direct: true,
content: function () {
"step 0"
player
.chooseCard(
get.translation(trigger.player) +
"的" +
(trigger.judgestr || "") +
"判定为" +
get.translation(trigger.player.judging[0]) +
"," +
get.prompt("guidao"),
"hes",
function (card) {
return true
var player = _status.event.player
var mod2 = game.checkMod(card, player, "unchanged", "cardEnabled2", player)
if (mod2 != "unchanged") return mod2
var mod = game.checkMod(card, player, "unchanged", "cardRespondable", player)
if (mod != "unchanged") return mod
return true
}
)
.set(
"ai",
function (card) {
var trigger = _status.event.getTrigger()
var player = _status.event.player
var judging = _status.event.judging
var result = trigger.judge(card) - trigger.judge(judging)
var attitude = get.attitude(player, trigger.player)
if (attitude == 0 || result == 0) return 0
if (attitude > 0) {
return result
} else {
return -result
}
},
false
)
.set("judging", trigger.player.judging[0])
"step 1"
if (result.bool) {
player.respond(result.cards, "highlight", "guidao", "noOrdering")
} else {
event.finish()
}
"step 2"
if (result.bool) {
if (player.storage.hguidao < 3) player.storage.hguidao++
else player.storage.hguidao = 1
player.$gain2(trigger.player.judging[0])
player.gain(trigger.player.judging[0])
trigger.player.judging[0] = result.cards[0]
trigger.orderingCards.addArray(result.cards)
game.log(trigger.player, "的判定牌改为", result.cards[0])
}
"step 3"
game.delay(2)
},
ai: {
rejudge: true,
tag: {
rejudge: 1
}
}
},
"sup_wushuang": {
shaRelated: true,
audio: "ext:超界突破:2",
audioname: ["re_lvbu", "shen_lvbu", "lvlingqi"],
forced: true,
locked: true,
init: function (player) {
player.disableEquip("equip1")
},
mod: {
cardname: function (card, player, name) {
if (name == "shan") return "jiu"
},
cardUsable: function (card, player, num) {
//if(card.name=='sha') return num+1;
},
selectTarget: function (card, player, range) {
if (card.name == "sha" && range[1] != -1) range[1] += 2
},
attackFrom: function (from, to, distance) {
return distance - 1
}
},
group: ["wushuang1", "wushuang2"],
preHidden: ["wushuang1", "wushuang2"]
},
"sup_liyu": {
audio: "liyu",
trigger: {
source: "damageSource"
},
filter: function (event, player) {
if (player.storage.liyu_round < game.roundNumber) {
player.storage.liyu_num = 2
player.storage.liyu_round = game.roundNumber
}
if (player.storage.liyu_num <= 0) return false
// console.log(1,event.player.isAlive() && event.player.countGainableCards(player, "hej") > 0)
return event.player.isAlive() && event.player.countGainableCards(player, "hej") > 0
},
popup: true,
direct: true,
init: function (player) {
player.storage.liyu_num = 2
player.storage.liyu_round = -1
},
content: function () {
"step 0"
player
.gainPlayerCard(get.prompt("sup_liyu", trigger.player), trigger.player, "hej", "visibleMove")
.set("ai", function (card) {
if(!card.name)return
var player = _status.event.player
var evt = _status.event.target
if (get.attitude(player, evt) > 0 && get.position(card) == "j") return 4 + get.value(card)
if (get.type(card) == "equip") {
if (
get.attitude(player, evt) > 0 &&
game.hasPlayer(function (current) {
return (
player.canUse({ name: "juedou" }, current) && current != evt.target && get.effect(current, { name: "juedou" }, player, player) > 2
)
})
) {
return 5
} else if (
game.hasPlayer(function (current) {
return (
player.canUse({ name: "juedou" }, current) &&
current != evt &&
current != player &&
get.effect(current, { name: "juedou" }, player, player) < 0
)
})
) {
return 1
} else return 4
}
return 3
})
.set(["sup_liyu", trigger.player])
"step 1"
if (result.bool) {
_status.event.trigger("sup_tianwei");
player.storage.liyu_num--
if (get.type(result.cards[0]) != "equip") {
player.draw()
trigger.player.draw()
event.finish()
} else {
if (
!game.hasPlayer(function (current) {
return player.canUse("juedou", current)
})
) {
event.finish()
return
}
player
.chooseTarget(
true,
function (card, player, target) {
var evt = _status.event.getParent()
return evt.player.canUse({ name: "juedou" }, target) && target != _status.event.player
},
"请选择一名角色,视为" + get.translation(player) + "对其使用【决斗】"
)
.set("ai", function (target) {
var evt = _status.event.getParent()
return get.effect(target, { name: "juedou" }, evt.player, _status.event.player) - 2
})
}
} else event.finish()
"step 2"
if (result.targets) {
player.useCard({ name: "juedou", isCard: true }, result.targets[0], "noai")
}
},
ai: {
halfneg: true
}
},
wangwu: {
enable: "phaseUse",
position: "h",
filter: function (event, player) {
return player.countCards("he", { subtype: "equip1" }) > 0
},
filterCard: function (card) {
return get.subtype(card) == "equip1"
},
check: function (card) {
if (_status.event.player.isDisabled(get.subtype(card))) return 5
return 3 - get.value(card)
},
content: function () {
"step 1"
var card = get.cardPile2(function (card) {
return card.name == "sha"
})
player.gain(card, "gain2")
_status.event.trigger("sup_tianwei");
},
discard: false,
visible: true,
loseTo: "discardPile",
prompt: "将一张武器牌重铸为杀",
delay: 0.5,
prepare: function (cards, player) {
player.$throw(cards, 1000)
game.log(player, "将", cards, "置入了弃牌堆")
},
ai: {
order: 10,
result: {
player: 1
}
}
},
"sup_jingti": {
trigger: {
source: ["dyingBegin", "dieAfter"]
},
mod: {
maxHandcardBase: function (player, num) {
return num + player.hujia
}
},
direct: true,
content: function () {
if (trigger.player.maxHp > 0) trigger.player.loseMaxHp()
//else trigger.player.damage();
if (player.countCards("h") < 7) player.draw()
if (player.hujia == 0) player.changeHujia(1)
if (player.maxHp < 7) player.gainMaxHp(1)
//if(event.name == "dieAfter")player.recover();
}
},
"jump_Pdraw": {
trigger: {
player: "phaseJudgeBegin"
},
frequent: true,
forced: true,
content: function () {
player.skip("phaseDraw")
}
},
"sup_luoshen": {
audio: "ext:超界突破:2",
locked: true,
forced: true,
trigger: {
player: "phaseZhunbeiBegin"
},
frequent: true,
content: function () {
"step 0"
var lis = []
var lis_res = true
if (game.roundNumber % 2 == 0) {
if (lis_res) {
player.loseMaxHp()
} else {
player.gainMaxHp()
}
} else {
if (!lis_res) {
player.loseHp()
} else {
player.recover()
}
}
player.addTempSkill("sup_luoshen_add")
event.cards = []
"step 1"
var next = player.judge(function (card) {
if (get.suit(card) != "heart") return 1.5
return -1.5
})
next.judge2 = function (result) {
return result.bool
}
if (get.mode() != "guozhan" && !player.hasSkillTag("rejudge"))
next.set("callback", function () {
if (event.judgeResult.suit != "heart" && get.position(card, true) == "o") {
player.gain(card, "gain2").gaintag.add("sup_luoshen")
}
})
else
next.set("callback", function () {
if (event.judgeResult.suit != "heart") event.getParent().orderingCards.remove(card)
})
"step 2"
if (result.bool) {
event.cards.push(result.card)
if (event.cards.length >= 20) {
player.gain(event.cards, "gain2").gaintag.add("sup_luoshen")
event.finish()
}
} else {
for (var i = 0; i < event.cards.length; i++) {
if (get.position(event.cards[i], true) != "o") {
event.cards.splice(i, 1)
i--
}
}
if (event.cards.length) {
player.gain(event.cards, "gain2").gaintag.add("sup_luoshen")
}
event.finish()
}
"step 3"
if (true) {
//player.gainMaxHp();
//player.recover();
event.goto(1)
} else {
for (var i = 0; i < event.cards.length; i++) {
if (get.position(event.cards[i], true) != "o") {
event.cards.splice(i, 1)
i--
}
}
if (event.cards.length) {
player.gain(event.cards, "gain2").gaintag.add("sup_luoshen")
}
}
},
subSkill: {
add: {
mod: {
ignoredHandcard: function (card, player) {
if (card.hasGaintag("sup_luoshen")) {
return true
}
},
cardDiscardable: function (card, player, name) {
if (name == "phaseDiscard" && card.hasGaintag("sup_luoshen")) {
return false
}
}
},
onremove: function (player) {
// player.removeGaintag("sup_luoshen")
},
sub: true
}
}
},
"sup_qinguo": {
mod: {
aiValue: function (player, card, num) {
if (get.name(card) != "shan" && get.color(card) != "black") return
var cards = player.getCards("hs", function (card) {
return get.name(card) == "shan"
})
cards.sort(function (a, b) {
return (get.name(b) == "shan" ? 1 : 2) - (get.name(a) == "shan" ? 1 : 2)
})
var geti = function () {
if (cards.contains(card)) {
return cards.indexOf(card)
}
return cards.length
}
if (get.name(card) == "shan") return Math.min(num, [6, 4, 3][Math.min(geti(), 2)]) * 0.6
return Math.max(num, [6.5, 4, 3][Math.min(geti(), 2)])
},
aiUseful: function () {
return lib.skill.reqingguo.mod.aiValue.apply(this, arguments)
}
},
locked: false,
audio: "ext:超界突破:2",
enable: ["chooseToRespond", "chooseToUse"],
filterCard: function (card) {
return true
},
position: "hes",
viewAs: {
name: "shan"
},
viewAsFilter: function (player) {
return true
},
prompt: "将一张牌当闪打出",
check: function () {
return 1
},
ai: {
order: 2,
respondShan: true,
skillTagFilter: function (player) {
return true
},
effect: {
target: function (card, player, target, current) {
if (get.tag(card, "respondShan") && current < 0) return 0.6
}
},
basic: {
useful: [7, 5.1, 2],
value: [7, 5.1, 2]
},
result: {
player: 1
}
}
},
"sup_keji": {
audio: "ext:超界突破:2",
audioname: ["re_lvmeng", "sp_lvmeng"],
trigger: {
player: "phaseDiscardBefore"
},
frequent: function (event, player) {
return player.needsToDiscard()
},
direct: true,
filter: function (event, player) {
if (player.getHistory("skipped").contains("phaseUse")) return true
var history = player.getHistory("useCard").concat(player.getHistory("respond"))
for (var i = 0; i < history.length; i++) {
if (history[i].card.name == "sha" && history[i].isPhaseUsing()) return false
}
return true
},
content: function () {
var X = player.hp
player.draw(X)
player.gainMaxHp()
trigger.cancel()
},
ai: {
threaten: 8
}
},
"sup_qinxue": {
skillAnimation: true,
animationColor: "wood",
audio: "ext:超界突破:2",
unique: true,
juexingji: true,
derivation: "gongxin",
trigger: {
player: ["phaseZhunbeiBegin", "phaseJieshuBegin"]
},
forced: true,
filter: function (event, player) {
if (player.countCards("h") >= player.hp + 6) return true
return false
},
content: function () {
player.awakenSkill("sup_qinxue")
player.draw(2)
player.recover()
player.addSkill("gongxin")
}
},
"sup_botu": {
audio: "botu",
trigger: {
player: "phaseJieshuBegin"
},
frequent: true,
filter: function (event, player) {
if (player.countMark("rebotu_count") >= Math.min(3, game.countPlayer())) return false
var suits = []
game.getGlobalHistory("cardMove", function (evt) {
if (suits.length >= 4) return
if (evt.name == "lose") {
if (evt.position == ui.discardPile) {
for (var i of evt.cards) suits.add(get.suit(i, false))
}
} else {
if (evt.name == "cardsDiscard") {
for (var i of evt.cards) suits.add(get.suit(i, false))
}
}
})
return suits.length >= 4
},
content: function () {
player.insertPhase()
},
group: "rebotu_mark",
subSkill: {
count: {
onremove: true,
sub: true
},
mark: {
trigger: {
global: ["loseAfter", "cardsDiscardAfter"],
player: "phaseAfter"
},
forced: true,
firstDo: true,
silent: true,
filter: function (event, player) {
if (event.name == "phase") return true
if (player != _status.currentPhase) return false
if (event.name == "lose") return event.position == ui.discardPile
return true
},
content: function () {
if (trigger.name == "phase") {
player.unmarkSkill("rebotu_mark")
return
}
var suits = []
game.getGlobalHistory("cardMove", function (evt) {
if (suits.length >= 4) return
if (evt.name == "lose") {
if (evt.position == ui.discardPile) {
for (var i of evt.cards) suits.add(get.suit(i, false))
}
} else {
if (evt.name == "cardsDiscard") {
for (var i of evt.cards) suits.add(get.suit(i, false))
}
}
})
player.storage.rebotu_mark = suits
player.markSkill("rebotu_mark")
},
intro: {
onunmark: true,
content: "本回合已有$花色的牌进入过弃牌堆"
},
sub: true,
popup: false
}
}
},
"sup_jijiang1": {
audio: "ext:超界突破:2",
audioname: ["liushan", "re_liubei", "re_liushan", "ol_liushan"],
trigger: {
player: ["useCardBegin", "respondBegin"]
},
logTarget: "targets",
filter: function (event, player) {
return event.skill == "jijiang"
},
forced: true,
content: function () {
"step 0"
delete trigger.skill
trigger.getParent().set("jijiang", true)
"step 1"
if (event.current == undefined) event.current = player.next
if (event.current == player) {
player.addTempSkill("jijiang3")
event.finish()
trigger.cancel()
trigger.getParent().goto(0)
} else if (event.current.group == "shu") {
var next = event.current.chooseToRespond("是否替" + get.translation(player) + "打出一张杀?", { name: "sha" })
next.set("ai", function () {
var event = _status.event
return get.attitude(event.player, event.source) - 2
})
next.set("source", player)
next.set("jijiang", true)
next.set("skillwarn", "替" + get.translation(player) + "打出一张杀")
next.noOrdering = true
next.autochoose = lib.filter.autoRespondSha
} else {
event.current = event.current.next
event.redo()
}
"step 2"
if (result.bool) {
event.finish()
trigger.card = result.card
trigger.cards = result.cards
trigger.throw = false
if (typeof event.current.ai.shown == "number" && event.current.ai.shown < 0.95) {
event.current.ai.shown += 0.3
if (event.current.ai.shown > 0.95) event.current.ai.shown = 0.95
}
} else {
event.current = event.current.next
event.goto(1)
}
}
},
"sup_jiang": {
shaRelated: true,
audio: "ext:超界突破:2",
preHidden: true,
audioname: ["sp_lvmeng", "re_sunben", "re_sunce"],
trigger: {
player: "useCardToPlayered",
target: "useCardToTargeted"
},
filter: function (event, player) {
if (!(event.card.name == "juedou" || event.card.name == "sha")) return false
return player == event.target || event.getParent().triggeredTargets3.length == 1
},
frequent: true,
content: function () {
player.draw()
},
ai: {
effect: {
target: function (card, player, target) {
if (card.name == "sha" && get.color(card) == "red") return [1, 0.6]
},
player: function (card, player, target) {
if (card.name == "sha" && get.color(card) == "red") return [1, 1]
}
}
}
},
"sup_hunzi": {
audio: "ext:超界突破:2",
audioname: ["re_sunyi"],
inherit: "hunzi",
content: function () {
player.loseMaxHp()
player.recover()
//player.addSkill('qixi');
//player.addSkill('keji');
player.addSkill("zhiheng")
//player.addSkill('qianxun');
player.addSkill("reyingzi")
player.addSkill("gzyinghun")
if (player.hasSkill("jiang")) {
player.addSkill("sup_jiang")
player.removeSkill("jiang")
}
player.awakenSkill(event.name)
player.storage[event.name] = true
player.insertPhase()
},
skillAnimation: true,
animationColor: "wood",
juexingji: true,
derivation: ["reyingzi", "gzyinghun"],
unique: true,
trigger: {
global: "phaseEnd"
},
filter: function (event, player) {
return player.hp <= [1, 1, 1, 2, 2, 3].randomGet() && !player.storage.hunzi
},
forced: true,
ai: {
threaten: function (player, target) {
return 6.5 - target.hp
},
effect: {
target: function (card, player, target) {
if (!target.hasFriend()) return
if (
get.tag(card, "damage") == 1 &&
target.hp == 2 &&
!target.isTurnedOver() &&
_status.currentPhase != target &&
get.distance(_status.currentPhase, target, "absolute") <= 3
)
return [0.5, 1]
}
}
}
},
"sup_yijue": {
audio: "yijue",
enable: "phaseUse",
filterTarget: function (card, player, target) {
return player != target && target.countCards("hej") && !target.hasSkill("sup_yijue2") && target.hp != target.maxHp
},
usable: 2,
check: function (card) {
return 8 - get.value(card)
},
content: function () {
"step 0"
if (!target.countCards("hej")) {
event.finish()
return
} else
target.chooseCard(true, "hej").set("ai", function (card) {
var player = _status.event.player
if ((player.hasShan() || player.hp < 3) && get.color(card) == "black") return 2
return Math.max(1, 20 - get.value(card))
})
"step 1"
target.showCards(result.cards)
target.addTempSkill("sup_yijue2")
event.card2 = result.cards[0]
//player.gain(event.card2,target,'give','bySelf');
if (get.color(event.card2) == "black") {
if (!target.hasSkill("fengyin")) {
target.addTempSkill("fengyin")
}
target.addTempSkill("new_yijue2")
event.finish()
} else {
player.gain(event.card2, target, "give", "bySelf")
if (target.hp < target.maxHp) {
player.chooseBool("是否让目标回复一点体力?").ai = function (event, player) {
return get.recoverEffect(target, player, player) > 0
}
}
}
"step 2"
if (result.bool) {
target.recover()
player.draw()
target.draw()
}
},
ai: {
result: {
target: function (player, target) {
// if (target.countCards("hej") > target.hp + 1 && get.recoverEffect(target) > 0) {
// return 1
// }
// if (player.canUse("sha", target) && (player.countCards("hej", "sha") || player.countCards("hej", { color: "red" }))) {
// return 1
// }
return (get.attitude(player,target)+0.1) * 10
}
},
order: 9,
"directHit_ai": true,
skillTagFilter: function (player, tag, arg) {
if (!arg.target.hasSkillTag("new_yijue2")) return false
}
}
},
"sup_wusheng": {
group: ["sup_wusheng1"],
mod: {
targetInRange: function (card) {
if (card.name == "sha") return true
},
cardUsableTarget: function (card, player, target) {
//if(card.name=='sha' &&target.hasSkill('new_yijue2')) return true;
},
cardUsable: function (card, player, num) {
if (card.name == "sha") return num + 1
},
selectTarget: function (card, player, range) {
//if(card.name=='sha'&&range[1]!=-1) range[1] += 1;
}
},
locked: false,
audio: "wusheng",
audioname: ["re_guanyu", "guanzhang", "jsp_guanyu", "guansuo"],
enable: ["chooseToRespond", "chooseToUse"],
filterCard: function (card, player) {
if (get.zhu(player, "shouyue")) return true
return get.color(card) == "red"
},
position: "hes",
viewAs: {
name: "sha"
},
viewAsFilter: function (player) {
if (get.zhu(player, "shouyue")) {
if (!player.countCards("hes")) return false
} else {
if (!player.countCards("hes", { color: "red" })) return false
}
},
prompt: "将一张红色牌当杀使用或打出",
check: function (card) {
var val = get.value(card)
if (_status.event.name == "chooseToRespond") return 1 / Math.max(0.1, val)
return 5 - val
},
ai: {
respondSha: true,
skillTagFilter: function (player) {
if (get.zhu(player, "shouyue")) {
if (!player.countCards("hes")) return false
} else {
if (!player.countCards("hes", { color: "red" })) return false
}
},
yingbian: function (card, player, targets, viewer) {
if (get.attitude(viewer, player) <= 0) return 0
var base = 0,
hit = false
if (get.cardtag(card, "yingbian_hit")) {
hit = true
if (
targets.filter(function (target) {
return target.hasShan() && get.attitude(viewer, target) < 0 && get.damageEffect(target, player, viewer, get.nature(card)) > 0
})
)
base += 5
}
if (get.cardtag(card, "yingbian_all")) {
if (
game.hasPlayer(function (current) {
return !targets.contains(current) && lib.filter.targetEnabled2(card, player, current) && get.effect(current, card, player, player) > 0
})
)
base += 5
}
if (get.cardtag(card, "yingbian_damage")) {
if (
targets.filter(function (target) {
return (
get.attitude(player, target) < 0 &&
(hit ||
!target.mayHaveShan() ||
player.hasSkillTag(
"directHit_ai",
true,
{
target: target,
card: card
},
true
)) &&
!target.hasSkillTag("filterDamage", null, {
player: player,
card: card,
jiu: true
})
)
})
)
base += 5
}
return base
},
canLink: function (player, target, card) {
if (!target.isLinked() && !player.hasSkill("wutiesuolian_skill")) return false
if (
target.mayHaveShan() &&
!player.hasSkillTag(
"directHit_ai",
true,
{
target: target,
card: card
},
true
)
)
return false
if (player.hasSkill("jueqing") || player.hasSkill("gangzhi") || target.hasSkill("gangzhi")) return false
return true
},
basic: {
useful: [5, 3, 1],
value: [5, 3, 1]
},
order: function (item, player) {
if (player.hasSkillTag("presha", true, null, true)) return 10
if (lib.linked.contains(get.nature(item))) {
if (
game.hasPlayer(function (current) {
return (
current != player &&
current.isLinked() &&
player.canUse(item, current, null, true) &&
get.effect(current, item, player, player) > 0 &&
lib.card.sha.ai.canLink(player, current, item)
)
}) &&
game.countPlayer(function (current) {
return current.isLinked() && get.damageEffect(current, player, player, get.nature(item)) > 0
}) > 1
)
return 3.1
return 3
}
return 3.05
},
result: {
target: function (player, target, card, isLink) {
var eff = (function () {
if (!isLink && player.hasSkill("jiu")) {
if (
!target.hasSkillTag("filterDamage", null, {
player: player,
card: card,
jiu: true
})
) {
if (get.attitude(player, target) > 0) {
return -7
} else {
return -4
}
}
return -0.5
}
return -1.5
})()
if (
!isLink &&
target.mayHaveShan() &&
!player.hasSkillTag(
"directHit_ai",
true,
{
target: target,
card: card
},
true
)
)
return eff / 1.2
return eff
}
},
tag: {
respond: 1,
respondShan: 1,
damage: function (card) {
if (card.nature == "poison") return
return 1
},
natureDamage: function (card) {
if (card.nature) return 1
},
fireDamage: function (card, nature) {
if (card.nature == "fire") return 1
},
thunderDamage: function (card, nature) {
if (card.nature == "thunder") return 1
},
poisonDamage: function (card, nature) {
if (card.nature == "poison") return 1
}
}
}
},
"sup_yijue2": {
mod: {}
},
"sup_wusheng1": {
trigger: {
source: "damageBegin1"
},
priority: -3,
filter: function (event) {
return event.card && event.card.name == "sha"
},
forced: true,
content: function () {
trigger.num *= 2
if (trigger.player.hasSkill("new_guixin")) {
trigger.player.addSkill("sup_new_guixin_fix")
trigger.player.removeSkill("new_guixin")
}
},
ai: {
damageBonus: true
}
},
"sup_zhoushui": {
skillAnimation: true,
unique: true,
enable: "phaseUse",
filter: function (event, player) {
return game.roundNumber > 2
},
filterTarget: function (card, player, target) {
return target != player && (get.mode() != "guozhan" || _status.mode == "yingbian" || _status.mode == "free" || target.countCards("e") > 0)
},
filterCard: true,
position: "he",
selectCard: 2,
content: function () {
player.awakenSkill(event.name)
target.discard(
target.getCards("e", function (card) {
return lib.filter.cardDiscardable(card, target, "shuiyanqijunx")
})
)
target.loseHp(1)
},
ai: {
order: 13,
result: {
target: function (player, target, card, isLink) {
var es = target.getCards("e")
if (!es.length) return -1.5
var val = 0
for (var i of es) val += get.value(i, target)
return -Math.min(1.5, val / 5)
}
}
}
},
"sup_new_guixin_fix": {
audio: "guixin",
trigger: {
player: "damageEnd"
},
check: function (event, player) {
if (player.isTurnedOver() || event.num > 1) return true
var num = game.countPlayer(function (current) {
if (current.countCards("he") && current != player && get.attitude(player, current) <= 0) {
return true
}
if (current.countCards("j") && current != player && get.attitude(player, current) > 0) {
return true
}
})
return num >= 2
},
content: function () {
"step 0"
var targets = game.filterPlayer()
targets.remove(player)
targets.sort(lib.sort.seat)
event.targets = targets
event.count = trigger.num
"step 1"
event.num = 0
player.line(targets, "green")
player
.chooseControl("手牌区", "装备区", "判定区")
.set("ai", function () {
if (
game.hasPlayer(function (current) {
return current.countCards("j") && current != player && get.attitude(player, current) > 0
})
)
return 2
return Math.floor(Math.random() * 3)
})
.set("prompt", "请选择优先获得的区域")
"step 2"
event.range = {
手牌区: ["h", "e", "j"],
装备区: ["e", "h", "j"],
判定区: ["j", "h", "e"]
}[result.control || "手牌区"]
"step 3"
if (num < event.targets.length) {
var target = event.targets[num]
var range = event.range
for (var i = 0; i < range.length; i++) {
var cards = target.getCards(range[i])
if (cards.length) {
var card = cards.randomGet()
player.gain(card, target, "giveAuto", "bySelf")
break
}
}
event.num++
}
"step 4"
if (num < event.targets.length) event.goto(3)
"step 5"
player.turnOver()
"step 6"
event.count--
if (event.count >= 1) {
player.chooseBool(get.prompt2("new_guixin")).ai = function () {
return lib.skill.new_guixin.check({ num: event.count }, player)
}
} else {
event.finish()
}
"step 7"
if (event.count && result.bool) {
player.logSkill("new_guixin")
event.goto(1)
}
},
ai: {
maixie: true,
"maixie_hp": true,
threaten: function (player, target) {
if (target.hp == 1) return 2.5
return 1
},
effect: {
target: function (card, player, target) {
if (get.tag(card, "damage")) {
if (player.hasSkillTag("jueqing", false, target)) return [1, -2]
if (target.hp == 1) return 0.8
if (target.isTurnedOver()) return [0, 3]
var num = game.countPlayer(function (current) {
if (current.countCards("he") && current != player && get.attitude(player, current) <= 0) {
return true
}
if (current.countCards("j") && current != player && get.attitude(player, current) > 0) {
return true
}
})
if (num > 2) return [0, 1]
if (num == 2) return [0.5, 1]
}
}
}
}
},
"sup_paoxiao": {
audio: "paoxiao",
audioname: ["re_zhangfei", "guanzhang", "xiahouba"],
trigger: {
source: "damageEnd"
},
group: ["sup_paoxiao1", "sup_paoxiao2", "sup_paoxiao3", "sup_paoxiao4"],
filter: function (event, player) {
return event.card && event.card.name == "sha"
},
mark: true,
marktext: "咆",
intro: {
content: "当前有#个标记"
},
init: function (player) {
player.addMark("sup_paoxiao")
player.removeMark("sup_paoxiao")
player.storage.pao = 0
},
forced: true,
content: function () {},
ai: {
threaten: 2.5
},
mod: {
selectTarget: function (card, player, range) {
if (card.name == "sha" && range[1] != -1) range[1] += player.storage.pao
},
cardUsable: function (card, player, num) {
if (card.name == "sha") return num + player.storage.pao
},
attackFrom: function (from, to, distance) {
//return distance-from.storage.pao;
}
},
"audioname2": {
"key_shiki": "shiki_omusubi"
}
},
"sup_paoxiao1": {
trigger: {
source: "damageBegin1"
},
filter: function (event, player) {
return player.hp > 1
},
forced: true,
content: function () {
if (player.storage.pao > 2) trigger.num++
player.loseHp()
player.storage.pao += trigger.num
player.addMark("sup_paoxiao", trigger.num)
},
ai: {
damageBonus: true
},
"audioname2": {
"key_shiki": "shiki_omusubi"
}
},
"sup_paoxiao2": {
trigger: {
global: "phaseEnd"
},
filter: function (player) {
return true
},
forced: true,
content: function () {
var a = player.storage.pao
if (player.storage.pao == 1) {
player.storage.pao = 0
}
if (player.storage.pao % 2 == 1) player.storage.pao++
player.storage.pao /= 2
a -= player.storage.pao
if (a) {
var b = player.maxHp - player.hp
if (b != 0) player.recover(a)
b = a - b
var card = get.cardPile2(function (card) {
return card.name == "sha"
})
player.gain(card, "gain2")
player.removeMark("sup_paoxiao", a)
if (b > 0) player.draw(b)
}
},
"audioname2": {
"key_shiki": "shiki_omusubi"
}
},
"sup_paoxiao3": {
enable: "phaseUse",
filter: function (event, player) {
return player.countCards("he") > player.storage.pao
},
check: function (card) {
if (_status.event.player.isDisabled(get.subtype(card))) return 5
return 3 - get.value(card)
},
content: function () {
"step 0"
if (player.hp > 1) player.loseHp()
player.chooseToDiscard("he", player.storage.pao + 1, true)
"step 1"
player.chooseUseTarget("sha")
player.storage.pao++
player.addMark("sup_paoxiao")
},
ai: {
order: 10,
result: {
player: function (player) {
return 1 - player.storage.pao
}
}
},
"audioname2": {
"key_shiki": "shiki_omusubi"
}
},
"sup_paoxiao4": {
trigger: {
source: ["dieAfter"]
},
direct: true,
content: function () {
player.removeMark("sup_paoxiao")
player.storage.pao--
player.recover()
}
},
"sup_luoyi": {
audio: "reluoyi",
trigger: {
player: "phaseDrawBegin1"
},
forced: true,
locked: false,
filter: function (event, player) {
return !event.numFixed
},
group: ["reluoyi2"],
content: function () {
"step 0"
var cards = get.cards(player.hp + 3)
game.cardsGotoOrdering(cards)
player.showCards(cards, "裸衣")
game.delay(2)
var cardsx = []
var cardsx1 = []
for (var i = 0; i < cards.length; i++) {
if (get.subtype(cards[i]) == "equip1" || get.type(cards[i]) == "basic" || cards[i].name == "juedou") {
cardsx.push(cards[i])
} else {
cardsx1.push(cards[i])
}
}
event.cards = cardsx
player.storage.cards1 = cardsx1
player.chooseBool("是否" + (cardsx.length ? "获得" + get.translation(cardsx) : "") + "?").ai = function () {
var num = player.hp
return cardsx.length >= trigger.num
}
"step 1"
trigger.changeToZero()
if (result.bool) {
if (cards.length) player.gain(cards, "gain2")
//game.cardsDiscard(cards2);
player.addTempSkill("sup_luoyi1", { player: "phaseBefore" })
} else {
if (player.storage.cards1.length) player.gain(player.storage.cards1, "gain2")
}
},
ai: {
threaten: 4
}
},
"sup_luoyi1": {
trigger: {
player: "useCard"
},
forced: true,
filter: function (event, player, trigger) {
return event.card && event.card.name == "sha"
},
content: function () {
trigger.directHit.addArray(game.players)
player.removeSkill(event.name)
}
},
"sup_dushuai": {
audio: "ext:超界突破:2",
trigger: {
player: "phaseEnd"
},
init: function (player) {
player.storage.dstype = 2
player.addSkill("sup_dushuaifang")
},
check: function (event, player) {
if (player.storage.dstype == 1) return player.countCards("h", "sha") <= 1
return player.hp >= player.maxHp - 2
},
priority: 2,
content: function () {
if (player.storage.dstype == 2) {
//player.loseMaxHp(4);
player.storage.dstype = 1
player.removeSkill("sup_dushuaifang")
player.addSkill("sup_dushuaigong")
} else {
//player.gainMaxHp(4);
player.storage.dstype = 2
player.addSkill("sup_dushuaifang")
player.removeSkill("sup_dushuaigong")
}
}
},
"sup_dushuaigong": {
priority: -1,
mod: {
attackFrom: function (from, to, distance) {
return distance - 2
},
cardUsable: function (card, player, num) {
if (card.name == "sha") return num + 2
}
},
init: function (player) {
//player.loseMaxHp(4);
},
trigger: {
player: "phaseDrawBegin2"
},
forced: true,
filter: function (event, player) {
return !event.numFixed
},
content: function () {
trigger.num -= 1
}
},
"sup_dushuaifang": {
group: ["zishou2", "sup_dsf2"],
trigger: {
player: "phaseJieshuBegin"
},
init: function (player) {
player.gainMaxHp(4)
player.storage.fmh = 4
},
onremove: function (player) {
if (player.storage.fmh > 0) player.loseMaxHp(player.storage.fmh)
},
forced: true,
content: function () {
player.draw(4)
},
priority: -1
},
"sup_dsf2": {
trigger: {
global: "phaseBegin"
},
forced: true,
preHidden: true,
filter: function (event, player) {
return player.hujia < 2
},
content: function () {
player.loseMaxHp(1)
player.storage.fmh--
player.changeHujia(1)
player.draw()
}
},
"sup_yaowu": {
trigger: {
player: "damageBegin3"
},
audio: "new_reyaowu",
forced: true,
filter: function (event, player) {
return event.source&&event.source != player && event.source.isAlive()
},
content: function () {
"step 0"
player.damage(trigger.num * 2)
"step 1"
trigger.source.damage()
//trigger[get.color(trigger.card)!='red'?'player':'source'].draw();
}
},
"sup_kuangyong": {
trigger: {
source: "damageBegin1"
},
priority: -3,
filter: function (event, player) {
return event.player != player
},
forced: true,
content: function () {
if (player.hujia) trigger.num *= 2
else player.changeHujia(1)
},
ai: {
threaten: 3,
damageBonus: true
}
},
"sup_jizhi": {
audio: "ext:超界突破:2",
audioname: ["lukang"],
locked: false,
trigger: {
global: "useCard"
},
frequent: true,
filter: function (event) {
return get.type(event.card, "trick") == "trick" && event.card.isCard
},
init: function (player) {
player.storage.rejizhi = 0
},
content: function () {
"step 0"
player.draw()
"step 1"
event.card = result[0]
if (get.type(event.card) == "basic") {
player
.chooseBool("是否弃置" + get.translation(event.card) + "并令本回合手牌上限+1?")
.set("ai", function (evt, player) {
return (
(player.needsToDiscard() && player.countCards(event.card.name) > 2) ||
(_status.currentPhase == player && player.needsToDiscard(-3) && _status.event.value < 6)
)
})
.set("value", get.value(event.card, player))
}
"step 2"
if (result.bool) {
player.discard(event.card)
player.storage.rejizhi++
if (_status.currentPhase == player) {
player.markSkill("rejizhi")
}
}
},
ai: {
threaten: 1.4,
noautowuxie: true
},
mod: {
maxHandcard: function (player, num) {
return num + player.storage.rejizhi
}
},
intro: {
content: "本回合手牌上限+#"
},
group: "rejizhi_clear",
subSkill: {
clear: {
trigger: {
global: "phaseAfter"
},
silent: true,
content: function () {
player.storage.rejizhi = 0
player.unmarkSkill("rejizhi")
},
sub: true,
forced: true,
popup: false
}
}
},
"sup_qicai": {
mod: {
targetInRange: function (card, player, target, now) {
var type = get.type(card)
if (type == "trick" || type == "delay") return true
},
canBeDiscarded: function (card) {
if (get.position(card) == "e" && ["equip2", "equip5"].contains(get.subtype(card))) return false
}
}
},
"sup_qixi": {
audio: "ext:超界突破:2",
audioname: ["re_ganning", "re_heqi"],
enable: "chooseToUse",
filterCard: function (card) {
return get.color(card) == "black"
},
position: "hes",
viewAs: {
name: "sup_ganning_guohe"
},
mod: {
cardname: function (card, player, name) {
if (name == "guohe") return "sup_ganning_guohe"
}
},
viewAsFilter: function (player) {
if (!player.countCards("hes", { color: "black" })) return false
},
prompt: "将一张黑色牌当过河拆桥使用",
check: function (card) {
return 4 - get.value(card)
},
ai: {
basic: {
order: 9,
useful: 5,
value: 5
},
yingbian: function (card, player, targets, viewer) {
if (get.attitude(viewer, player) <= 0) return 0
if (
game.hasPlayer(function (current) {
return !targets.contains(current) && lib.filter.targetEnabled2(card, player, current) && get.effect(current, card, player, player) > 0
})
)
return 6
return 0
},
result: {
target: function (player, target) {
var att = get.attitude(player, target)
var nh = target.countCards("h")
if (att > 0) {
if (
target.countCards("j", function (card) {
var cardj = card.viewAs ? { name: card.viewAs } : card
return get.effect(target, cardj, target, player) < 0
}) > 0
)
return 3
if (target.getEquip("baiyin") && target.isDamaged() && get.recoverEffect(target, player, player) > 0) {
if (target.hp == 1 && !target.hujia) return 1.6
}
if (
target.countCards("e", function (card) {
if (get.position(card) == "e") return get.value(card, target) < 0
}) > 0
)
return 1
}
var es = target.getCards("e")
var noe = es.length == 0 || target.hasSkillTag("noe")
var noe2 =
es.filter(function (esx) {
return get.value(esx, target) > 0
}).length == 0
var noh = nh == 0 || target.hasSkillTag("noh")
if (noh && (noe || noe2)) return 0
if (att <= 0 && !target.countCards("he")) return 1.5
return -1.5
}
},
tag: {
loseCard: 1,
discard: 1
}
}
},
"sup_fenwei": {
skillAnimation: true,
animationColor: "wood",
audio: "ext:超界突破:2",
audioname: ["heqi"],
unique: true,
mark: true,
limited: true,
trigger: {
global: "useCardToPlayered"
},
filter: function (event, player) {
if (event.getParent().triggeredTargets3.length > 1) return false
if (get.type(event.card) != "trick") return false
if (get.info(event.card).multitarget) return false
if (event.targets.length < 2) return false
if (player.storage.fenwei) return false
return true
},
init: function (player) {
player.storage.fenwei = false
},
direct: true,
content: function () {
"step 0"
player
.chooseTarget(get.prompt("fenwei"), [1, trigger.targets.length], function (card, player, target) {
return _status.event.targets.contains(target)
})
.set("ai", function (target) {
var trigger = _status.event.getTrigger()
if (game.phaseNumber > game.players.length * 2 && trigger.targets.length >= game.players.length - 1 && !trigger.excluded.contains(target)) {
return -get.effect(target, trigger.card, trigger.player, _status.event.player)
}
return -1
})
.set("targets", trigger.targets)
"step 1"
if (result.bool) {
player.awakenSkill("fenwei")
player.logSkill("fenwei", result.targets)
player.storage.fenwei = true
trigger.getParent().excluded.addArray(result.targets)
game.delay()
}
},
intro: {
content: "limited"
}
},
"sup_yicong": {
trigger: {
player: ["changeHp"]
},
audio: "ext:超界突破:2",
audioname: {
gongsunzan: "yicong"
},
forced: true,
filter: function (event, player) {
return get.sgn(player.hp - 2.5) != get.sgn(player.hp - 2.5 - event.num)
},
content: function () {},
mod: {
globalFrom: function (from, to, current) {
return current - 1
},
globalTo: function (from, to, current) {
if (2 * to.hp <= to.maxHp) return current + 1
}
},
ai: {
threaten: 0.8
},
"audioname2": {
"jsp_zhaoyun": "yicong_jsp_zhaoyun"
}
},
"sup_qiaomeng": {
audio: "ext:超界突破:2",
trigger: {
player: "useCardToPlayered"
},
direct: true,
filter: function (event, player) {
if (game.roundNumber > player.storage.sup_qiaomeng_round) {
player.storage.sup_qiaomeng_n = 0
player.storage.sup_qiaomeng_round = game.roundNumber
}
if (player.storage.sup_qiaomeng_n >= player.maxHp - player.hp) return false
if (!event.isFirstTarget /*||get.color(event.card)!='black'*/) return false
for (var i of event.targets) {
if (
i != player &&
i.hasCard(function (card) {
return lib.filter.canBeDiscarded(card, player, i)
}, "he")
)
return true
}
return false
},
init: function (player) {
player.storage.sup_qiaomeng_round = -1
player.storage.sup_qiaomeng_n = 4396
},
content: function () {
"step 0"
player.storage.sup_qiaomeng_n++
player
.chooseTarget(
get.prompt("dcqiaomeng"),
"选择一名不为自己的目标角色,然后弃置其一张牌。若以此法弃置的牌为:装备牌,你获得此牌;锦囊牌,你令" +
get.translation(trigger.card) +
"不可被响应。",
function (card, player, target) {
return (
target != player &&
_status.event.getTrigger().targets.contains(target) &&
target.hasCard(function (card) {
return lib.filter.canBeDiscarded(card, player, target)
}, "he")
)
}
)
.set("ai", function (target) {
var player = _status.event.player
return get.effect(target, { name: "guohe_copy2" }, player, player)
})
"step 1"
if (result.bool) {
var target = result.targets[0]
player.logSkill("dcqiaomeng", target)
player.discardPlayerCard(target, true, "he")
} else event.finish()
"step 2"
if (result.bool && result.cards && result.cards.length) {
//为了体现白马义从野性纯真的美 直接获取卡牌原类型 不考虑维系区域
var card = result.cards[0],
type = get.type2(card, false)
if (type == "trick") trigger.directHit.addArray(game.filterPlayer(current => current != player))
if (type == "equip" && get.position(card, true) == "d") player.gain(card, "gain2")
}
}
},
"sup_zishu": {
trigger: {
player: "gainAfter",
global: "loseAsyncAfter"
},
audio: "zishu",
forced: true,
locked: true,
filter: function (event, player) {
if (event.getg(player).length == 0) return false
return event.getParent(2).name != "sup_zishu"
},
content: function () {
"step 0"
event.n = trigger.cards.length
"step 1"
if (event.n == 0) {
event.finish()
} else {
player.draw("nodelay")
}
"step 2"
event.n -= 1
event.goto(1)
},
ai: {
expose: 0.3,
threaten: 2.5
}
},
"sup_yingyuan": {
audio: "ext:超界突破:2",
trigger: {
player: ["useCardAfter", "respond"]
},
direct: true,
filter: function (event, player) {
//if(_status.currentPhase!=player) return false;
//if(player.getHistory('custom',function(evt){
//return evt.yingyuan_name==event.card.name;
//}).length>0) return false;
return event.cards.filterInD().length > 0
},
content: function () {
"step 0"
player
.chooseTarget(get.prompt("yingyuan"), "将" + get.translation(trigger.cards) + "交给一名其他角色", function (card, player, target) {
return target != player
})
.set("ai", function (target) {
if (target.hasJudge("lebu")) return 0
var att = get.attitude(_status.event.player, target)
if (att < 3) return 0
if (target.hasSkillTag("nogain")) att /= 10
if (target.hasSha() && _status.event.sha) {
att /= 5
}
if (event.wuxie && target.needsToDiscard(1)) {
att /= 5
}
return att / (1 + get.distance(player, target, "absolute"))
})
.set("sha", trigger.cards[0].name == "sha")
.set("wuxie", trigger.cards[0].name == "wuxie")
"step 1"
if (result.bool) {
player.logSkill("yingyuan", result.targets[0])
result.targets[0].gain(trigger.cards.filterInD(), "gain2")
player.getHistory("custom").push({ yingyuan_name: trigger.card.name })
}
}
},
"sup_jueqing": {
trigger: {
source: "damageBegin3"
},
priority:6549879,
forced: true,
audio: "ext:超界突破:2",
check: function () {
return false
},
content: function () {
trigger.player.loseHp(trigger.num);
// trigger.player.loseHp(1)
},
ai: {
jueqing: true
}
},
"sup_shangshi": {
audio: "ext:超界突破:2",
trigger: {
player: ["loseAfter", "changeHp", "gainMaxHpAfter", "loseMaxHpAfter"],
global: ["equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter"]
},
frequent: true,
filter: function (event, player) {
if (event.getl && !event.getl(player)) return false
return player.countCards("h") < player.maxHp + player.getDamagedHp()
},
content: function () {
player.draw(player.maxHp + player.getDamagedHp() - player.countCards("h"))
},
ai: {
threaten: 2.5,
noh: true,
skillTagFilter: function (player, tag) {
if (tag == "noh" && player.maxHp - player.hp < player.countCards("h")) {
return false
}
}
}
},
"sup_meibu": {
audio: "meibu",
trigger: {
global: "phaseUseBegin"
},
filter: function (event, player) {
return event.player != player && event.player.isAlive() /*&&player.countCards('he')>0*/ && !event.player.hasSkill("sup_zhixi")
},
direct: false,
derivation: ["sup_zhixi"],
checkx: function (event, player) {
if (get.attitude(player, event.player) > 0) return false
var e2 = player.getEquip(2)
if (e2) {
if (e2.name == "tengjia") return true
if (e2.name == "bagua") return true
}
return true || event.player.countCards("h") > event.player.hp
},
check: function (event, player) {
if (get.attitude(player, event.player) > 0) return false
var e2 = player.getEquip(2)
if (e2) {
if (e2.name == "tengjia") return true
if (e2.name == "bagua") return true
}
return true || player.countCards("h", "shan") > 0
},
content: function () {
"step 0"
var check = lib.skill.new_meibu.checkx(trigger, player)
//player.chooseToDiscard(get.prompt2('new_meibu',trigger.player),'he').set('ai',function(card){
//if(_status.event.check) return 6-get.value(card);
//return 0;
//}).set('check',check).set('logSkill','new_meibu');
"step 1"
//if(result.bool){
if (player.hp > player.maxHp - player.hp) {
player.loseHp()
player.draw()
}
var target = trigger.player
//var card=result.cards[0];
player.line(target, "green")
target.addTempSkill("sup_zhixi", "phaseUseAfter")
//if(card.name!='sha'&&get.type(card)!='trick'&&get.color(card)!='black'){
target.addTempSkill("new_meibu_range", "phaseUseEnd")
target.storage.meibu = player
//}
target.storage.sly = player
target.storage.sly_dead = false
//target.markSkillCharacter('sup_meibu',player,'魅步','锁定技,出牌阶段,你至多可使用X张牌,你使用了锦囊牌后不能再使用牌(X为你的体力值)。');
//}
},
ai: {
expose: 0.3,
threaten: 1.5
},
subSkill: {
range: {
mod: {
globalFrom: function (from, to, num) {
if (to == from.storage.meibu) {
return -Infinity
}
}
},
sub: true
}
}
},
"sup_mumu": {
audio: "mumu",
trigger: {
player: "phaseUseBegin"
},
direct: true,
content: function () {
"step 0"
player
.chooseTarget(get.prompt("new_mumu"), "弃置一名角色装备区内的一张牌,或者获得一名角色装备区内的防具牌", function (card, player, target) {
if (target == player) return target.getEquip(2) != undefined
return target.countCards("e") > 0
})
.set("ai", function (target) {
var player = _status.event.player
var att = get.attitude(player, target)
if (target.getEquip(2) && player.isEmpty(2)) {
return -2 * att
}
return -att
})
"step 1"
if (result.bool && result.targets && result.targets.length) {
event.target = result.targets[0]
player.logSkill("new_mumu", event.target)
player.line(event.target, "green")
var e = event.target.getEquip(2)
event.e = e
if (target == player) event.choice = "获得一张防具牌"
else if (e) {
player.chooseControl("弃置一张装备牌", "获得一张防具牌").set("ai", function () {
if (_status.event.player.getEquip(2)) {
return "弃置一张装备牌"
}
return "获得一张防具牌"
})
} else {
event.choice = "弃置一张装备牌"
}
} else event.finish()
"step 2"
var choice = event.choice || result.control
if (choice == "弃置一张装备牌") {
player.discardPlayerCard(event.target, "e", true)
} else {
if (event.e) {
player.gain(event.e, event.target, "give", "bySelf")
player.addTempSkill("new_mumu2")
}
}
}
},
"sup_zhixi": {
mod: {
cardEnabled: function (card, player) {
var p = player.storage.sly
var num = 1
//if(!target.storage.sly_dead)
num = p.hp
if (player.countMark("sup_zhixi") > num || player.countMark("sup_zhixi") > player.hp) return false
},
cardUsable: function (card, player) {
var p = player.storage.sly
var num = 1
//if(!target.storage.sly_dead)
num = p.hp
if (player.countMark("sup_zhixi") > num || player.countMark("sup_zhixi") > player.hp) return false
},
cardRespondable: function (card, player) {
var p = player.storage.sly
var num = 1
//if(!target.storage.sly_dead)
num = p.hp
if (player.countMark("sup_zhixi") > num || player.countMark("sup_zhixi") > player.hp) return false
},
cardSavable: function (card, player) {
var p = player.storage.sly
var num = 1
//if(!target.storage.sly_dead)
num = p.hp
if (player.countMark("sup_zhixi") > num || player.countMark("sup_zhixi") > player.hp) return false
}
},
trigger: {
player: ["useCard1", "respond"]
},
group: ["sup_zhixi2"],
forced: true,
popup: false,
onremove: function (player) {
player.unmarkSkill("sup_meibu")
delete player.storage.sup_zhixi
delete player.storage.sup_zhixi2
},
firstDo: true,
init: function (player, skill) {
player.storage[skill] = 0
var evt = _status.event.getParent("phaseUse")
if (evt && evt.player == player) {
player.getHistory("useCard", function (evtx) {
if (evtx.getParent("phaseUse") == evt) {
player.storage[skill]++
//if(get.type2(evtx.card)=='trick') player.storage.new_zhixi2=true;
}
})
}
},
mark: true,
marktext: "止息",
intro: {
content: "当前有#个标记"
},
content: function () {
var p = player.storage.sly
var num = 0
//if(!target.storage.sly_dead)
num = p.maxHp - p.hp
//else
//num = player.storage.sly_maxHp;
if (num == 0) num = 1
player.chooseToDiscard("he", num, true)
player.addMark("sup_zhixi", num)
//player.die();
//if(get.type2(trigger.card)=='trick') player.storage.new_zhixi2=true;
},
ai: {
presha: true,
pretao: true,
nokeep: true
}
},
"sup_zhixi2": {
trigger: {
source: "damageBegin1"
},
priority: -4,
filter: function (event) {
return true
},
forced: true,
content: function () {
if (trigger.num > 1) trigger.num = 1
},
ai: {
damageBonus: true
}
},
"sup_luanji": {
audio: "ext:超界突破:2",
enable: "phaseUse",
trigger: {
source: "damageEnd"
},
viewAs: {
name: "wanjian"
},
forced: true,
locked: false,
filter: function (event, player) {
if (event.name == "chooseToUse") return player.countCards("h") > 0 && !player.hasSkill("luanji")
var evt = event.getParent(2)
var p = event.player
var l = player.storage.luanji_players
//for(var i = 0;i < l.length;++i){
//if(l[i] == evt.getParent().player) return false;
//}
return evt.card && evt.card.name == "wanjian" && !l.contains(p) //&&evt.getParent().player==player;
},
filterCard: true,
selectCard: -1,
position: "h",
prompt: "将所有手牌当【万箭齐发】使用",
check: function (card) {
var player = _status.event.player
var targets = game.filterPlayer(function (current) {
return player.canUse("wanjian", current)
})
var num = 0
for (var i = 0; i < targets.length; i++) {
var eff = get.sgn(get.effect(targets[i], { name: "wanjian" }, player, player))
if (targets[i].hp == 1) {
eff *= 1.5
}
num += eff
}
if (!player.needsToDiscard(-1)) {
if (targets.length >= 7) {
if (num < 1) return 0
} else if (targets.length >= 5) {
if (num < 0.5) return 0
}
}
return 6
},
init: function (player) {
player.storage.luanji_num = 1
player.storage.luanji_players = []
},
content: function () {
player.draw(player.storage.luanji_num)
player.storage.luanji_players.push(trigger.player)
if (player.storage.luanji_num > 1) player.storage.luanji_num--
},
precontent: function () {
player.addTempSkill("luanji", "phaseUseAfter")
player.storage.luanji_num = 1
player.storage.luanji_players = []
},
ai: {
threaten: 1.6,
wuxie: function (target, card, player, viewer) {
if (get.attitude(viewer, target) > 0 && target.countCards("h", "shan")) {
if (!target.countCards("h") || target.hp == 1 || Math.random() < 0.7) return 0
}
},
basic: {
order: 9,
useful: 1,
value: 5
},
result: {
player:function (player, target) {
return game.players.length
},
"target_use": function (player, target) {
if (player.hasUnknown(2) && get.mode() != "guozhan") return 0
var nh = target.countCards("h")
if (get.mode() == "identity") {
if (target.isZhu && nh <= 2 && target.hp <= 1) return -100
}
if (nh == 0) return -2
if (nh == 1) return -1.7
return -1.5
},
target: function (player, target) {
var nh = target.countCards("h")
if (get.mode() == "identity") {
if (target.isZhu && nh <= 2 && target.hp <= 1) return -100
}
if (nh == 0) return -2
if (nh == 1) return -1.7
return -1.5
}
},
tag: {
respond: 1,
respondShan: 1,
damage: 1,
multitarget: 1,
multineg: 1
}
},
subSkill: {
used: {
charlotte: true,
sub: true
}
}
},
"sup_xueyi": {
audio: "xueyi",
trigger: {
global: "phaseBefore"
},
forced: true,
zhuSkill: true,
unique: true,
filter: function (event, player) {
return !player.storage.sup_xueyi_inited && player.hasZhuSkill("sup_xueyi")
},
content: function () {
player.storage.sup_xueyi_inited = true
var num = game.countPlayer(function (current) {
return current.group == "qun"
})
if (num) player.addMark("sup_xueyi", num)
},
marktext: "裔",
intro: {
"name2": "裔",
content: "mark"
},
mod: {
maxHandcard: function (player, num) {
if (player.hasZhuSkill("sup_xueyi")) return num + player.countMark("sup_xueyi")
}
},
group: "sup_xueyi1"
},
"sup_xueyi1": {
audio: "xueyi",
enable: "chooseToUse",
trigger: {
global: "dying"
},
filter: function (event, player) {
if (!player.hasZhuSkill("sup_xueyi") || !player.hasMark("sup_xueyi")) return false
return event.player.hp <= 0
},
check: function (event, player) {
if (get.attitude(player, event.player) <= 0) return false
if (
player.countCards("h", function (card) {
var mod2 = game.checkMod(card, player, "unchanged", "cardEnabled2", player)
if (mod2 != "unchanged") return mod2
var mod = game.checkMod(card, player, event.player, "unchanged", "cardSavable", player)
if (mod != "unchanged") return mod
var savable = get.info(card).savable
if (typeof savable == "function") savable = savable(card, player, event.player)
return savable
}) >=
1 - event.player.hp
)
return false
return true
},
content: function () {
player.removeMark("sup_xueyi", 1)
if(trigger.player != null){
trigger.player.recover(1)
trigger.player.changeHujia(1)
trigger.player.draw(1)
}
},
ai: {
order: 7,
save: true,
skillTagFilter: function (player, tag, target) {
if (player != target || !player.hasZhuSkill("sup_xueyi") || !player.hasMark("sup_xueyi")) return false
},
result: {
player: function (player) {
return player.isDamaged() ? 1 : -1
}
}
}
},
"sup_jiuchi": {
mod: {
cardUsable: function (card, player, num) {
if (card.name == "jiu") return Infinity
}
},
audio: "ext:超界突破:2",
enable: "chooseToUse",
filterCard: function (card) {
return get.suit(card) == "spade"
},
viewAs: {
name: "jiu"
},
position: "hs",
viewAsFilter: function (player) {
return player.hasCard(card => get.suit(card) == "spade", "hs")
},
prompt: "将一张黑桃手牌当酒使用",
check: function (cardx, player) {
if (player && player == cardx.player) return true
if (_status.event.type == "dying") return 1
var player = _status.event.player
var shas = player.getCards("hs", function (card) {
return card != cardx && get.name(card, player) == "sha"
})
if (!shas.length) return -1
if (shas.length > 1 && (player.getCardUsable("sha") > 1 || player.countCards("hs", "zhuge"))) {
return 0
}
shas.sort(function (a, b) {
return get.order(b) - get.order(a)
})
var card = false
if (shas.length) {
for (var i = 0; i < shas.length; i++) {
if (shas[i] != cardx && lib.filter.filterCard(shas[i], player)) {
card = shas[i]
break
}
}
}
if (card) {
if (
game.hasPlayer(function (current) {
return (
get.attitude(player, current) < 0 &&
!current.hasShan() &&
current.hp + current.countCards("h", { name: ["tao", "jiu"] }) > 1 + (player.storage.jiu || 0) &&
player.canUse(card, current, true, true) &&
!current.hasSkillTag("filterDamage", null, {
player: player,
card: card,
jiu: true
}) &&
get.effect(current, card, player) > 0
)
})
) {
return 4 - get.value(cardx)
}
}
return -1
},
ai: {
threaten: 1.5,
basic: {
useful: function (card, i) {
if (_status.event.player.hp > 1) {
if (i == 0) return 4
return 1
}
if (i == 0) return 7.3
return 3
},
value: function (card, player, i) {
if (player.hp > 1) {
if (i == 0) return 5
return 1
}
if (i == 0) return 7.3
return 3
}
},
order: function () {
return get.order({ name: "sha" }) + 0.2
},
result: {
target: function (player, target) {
if (target && target.isDying()) return 2
if (target && !target.isPhaseUsing()) return 0
if (lib.config.mode == "stone" && !player.isMin()) {
if (player.getActCount() + 1 >= player.actcount) return 0
}
var shas = player.getCards("h", "sha")
if (shas.length > 1 && (player.getCardUsable("sha") > 1 || player.countCards("h", "zhuge"))) {
return 0
}
shas.sort(function (a, b) {
return get.order(b) - get.order(a)
})
var card
if (shas.length) {
for (var i = 0; i < shas.length; i++) {
if (lib.filter.filterCard(shas[i], target)) {
card = shas[i]
break
}
}
} else if (player.hasSha() && player.needsToDiscard()) {
if (player.countCards("h", "hufu") != 1) {
card = { name: "sha" }
}
}
if (card) {
if (
game.hasPlayer(function (current) {
return (
get.attitude(target, current) < 0 &&
target.canUse(card, current, null, true) &&
!current.hasSkillTag("filterDamage", null, {
player: player,
card: card,
jiu: true
}) &&
get.effect(current, card, target) > 0
)
})
) {
return 1
}
}
return 0
}
},
tag: {
save: 1,
recover: 0.1
}
},
trigger: {
source: "damageEnd"
},
group: ["sup_jiuchi2","sup_jiuchi_dying"],
locked: true,
forced: true,
filter: function (event, player) {
if (event.name == "chooseToUse") return player.hasCard(card => get.suit(card) == "spade", "hs")
return event.card && event.card.name == "sha" && event.getParent(2).jiu == true && !player.hasSkill("oljiuchi_air")
},
content: function () {
player.logSkill("oljiuchi")
player.addTempSkill("oljiuchi_air")
},
subSkill: {
dying: {
trigger:{
global: ["dyingBegin"],
},
filter:function(event,player){
return player.maxHp > 1;
},
content: function(){
player.useCard({name:'jiu',isCard:false},player);
},
ai:{
order:1,
save:true,
result:{
player:function(player){
return 1000;
},
},
}
}
}
},
"sup_roulin": {
audio: "ext:超界突破:2",
audioname: ["re_dongzhuo", "ol_dongzhuo"],
trigger: {
player: "useCardToPlayered",
target: "useCardToTargeted"
},
forced: true,
filter: function (event, player) {
//if(event.card.name!='sha') return false;
if (player == event.player) {
return event.target.hasSex("female")
}
return event.player.hasSex("female")
},
content: function () {
trigger.directHit.addArray(game.players)
/*var id=(player==trigger.player?trigger.target:player).playerid;
var map=trigger.getParent().customArgs;
if(!map[id]) map[id]={};
if(typeof map[id].shanRequired=='number'){
map[id].shanRequired++;
map[id].shanRequired++;
}
else{
map[id].shanRequired=3;
}*/
},
ai: {
"directHit_ai": true,
skillTagFilter: function (player, tag, arg) {
if (arg.card.name != "sha" || !arg.target.hasSex("female") || arg.target.countCards("h", "shan") > 1) return false
}
}
},
"sup_benghuai": {
audio: "ext:超界突破:2",
audioname: ["zhugedan", "re_dongzhuo", "ol_dongzhuo"],
trigger: {
player: "phaseJieshuBegin"
},
forced: true,
check: function () {
return false
},
filter: function (event, player) {
return !player.isMinHp() && !player.hasSkill("oljiuchi_air") && !player.hasSkill("supjiuchi_air")
},
content: function () {
"step 0"
//player.chooseControl('baonue_hp','baonue_maxHp',function(event,player){
//if(player.hp==player.maxHp) return 'baonue_hp';
//if(player.hp<player.maxHp-1||player.hp<=2) return 'baonue_maxHp';
//return 'baonue_hp';
//}).set('prompt','崩坏:失去1点体力或减1点体力上限');
"step 1"
//if(result.control=='baonue_hp'){
var n = 0
while (n * 2 < player.hp) n++
player.loseHp(n)
//}
//else{
//player.loseMaxHp(true);
//}
},
ai: {
threaten: 0.5,
neg: true
}
},
"sup_baonue": {
audio: "ext:超界突破:2",
unique: true,
zhuSkill: true,
trigger: {
global: "damageSource"
},
filter: function (event, player) {
if (!event.source || event.source.group != "qun") return false
return player.hasZhuSkill("supbaonue", event.source)
},
direct: true,
content: function () {
"step 0"
event.count = trigger.num
"step 1"
event.count--
player.chooseBool("是否发动【暴虐】?").set("choice", get.attitude(player, player) > 0)
"step 2"
if (result.bool) {
player.logSkill("olbaonue", trigger.source)
player
.judge(function (card) {
if (get.suit(card) == "spade") return 4
return 0
})
.set("callback", function () {
if (event.judgeResult.suit == "spade") {
player.gainMaxHp()
if (get.position(event.judgeResult.card, true) == "o") player.gain(event.judgeResult.card, "gain2", "log")
}
}).judge2 = function (result) {
return result.bool ? true : false
}
} else {
event.finish()
}
"step 3"
if (event.count) event.goto(1)
}
},
"sup_zhonghui": {
audio: "ext:超界突破:2",
forbid: [],
trigger: {
player: "die"
},
forceDie: true,
skillAnimation: true,
animationColor: "gray",
filter: function (event) {
return event.source && event.source.isIn()
},
check: function (event, player) {
if (get.attitude(player, event.source) > 0) return false
return true
},
content: function () {
var skl = "sup_zhonghui1"
//trigger.source.removeSkills(skl);
trigger.source.addSkill(skl)
var target = trigger.source
target.storage.sly = player
var n = player.maxHp
target.storage.sly_maxHp = n
target.storage.sly_dead = true
//var card=result.cards[0];
//player.line(target,'green');
//target.addTempSkill('sup_zhixi','phaseUseAfter');
//if(card.name!='sha'&&get.type(card)!='trick'&&get.color(card)!='black'){
//target.addTempSkill('new_meibu_range','phaseUseEnd');
//target.storage.meibu=player;
//}
target.storage.sly = player
},
logTarget: "source",
ai: {
threaten: function (player, target) {
if (target.hp == 1) return 0.2
return 1.5
},
effect: {
target: function (card, player, target, current) {
if (!target.hasFriend()) return
if (target.hp <= 1 && get.tag(card, "damage")) return [1, 0, 0, -2]
}
}
}
},
"sup_zhonghui1": {
audio: "meibu",
trigger: {
player: "phaseUseBegin"
},
filter: function (event, player) {
return true
//return event.player!=player&&event.player.isAlive()/*&&player.countCards('he')>0*/&&!event.player.hasSkill('sup_zhixi');
},
direct: true,
content: function () {
"step 0"
//var check=lib.skill.new_meibu.checkx(trigger,player);
//player.chooseToDiscard(get.prompt2('new_meibu',trigger.player),'he').set('ai',function(card){
//if(_status.event.check) return 6-get.value(card);
//return 0;
//}).set('check',check).set('logSkill','new_meibu');
"step 1"
//if(result.bool){
//if(player.hp > player.maxHp - player.hp){
//player.loseHp();
//player.draw();
//}
var target = player
//var card=result.cards[0];
//player.line(target,'green');
target.addTempSkill("sup_zhixi", "phaseUseAfter")
//if(card.name!='sha'&&get.type(card)!='trick'&&get.color(card)!='black'){
//target.addTempSkill('new_meibu_range','phaseUseEnd');
target.storage.meibu = player.storage.sly
//}
target.storage.sly = player.storage.sly
//player.addTempSkill('sup_zhixi');
//if(card.name!='sha'&&get.type(card)!='trick'&&get.color(card)!='black'){
//target.addTempSkill('new_meibu_range','phaseUseEnd');
//target.storage.meibu=player;
//}
"step 2"
//player.die();
//target.storage.sly=player;
//target.markSkillCharacter('sup_meibu',player,'魅步','锁定技,出牌阶段,你至多可使用X张牌,你使用了锦囊牌后不能再使用牌(X为你的体力值)。');
//}
},
ai: {}
},
"sup_jiuchi2": {
audio: "ext:超界突破:2",
trigger: {
player: ["useCardAfter"]
},
direct: true,
filter: function (event, player) {
return event.card && event.card.name == "jiu"
},
content: function () {
"step 0"
var n = 0
while (n * 2 < player.maxHp - player.hp) n++
player.recover(n)
"step 1"
n = player.maxHp - player.hp
if (n > 0) {
player.loseMaxHp(n)
player.draw(n)
}
}
},
"zioy_tianwei": {
trigger: {
player: "sup_tianwei"
},
direct:true,
frequent: false,
filter: function (event, player) {
//if(event.getg(player).length==0) return false;
return true || event.getParent(2).name == "wangwu" || event.getParent(2).name == "sup_liyu"
},
content: function () {
"step 0"
var X = player.maxHp / 2
if (player.hp > 2 && player.hp > X) player.damage(2)
else if (player.hp > 2 && player.hp <= X) {
player.loseMaxHp(2)
player.draw()
} else if (player.hp <= 2 && player.maxHp <= 2) {
player.gainMaxHp(3)
player.recover()
} else {
player.changeHujia(1)
player.loseMaxHp(2)
}
}
}
},
translate: {
supfanjian: "反间",
"supfanjian_info": "出牌阶段限两次,你可以展示一张手牌并选择一名角色,然后该角色选择一项:展示其手牌并弃置所有与此牌花色不同的牌,或失去一点体力。",
yeba: "业霸",
"yeba_info":
"当你造成伤害时,你可摸X张牌,并令此伤害+X,你每以此法摸一张牌,就有50%概率回复一点体力。( X为你上一次发动〖业霸〗后发动〖奸雄〗的次数)",
supjianxiong: "奸雄",
"supjianxiong_info": "当你受到1点伤害后,你可以获得对你造成伤害的牌并摸一张牌,若无法获得对你造成伤害的牌,则改为摸两张牌。",
supkongcheng: "空城",
"supkongcheng_info": "锁定技,当你没有手牌时,你不能成为除【万箭齐发】外其他牌的目标。",
supguanxing: "观星",
"supguanxing_info": "准备阶段与结束阶段,你可以观看牌堆顶的7张牌,并将其以任意顺序置于牌堆项或牌堆底。",
taoyuan: "桃园",
"taoyuan_info": "觉醒技,准备阶段,若你的体力值小于3,你减1点体力上限,摸3张牌,并获得技能〖武圣〗和〖咆哮〗。",
suprende: "仁德",
"suprende_info": "出牌阶段,你可以将至多两张手牌交给其他角色,你于此阶段每给出两张牌,你从牌堆顶摸随机一至两张牌",
supjiuyuan: "救援",
"supjiuyuan_info": "主公技,其他吴势力角色对自己使用【桃】时,若其体力值大于你,则其可以选择令你回复1点体力,然后其摸1张牌。",
supzhiheng: "制衡",
"supzhiheng_info":
// "①:你始终跳过你的摸牌阶段,你的手牌上限减一且始终大于1。<br>②:\
"出牌阶段限两次,你可以弃置任意张牌并摸等量加一的牌,若你在发动〖制衡〗时弃置了所有手牌,则你多摸一张牌。",
supyingzi: "英姿",
"supyingzi_info": "锁定技,摸牌阶段摸牌时,你额外摸2张牌;你的手牌上限始终为你的体力上限加一。",
suptuxi: "突袭",
"suptuxi_info":
"摸牌阶段摸牌时,若其他角色区域内有牌,你可以放弃摸牌,改为选择至多X名角色,你获得其中每名角色各一张牌,若你体力值不大于其则额外对其造成1点伤害。然后你摸Y(若Y=0则为1)张牌并减少Y点体力上限,并使你下一次摸牌阶段摸牌时摸牌数+1(X为你的体力上限,Y=〖突袭〗选择的目标数/2且向下取整)。",
supleiji: "雷击",
"supleiji_info":
"当你使用或打出一张【闪】,【雷杀】或【闪电】时,你可令一名其他角色进行一次判定:若结果为黑色,其受到随机1到4点的雷电伤害,否则你摸随机1到4张牌。",
supguidao: "鬼道",
"supguidao_info":
"①:你的手牌上限加X。<br>②:一名角色的判定牌生效前,你可以打出一张牌替换之。(X初始为1~3中随机值,每次发动〖鬼道〗时X值按[1,2,3]顺序循环变化)。",
"sup_wushuang": "无双",
"sup_wushuang_info":
"锁定技,你废除你的武器栏,你的【闪】均视为【酒】,你的攻击范围+1,你的杀可多指定两个目标。当你使用【杀】或【决斗】指定目标后,你令此牌需要依次使用或打出两张【闪】或【杀】响应。",
"sup_liyu": "利驭",
"sup_liyu_info":
"每回合限两次,当你对一名角色造成伤害后,你可以获得其区域内的一张牌。若此牌不为装备牌,则你与其各摸一张牌。若此牌为装备牌,视为你对另一名角色使用一张【决斗】。",
wangwu: "妄武",
"wangwu_info": "出牌阶段,你可以将一张武器牌重铸为杀。",
"sup_jingti": "惊啼",
"sup_jingti_info":
"锁定技<br>①你的手牌上限+X(X为你的护甲值)。<br>②:当你令一名角色进入濒死状态或令一名角色死亡时,你令该角色体力上限-1(若该角色死亡则不减),然后:若你体力上限小于7,你体力上限+1; 若你手牌数小于7,你摸一张牌; 若你没有护甲,你获得一点护甲。",
"jump_Pdraw": "制衡",
"jump_Pdraw_info": "制衡①部分",
"sup_luoshen": "洛神",
"sup_luoshen_info":
"锁定技,准备阶段,若当前轮数为2的倍数,你失去一点体力上限,否则你回复一点体力。然后你进行判定,若结果不为红桃则获得此判定牌,且可重复此流程至多20次直到出现红桃的判定结果。你通过〖洛神〗获得的牌不计入手牌上限",
"sup_qinguo": "倾国",
"sup_qinguo_info": "你可以将一张牌当做【闪】使用或打出。",
"sup_keji": "克己",
"sup_keji_info": "锁定技,弃牌阶段开始时,若你于本回合的出牌阶段内没有过使用或打出过【杀】,则你摸X张牌,加一点体力上限并跳过此阶段(X为你当前体力)。",
"sup_qinxue": "勤学",
"sup_qinxue_info": "觉醒技。准备阶段或结束阶段开始时,若你的手牌数减体力值大于6,则你回复1点体力并两张牌,获得技能【攻心】。",
"sup_botu": "博图",
"sup_botu_info": "结束阶段,若本回合内置入弃牌堆的牌中包含至少四种花色,则你可获得一个额外的回合。",
"sup_jijiang1": "激将",
"sup_jijiang1_info": "激将询问模块",
"sup_jiang": "激昂",
"sup_jiang_info": "每当你使用(指定目标后)或被使用(成为目标后)一张【决斗】或【杀】时,你可以摸一张牌。",
"sup_hunzi": "魂姿",
"sup_hunzi_info":
"觉醒技,一名角色的回合结束后,若你的体力值小于等于1~3中一随机值,你失去1点体力上限并回复1点体力,然后获得技能〖英姿〗,〖英魂〗,〖制衡〗,并将〖激昂〗触发条件中的红色的【杀】修改为【杀】,然后你进行一个额外的回合。",
"sup_yijue": "义绝",
"sup_yijue_info":
"出牌阶段限两次,你可以令一名区域内有牌且已受伤且本回合未成为【义绝】目标的其他角色展示一张牌。若此牌为黑色,则该角色不能使用或打出牌,非锁定技失效直到回合结束。若此牌为红色,则你可以获得此牌,并可以令其回复一点体力且你与其摸一张牌。",
"sup_wusheng": "武圣",
"sup_wusheng_info": "你可以将一张红色牌当做【杀】使用或打出。出牌阶段你可多使用一张【杀】,你使用的杀没有距离限制,你使用【杀】造成的伤害翻倍。",
"sup_yijue2": "义绝",
"sup_yijue2_info": "出杀限制",
"sup_wusheng1": "武圣",
"sup_wusheng1_info": "伤害*=2",
"sup_zhoushui": "骤水",
"sup_zhoushui_info": "限定技,本局游戏第三轮以后你的出牌阶段,你可弃置两张牌并选择一名其他角色,该角色弃置其所有装备牌并失去一点体力。",
"sup_new_guixin_fix": "归心",
"sup_new_guixin_fix_info": "当你受到1点伤害后,你可以按照你选择的区域优先度随机获得每名其他角色区域里的一张牌,然后你翻面。",
"sup_paoxiao": "咆哮",
"sup_paoxiao_info":
"①锁定技,出牌阶段你的杀使用次数增加X,你的杀可以多指定X名角色。<br>②出牌阶段,你可以弃置X+1张牌并失去一点体力(体力值小于2则不失去),视为使用一张【杀】。<br>③当你造成伤害时,若你体力值大于1且你的'咆'数量大于2,你令此伤害+1。然后你失去1点体力值并获得等同于伤害值数量的'咆'<br>④一名角色的回合结束阶段,你失去一半数量的'咆'(向下取整)并回复相等数量的体力,若你回复体力大于0,你从牌堆中获得一张【杀】。然后你摸等同于溢出回复量的牌。<br>⑤当你令一名角色死亡时,你失去一个'咆'并回复一点体力。(X为你'咆'的数量)",
"sup_paoxiao1": "咆哮",
"sup_paoxiao1_info": "造成伤害时",
"sup_paoxiao2": "咆哮",
"sup_paoxiao2_info": "回合结束时",
"sup_paoxiao3": "咆哮",
"sup_paoxiao3_info": "出牌阶段",
"sup_paoxiao4": "咆哮",
"sup_paoxiao4_info": "杀人",
"sup_luoyi": "裸衣",
"sup_luoyi_info":
"锁定技<br>①你使用【杀】和【决斗】造成的伤害+1。<br>②摸牌阶段开始时,你放弃摸牌,改为展示牌堆顶的X+3张牌。然后,你可以获得其中所有的【杀】,【决斗】和武器牌,并令你的下一张【杀】无法被【闪】响应。若如此做。否则,你获得其中所有非【杀】和非【决斗】牌。(X为你当前体力值)",
"sup_luoyi1": "裸衣",
"sup_luoyi1_info": "你的下一张【杀】不可被响应。",
"sup_dushuai": "督率",
"sup_dushuai_info":
"你获得此技能时将〖督率〗状态改为防。你的回合结束阶段,你可以转换你的督率状态。<br>攻:你的摸牌阶段摸牌数-1,出牌阶段你的攻击距离+2,出牌阶段你可以多使用2张【杀】。<br>守:你的体力上限+4,回合结束阶段开始时,你摸4张牌。一名角色的准备阶段,若你护甲少于2点,你失去一点体力上限并获得一点护甲。出牌阶段你使用牌无法指定其他角色为目标。",
"sup_dushuaigong": "督率",
"sup_dushuaigong_info": "攻",
"sup_dushuaifang": "督率",
"sup_dushuaifang_info": "防",
"sup_dsf2": "督率",
"sup_dsf2_info": "防2",
"sup_yaowu": "耀武",
"sup_yaowu_info": "锁定技,当你受到不由你造成的伤害时,你对自己造成X点伤害,然后对伤害来源造成1点伤害(X=你即将受到的伤害*2)。",
"sup_kuangyong": "诳勇",
"sup_kuangyong_info": "锁定技,当你对其他角色造成伤害时,若你有护甲,你的伤害值翻倍,否则你获得一点护甲。",
"sup_jizhi": "集智",
"sup_jizhi_info": "当一名角色使用锦囊牌时,你可以摸一张牌。若此牌为基本牌,则你可以弃置之,然后令你下一个弃牌阶段前手牌上限+1。",
"sup_qicai": "奇才",
"sup_qicai_info": "锁定技,你使用锦囊牌无距离限制,你装备区内的防具牌和宝物牌不能被其他角色弃置。",
"sup_qixi": "奇袭",
"sup_qixi_info": "你可以将一张黑色牌当做【过河拆桥】使用。你以此法或通过手牌使用的过河拆桥可以弃置目标角色区域内的所有牌。",
"sup_fenwei": "奋威",
"sup_fenwei_info": "限定技,当一名角色使用的锦囊牌指定了至少两名角色为目标时,你可以令此牌对其中任意名角色无效。",
"sup_yicong": "义从",
"sup_yicong_info": "锁定技,你计算与其他角色的距离时-1。若你的体力值不大于你已损失体力值,则其他角色计算与你的距离时+1。",
"sup_qiaomeng": "趫猛",
"sup_qiaomeng_info":
"每回合限X次,当你使用牌指定第一个目标后,你可以弃置目标角色中一名其他角色的一张牌。若你以此法弃置的牌为:装备牌,你获得此牌;锦囊牌,你令此牌不可被响应。(X为你已损失体力值)",
"sup_zishu": "自书",
"sup_zishu_info": "锁定技,当你不因〖自书〗而获得1张牌时,你摸1张牌。",
"sup_yingyuan": "应援",
"sup_yingyuan_info": "当你使用或打出的牌结算完成后,你可以将其交给一名其他角色。",
"sup_jueqing": "绝情",
"sup_jueqing_info": "锁定技,你即将造成伤害时,你令目标角色失去等同于伤害值的体力。",
"sup_shangshi": "伤逝",
"sup_shangshi_info": "当你的手牌数小于X时,你可以将手牌摸至X张(X为你已损失的体力值+你的体力上限)",
"sup_meibu": "魅步",
"sup_meibu_info":
"其他角色的出牌阶段开始时,你可以令该角色于本回合内获得技能〖止息〗,且本回合其与你的距离视为1,然后若你体力值大于你已损失的体力值,你失去一点体力并摸1张牌。",
"sup_mumu": "穆穆",
"sup_mumu_info":
"出牌阶段开始时,你可以选择一项:1.弃置一名其他角色装备区里的一张牌;2.获得一名角色装备区里的一张防具牌,若如此做,你本回合不能使用【杀】。",
"sup_zhixi": "止息",
"sup_zhixi_info":
"锁定技,出牌阶段<br>①你每使用或打出一张牌,你需弃置X张牌并增加X点“止息”标记。若你的“止息”数量大于你或孙鲁育的体力值,你无法使用或打出任何牌(X为孙鲁育已损失体力值且至少为1)<br>②你每次造成的伤害值最多为1。",
"sup_zhixi2": "止息",
"sup_zhixi2_info": "damage=1",
"sup_luanji": "乱击",
"sup_luanji_info":
"①当你使用【万箭齐发】造成伤害时,若该角色未被你记录,你记录该角色并摸1张牌。<br>②出牌阶段,你可以将你的所有手牌当作【万箭齐发】使用,然后清除①中的角色记录并修改此技能②为标〖乱击〗直到回合结束。",
"sup_xueyi": "血裔",
"sup_xueyi_info":
"主公技,锁定技,游戏开始时,你获得X个“裔”标记(X为场上群势力角色的数目)。当一名角色处于濒死状态时,你可以移去1枚“裔”标记,然后其回复1点体力,获得1点护甲并摸1张牌。你的手牌上限+Y(Y为你拥有的“裔”标记数)。",
"sup_xueyi1": "血裔",
"sup_xueyi1_info": "",
"sup_jiuchi": "酒池",
"sup_jiuchi_info":
"①你可以将一张黑桃手牌当做【酒】使用。<br>②你使用【酒】无次数限制<br>③你使用【酒】时,你恢复一半已损失体力(向上取整),然后你将你的体力上限调整为你当前体力并摸等于本次失去的体力上限数量的牌<br>④当你于回合内使用带有【酒】效果的【杀】造成伤害后,你令你的【崩坏】失效直到回合结束。<br>⑤一名角色进入濒死阶段时,若你体力上限大于1,你可以视为使用一张【酒】。",
"sup_roulin": "肉林",
"sup_roulin_info": "锁定技。你对女性角色、女性角色对你使用牌不可被响应。",
"sup_benghuai": "崩坏",
"sup_benghuai_info": "结束阶段,若你的体力不是全场最少的(或之一),你须失去你一半的体力值(向上取整)",
"sup_baonue": "暴虐",
"sup_baonue_info": "主公技,一名群雄角色造成1点伤害后,你可进行判定,若为♠,你恢复1点体力上限并获得判定牌。",
"sup_zhonghui": "冢徊",
"sup_zhonghui_info": "当你死亡时,你可令杀死你的角色于其每个出牌阶段开始时获得〖止息〗。",
"sup_zhonghui1": "冢徊",
"sup_zhonghui1_info": "你的出牌阶段开始时,你于本回合内获得技能〖止息〗。",
"sup_jiuchi2": "酒池",
"sup_jiuchi2_info": "",
"zioy_tianwei": "天威",
"zioy_tianwei_info":
"当你发动〖利驭〗或〖妄武〗后,若你当前体力值大于2且大于X,你对自己造成两点伤害; 大于2且不大于X,你减少两点体力上限并摸一张牌,不大于2且体力上限大于2,你失去两点体力上限并获得一点护甲; 不大于2且体力上限不大于2,你恢复一点体力,三点体力上限(X为你的体力上限/2且向下取整)。"
}
},
intro: "Super Breakout, in short, S.B.",
author: "喵喵",
diskURL: "",
forumURL: "",
version: "23.10.15"
},
files: {
"character": [
"sup_zhouyu.jpg",
"sup_lvmeng.jpg",
"sup_huangyueying.jpg",
"sup_zhenji.jpg",
"sup_xuzhu.jpg",
"sup_lvbu.jpg",
"sup_zhugeliang.jpg",
"sup_sunce.jpg",
"sup_sunluyu.jpg",
"sup_zhangchunhua.jpg",
"sup_guanyu.jpg",
"sup_yuanshao.jpg",
"sup_zhangjiao.jpg",
"sup_ganning.jpg",
"sup_liubei.jpg",
"sup_huaxiong.jpg",
"sup_zhangfei.jpg",
"sup_gongsunzan.jpg",
"sup_dongzhuo.jpg",
"sup_yujin.jpg",
"sup_maliang.jpg",
"sup_caocao.jpg",
"sup_zhangliao.jpg",
"sup_sunquan.jpg"
],
"card": ["sup_ganning_guohe.png"],
"skill": []
}
}
})