noname/card/mingzhong.js

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'use strict';
card.mingzhong={
card:{
shengdong:{
fullskin:true,
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enable:function(card,player){
var hs=player.get('h');
if(hs.length>1) return true;
if(hs.length==1&&hs[0]!=card) return true;
return false;
},
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type:'trick',
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selectTarget:2,
multitarget:true,
targetprompt:['交给其一张牌','得两张牌'],
filterTarget:function(card,player,target){
return target!=player;
},
content:function(){
'step 0'
if(!player.num('h')){
event.finish();
}
else{
event.target1=targets[0];
event.target2=targets[1];
player.chooseCard('h','将一张手牌交给'+get.translation(event.target1),true);
}
'step 1'
player.$give(1,event.target1);
event.target1.gain(result.cards);
'step 2'
if(!event.target1.num('h')){
event.finish();
}
else{
var he=event.target1.get('he');
if(he.length<=2){
event.directresult=he;
}
else{
event.target1.chooseCard('he','将两张牌交给'+get.translation(event.target2),true);
}
}
'step 3'
if(!event.directresult){
event.directresult=result.cards;
}
event.target1.$give(2,event.target2);
event.target2.gain(result.cards);
},
ai:{
order:2.5,
value:[4,1],
useful:1,
result:{
target:function(player,target){
var ok=false;
var hs=player.get('h');
for(var i=0;i<hs.length;i++){
if(ai.get.value(hs[i])<=5){
ok=true;
break;
}
}
if(!ok) return 0;
if(ui.selected.targets.length==1) return 2;
if(player.hasFriend()) return -1;
return 0;
}
}
}
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},
zengbin:{
fullskin:true,
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enable:true,
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type:'trick',
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range:{global:1},
filterTarget:true,
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content:function(){
'step 0'
target.draw(3);
'step 1'
if(target.num('he',{type:'basic'})<target.num('he')){
target.chooseToDiscard('弃置一张非基本牌(或取消并弃置两张牌)','he',function(card){
return get.type(card)!='basic';
}).ai=function(card){
return 6-ai.get.value(card);
};
event.more=true;
}
else{
target.chooseToDiscard('he',2,true);
}
'step 2'
if(event.more&&!result.bool){
target.chooseToDiscard('he',2,true);
}
},
ai:{
order:7,
useful:4,
value:10,
result:{
target:1
}
}
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},
caomu:{
fullskin:true,
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enable:true,
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type:'delay',
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filterTarget:function(card,player,target){
return (lib.filter.judge(card,player,target)&&player!=target);
},
judge:function(card){
if(get.suit(card)=='club') return 0;
return -3;
},
effect:function(){
if(result.bool==false){
player.addTempSkill('caomu_skill','phaseAfter');
}
},
ai:{
basic:{
order:1,
useful:1,
value:4.5,
},
result:{
player:function(player,target){
var num=0;
for(var i=0;i<game.players.length;i++){
if(get.distance(target,game.players[i])<=1&&game.players[i]!=target){
var att=ai.get.attitude(player,game.players[i]);
if(att>3){
num+=1.1;
}
else if(att>0){
num++;
}
else if(att<-3){
num-=1.1;
}
else if(att<0){
num--;
}
}
}
return num;
},
target:-1
},
}
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}
},
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skill:{
caomu_skill:{
unique:true,
trigger:{player:'phaseDrawBegin'},
forced:true,
popup:false,
silent:true,
content:function(){
trigger.num--;
},
group:'caomu_skill2'
},
caomu_skill2:{
trigger:{player:'phaseDrawAfter'},
forced:true,
popup:false,
silent:true,
content:function(){
var targets=game.filterPlayer(function(current){
return get.distance(player,current)<=1&&player!=current;
});
if(targets.length){
game.asyncDraw(targets);
}
}
}
},
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translate:{
shengdong:'声东击西',
shengdong_info:'出牌阶段对距离为1的一名角色使用。你交给目标角色一张手牌若如此做其将两张牌交给另一名由你选择的其他角色',
zengbin:'增兵减灶',
zengbin_info:'出牌阶段对一名角色使用。目标角色摸三张牌然后选择一项1.弃置一张非基本牌2.弃置两张牌',
caomu:'草木皆兵',
caomu_info:'出牌阶段对一名其他角色使用。将【草木皆兵】放置于该角色的判定区里若判定结果不为梅花摸牌阶段目标角色少摸一张牌摸牌阶段结束时与其距离为1的角色各摸一张牌',
},
list:[
["spade",1,'caomu'],
["club",3,'caomu'],
["heart",12,'shengdong',],
["club",9,'shengdong'],
["spade",9,'shengdong'],
["diamond",4,'zengbin'],
["heart",6,'zengbin'],
["spade",7,'zengbin'],
],
}