export function createOpeningEffects(game, owner, refreshEnergy) { const enemies = () => game.players.filter(player => player !== owner && player.isAlive() && player.storage?.mengsanCamp_shuying === "enemy"); const addStatus = (player, key, skill, amount) => { player.storage[key] = (player.storage[key] || 0) + amount; player.addSkill(skill); player.markSkill(skill); }; return async relic => { if (relic.effect === "firstTurnEnergy") { owner.storage.mengsanEnergy_shuying += relic.amount; refreshEnergy(); } else if (relic.effect === "openingStrength") { addStatus(owner, "mengsanStrength_shuying", "mengsan_raider_strength_shuying", relic.amount); } else { for (const target of enemies()) { if (!owner.isAlive()) break; if (!target.isAlive()) continue; if (relic.effect === "openingVulnerable") { addStatus(target, "mengsanVulnerable_shuying", "mengsan_vulnerable_shuying", relic.amount); } else if (relic.effect === "openingWeak") { addStatus(target, "mengsanWeak_shuying", "mengsan_weak_shuying", relic.amount); } else if (relic.effect === "openingDamage") { const damage = target.damage(relic.amount, owner, "nocard"); damage.mengsanScriptedSkill_shuying = true; await damage; } } } }; } export function createRelicCombatSkills(getBattle, getOwner) { return { mengsan_relic_attack_shuying: { trigger: { global: "damageBegin1" }, forced: true, silent: true, popup: false, priority: 80, filter(event) { const source = event.source; return Boolean(getBattle()?.session.active && event.card && !event.mengsanScriptedSkill_shuying && ((source === getOwner() && source?.storage?.mengsanStrength_shuying > 0) || source?.storage?.mengsanWeak_shuying > 0)); }, async content(event, trigger) { const source = trigger.source; if (source === getOwner()) { trigger.num += source.storage.mengsanStrength_shuying || 0; } if (source.storage.mengsanWeak_shuying > 0) { trigger.num = Math.floor(trigger.num * 0.75); } }, }, mengsan_weak_shuying: { mark: true, marktext: "弱", onremove(player) { delete player.storage.mengsanWeak_shuying; }, intro: { content(storage, player) { return `剩余${player.storage.mengsanWeak_shuying || 0}回合:` + "攻击伤害减少25%(向下取整)"; } }, trigger: { player: "phaseAfter" }, forced: true, silent: true, popup: false, async content(event, trigger, player) { player.storage.mengsanWeak_shuying = Math.max(0, (player.storage.mengsanWeak_shuying || 0) - 1); if (player.storage.mengsanWeak_shuying) { player.markSkill("mengsan_weak_shuying"); } else player.removeSkill("mengsan_weak_shuying"); }, }, }; }