noname/character/diy.js

1350 lines
38 KiB
JavaScript
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character.diy={
character:{
// diy_caocao:['male','wei',4,['xicai','diyjianxiong','hujia']],
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// diy_hanlong:['male','wei',4,['siji','ciqiu']],
diy_feishi:['male','shu',3,['shuaiyan','moshou']],
diy_liuyan:['male','shu',3,['juedao','geju']],
// diy_luxun:['male','wu',3,['shaoying','zonghuo']],
diy_yuji:['male','qun',3,['diyguhuo','diychanyuan']],
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// diy_zhouyu:['male','wu',3,['jieyan','honglian']],
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// diy_zhouyu:['male','wu',3,['xiongzi','yaliang']],
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diy_caiwenji:['female','qun',3,['beige','guihan']],
diy_lukang:['male','wu',4,['luweiyan','qianxun']],
diy_xuhuang:['male','wei',4,['diyduanliang']],
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// diy_dianwei:['male','wei',4,['diyqiangxi']],
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// diy_huangzhong:['male','shu',4,['liegong','fuli']],
// diy_weiyan:['male','shu',4,['diykuanggu']],
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diy_zhenji:['female','wei',3,['diy_jiaoxia','yiesheng']],
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// diy_menghuo:['male','shu',4,['huoshou','zaiqix']],
re_huangyueying:['female','shu',3,['rejizhi','qicai']],
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diy_liufu:['male','wei',3,['zhucheng','duoqi']],
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diy_xizhenxihong:['male','shu',4,['fuchou','jinyan']],
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diy_liuzan:['male','wu',4,['kangyin']],
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diy_zaozhirenjun:['male','wei',3,['liangce','jianbi','juntun']],
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diy_yangyi:['male','shu',3,['choudu','liduan']],
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diy_tianyu:['male','wei',4,['chezhen','youzhan']],
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},
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perfectPair:{
yuji:['zuoci']
},
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skill:{
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liangce:{
enable:'phaseUse',
viewAs:{name:'wugu'},
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usable:1,
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filterCard:{type:'basic'},
filter:function(event,player){
return player.num('h',{type:'basic'})>0;
},
check:function(card){
return 6-ai.get.value(card);
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},
group:'liangce2'
},
liangce2:{
trigger:{global:'wuguRemained'},
direct:true,
filter:function(event){
return event.remained.length>0;
},
content:function(){
'step 0'
var du=0;
for(var i=0;i<trigger.remained.length;i++){
if(trigger.remained[i].name=='du') du++;
}
var dialog=ui.create.dialog(get.prompt('liangce'),trigger.remained,'hidden');
dialog.classList.add('noselect');
player.chooseTarget(dialog).ai=function(target){
var att=ai.get.attitude(player,target);
if(du>=trigger.remained.length/2) return -att;
return att;
}
'step 1'
if(result.bool){
player.logSkill('liangce',result.targets);
result.targets[0].gain(trigger.remained.slice(0),'gain2','log');
trigger.remained.length=0;
}
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}
},
jianbi:{
trigger:{global:'useCard'},
priority:5,
filter:function(event,player){
if(get.type(event.card)!='trick') return false;
if(get.info(event.card).multitarget) return false;
if(event.targets.length<2) return false;
if(!event.targets.contains(player)) return false;
return true;
},
direct:true,
content:function(){
"step 0"
player.chooseTarget(get.prompt('jianbi'),
[1,1+player.maxHp-player.hp],function(card,player,target){
return _status.event.getTrigger().targets.contains(target);
}).set('ai',function(target){
var trigger=_status.event.getTrigger();
return -ai.get.effect(target,trigger.card,trigger.player,_status.event.player);
});
"step 1"
if(result.bool){
event.targets=result.targets;
if(event.isMine()){
player.logSkill('jianbi',event.targets);
event.finish();
}
for(var i=0;i<result.targets.length;i++){
trigger.targets.remove(result.targets[i]);
}
game.delay();
}
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else{
event.finish();
}
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"step 2"
player.logSkill('jianbi',event.targets);
},
ai:{
effect:{
target:function(card,player,target){
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if(get.tag(card,'multineg')){
return 'zerotarget';
}
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if(get.tag(card,'multitarget')){
var info=get.info(card);
if(info.selectTarget==-1&&!info.multitarget){
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return [1,Math.min(3,1+target.maxHp-target.hp)];
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}
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}
}
}
}
},
juntun:{
enable:'phaseUse',
filter:function(event,player){
return player.num('he',{type:'equip'})>0;
},
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position:'he',
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filterCard:{type:'equip'},
check:function(card){
var player=_status.event.player;
var he=player.get('he');
var subtype=get.subtype(card);
var value=ai.get.equipValue(card);
for(var i=0;i<he.length;i++){
if(he[i]!=card&&get.subtype(he[i])==subtype&&ai.get.equipValue(he[i])>=value){
return 10;
}
}
if(!player.needsToDiscard()){
return 4-ai.get.equipValue(card);
}
return 0;
},
content:function(){
player.draw();
},
discard:false,
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prompt:'将一张装备牌置入弃牌堆并摸一张牌',
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delay:0.5,
prepare:function(cards,player){
player.$throw(cards,1000);
},
ai:{
basic:{
order:8.5
},
result:{
player:1,
},
}
},
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choudu:{
enable:'phaseUse',
usable:1,
filterCard:true,
position:'he',
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filterTarget:function(card,player,target){
return lib.filter.cardEnabled({name:'diaobingqianjiang'},target);
},
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check:function(card){
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return 6-ai.get.value(card);
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},
content:function(){
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// if(player!=target) player.draw();
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var list=game.players.slice(0);
get.sortSeat(list,target);
target.useCard({name:'diaobingqianjiang'},list);
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},
ai:{
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order:1,
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result:{
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player:function(player,target){
if(ai.get.attitude(player,target)<=1) return 0;
var num=0;
for(var i=0;i<game.players.length;i++){
num+=ai.get.effect(game.players[i],{name:'diaobingqianjiang'},target,player);
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}
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// if(player==target) return num/2;
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return num;
}
}
}
},
liduan:{
trigger:{global:'gainAfter'},
filter:function(event,player){
if(event.player==player) return false;
if(_status.currentPhase==event.player) return false;
if(event.cards.length!=1) return false;
return get.type(event.cards[0])=='equip'&&get.position(event.cards[0])=='h';
},
logTarget:'player',
check:function(event,player){
var att=ai.get.attitude(player,event.player);
var subtype=get.subtype(event.cards[0]);
if(att>0){
if(event.player.num('h')>=player.num('h')+2) return true;
return event.player.num('e',{subtype:subtype})==0;
}
else{
return event.player.num('e',{subtype:subtype})>0;
}
},
content:function(){
'step 0'
var bool=false;
var subtype=get.subtype(trigger.cards[0]);
var current=trigger.player.get('e',subtype[5]);
var att=ai.get.attitude(trigger.player,player);
if(current){
if(att>0){
bool=true;
}
else{
if(ai.get.equipValue(current)>ai.get.equipValue(trigger.cards[0])){
bool=true;
}
}
}
trigger.player.chooseCard('立断:将一张手牌交给'+get.translation(player)+',或取消并使用'+get.translation(trigger.cards)).ai=function(card){
if(bool){
if(att>0){
return 8-ai.get.value(card);
}
else{
return 4-ai.get.value(card);
}
}
else{
if(att<=0) return -ai.get.value(card);
return 0;
}
}
'step 1'
if(result.bool){
player.gain(result.cards,trigger.player);
trigger.player.$give(1,player);
}
else{
trigger.player.useCard(trigger.cards,trigger.player);
}
}
},
jinyan:{
mod:{
cardEnabled:function(card,player){
if(_status.event.skill!='jinyan'&&player.hp<=2&&get.type(card,'trick')=='trick'&&get.color(card)=='black') return false;
},
cardUsable:function(card,player){
if(_status.event.skill!='jinyan'&&player.hp<=2&&get.type(card,'trick')=='trick'&&get.color(card)=='black') return false;
},
cardRespondable:function(card,player){
if(_status.event.skill!='jinyan'&&player.hp<=2&&get.type(card,'trick')=='trick'&&get.color(card)=='black') return false;
},
cardSavable:function(card,player){
if(_status.event.skill!='jinyan'&&player.hp<=2&&get.type(card,'trick')=='trick'&&get.color(card)=='black') return false;
},
},
enable:['chooseToUse','chooseToRespond'],
filterCard:function(card){
return get.type(card,'trick')=='trick'&&get.color(card)=='black';
},
viewAsFilter:function(player){
if(player.hp>2) return false;
if(!player.hasCard(function(card){
return get.type(card,'trick')=='trick'&&get.color(card)=='black';
})) return false;
},
viewAs:{name:'sha'},
prompt:'将一张黑色锦囊牌当作杀使用或打出',
check:function(){return 1},
ai:{
respondSha:true,
skillTagFilter:function(player){
if(player.hp>2) return false;
if(!player.hasCard(function(card){
return get.type(card,'trick')=='trick'&&get.color(card)=='black';
})) return false;
}
}
},
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fuchou:{
trigger:{target:'shaBefore'},
filter:function(event,player){
return player.num('he')>0;
},
direct:true,
content:function(){
'step 0'
var bool=false;
if(!player.hasShan()&&ai.get.effect(player,trigger.card,trigger.player,player)<0){
bool=true;
}
player.chooseCard('he',get.prompt('fuchou',trigger.player)).ai=function(card){
if(bool){
if(player.hp<=1){
if(get.tag(card,'save')) return 0;
return 8-ai.get.value(card);
}
return 6-ai.get.value(card);
}
return -ai.get.value(card);
}
'step 1'
if(result.bool){
trigger.untrigger();
trigger.finish();
player.logSkill('fuchou',trigger.player);
trigger.player.gain(result.cards,player);
if(get.position(result.cards[0])=='h'){
player.$give(1,trigger.player);
}
else{
player.$give(result.cards,trigger.player);
}
player.storage.fuchou2.add(trigger.player);
}
},
group:'fuchou2'
},
fuchou2:{
init:function(player){
player.storage.fuchou2=[];
},
forced:true,
trigger:{global:'phaseAfter'},
filter:function(event,player){
for(var i=0;i<player.storage.fuchou2.length;i++){
if(player.storage.fuchou2[i].isAlive()) return true;
}
return false;
},
content:function(){
'step 0'
if(player.storage.fuchou2.length){
var target=player.storage.fuchou2.shift();
if(target.isAlive()){
player.draw();
if(player.canUse('sha',target,false)&&player.hasSha()){
player.chooseToUse({name:'sha'},target,-1,'对'+get.translation(target)+'使用一张杀,或失去一点体力');
}
else{
player.loseHp();
event.redo();
}
}
}
else{
event.finish();
}
'step 1'
if(!result.bool){
player.loseHp();
}
event.goto(0);
}
},
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chezhen:{
mod:{
globalFrom:function(from,to,distance){
if(from.num('e')) return distance-1;
},
globalTo:function(from,to,distance){
if(!to.num('e')) return distance+1;
}
}
},
youzhan:{
trigger:{global:'shaBefore'},
direct:true,
filter:function(event,player){
return get.distance(player,event.target)<=1&&player.num('he',{type:'equip'});
},
content:function(){
'step 0'
var bool=(ai.get.attitude(player,trigger.player)<0&&ai.get.attitude(player,trigger.target)>0);
var next=player.chooseToDiscard('he',{type:'equip'},get.prompt('youzhan',trigger.target));
next.ai=function(card){
if(bool){
return 7-ai.get.value(card);
}
return 0;
};
next.logSkill=['youzhan',trigger.target];
'step 1'
if(result.bool){
event.youdiinfo={
source:trigger.player,
evt:trigger
}
trigger.target.useCard({name:'youdishenru'});
}
}
},
kangyin:{
enable:'phaseUse',
usable:1,
filterTarget:function(card,player,target){
return target!=player&&target.num('he')>0;
},
content:function(){
'step 0'
player.loseHp();
'step 1'
player.discardPlayerCard(target,true);
'step 2'
if(player.isDamaged()&&result.links&&result.links.length){
if(get.type(result.links[0])=='basic'){
player.chooseTarget([1,player.maxHp-player.hp],
'选择至多'+get.cnNumber(player.maxHp-player.hp)+'名角色各摸一张牌').ai=function(target){
return ai.get.attitude(player,target);
}
}
else{
player.storage.kangyin2=player.maxHp-player.hp;
player.addTempSkill('kangyin2','phaseAfter');
event.finish();
}
}
else{
event.finish();
}
'step 3'
if(result.targets&&result.targets.length){
result.targets.sort(lib.sort.seat);
player.line(result.targets,'green');
game.asyncDraw(result.targets);
}
},
ai:{
order:7,
result:{
target:function(player,target){
if(player.hp>=4) return -1;
if(player.hp==3&&!player.needsToDiscard()) return -1;
return 0;
}
}
}
},
kangyin2:{
mark:true,
intro:{
content:'到其他角色的距离-#;使用【杀】的额外目标数上限+#'
},
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onremove:true,
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mod:{
globalFrom:function(from,to,distance){
return distance-from.storage.kangyin2;
},
selectTarget:function(card,player,range){
if(card.name=='sha'&&range[1]!=-1) range[1]+=player.storage.kangyin2;
},
}
},
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duoqi:{
trigger:{global:'discardAfter'},
filter:function(event,player){
if(_status.currentPhase==player) return false;
if(!player.storage.zhucheng||!player.storage.zhucheng.length) return false;
var evt=event.getParent('phaseUse');
if(evt&&evt.name=='phaseUse') return true;
return false;
},
direct:true,
content:function(){
'step 0'
var bool=false;
if(ai.get.attitude(player,trigger.player)<0&&trigger.player.needsToDiscard()){
bool=true;
}
player.chooseCardButton(get.prompt('zhucheng',_status.currentPhase),player.storage.zhucheng).ai=function(button){
return bool?1:0;
}
'step 1'
if(result.bool){
player.logSkill('zhucheng',_status.currentPhase);
player.$throw(result.links[0]);
player.storage.zhucheng.remove(result.links[0]);
ui.discardPile.appendChild(result.links[0]);
player.syncStorage('zhucheng');
if(player.storage.zhucheng.length==0){
player.unmarkSkill('zhucheng');
}
else{
player.updateMarks();
}
var evt=trigger.getParent('phaseUse');
if(evt&&evt.name=='phaseUse'){
evt.skipped=true;
}
}
},
ai:{
expose:0.2
}
},
zhucheng:{
trigger:{player:'phaseEnd'},
filter:function(event,player){
return !player.storage.zhucheng||!player.storage.zhucheng.length;
},
check:function(event,player){
if(player.storage.zhucheng&&player.storage.zhucheng.length){
if(!player.hasShan()) return false;
if(player.storage.zhucheng.length>=2) return false;
}
return true;
},
intro:{
content:'cards'
},
content:function(){
if(player.storage.zhucheng&&player.storage.zhucheng.length){
player.gain(player.storage.zhucheng,'gain2');
delete player.storage.zhucheng;
player.unmarkSkill('zhucheng');
}
else{
var cards=get.cards(Math.max(1,player.maxHp-player.hp));
player.$gain2(cards);
player.storage.zhucheng=cards;
player.markSkill('zhucheng');
}
},
ai:{
target:function(card,player,target,current){
if(card.name=='sha'&&player.storage.zhucheng&&player.storage.zhucheng.length){
if(player.storage.zhucheng.length>=2){
if(!player.hasFriend()&&player.num('he')-2<player.storage.zhucheng.length) return 'zeroplayertarget';
return 0.1;
}
else{
var he=player.get('he');
var sha=false;
for(var i=0;i<he.length;i++){
if(he[i]=='sha'&&!sha){
sha=true;
}
else{
if(ai.get.value(he[i])<=6){
return [1,0,1,-0.5];
}
}
}
return 'zeroplayertarget';
}
}
}
},
group:'zhucheng2'
},
zhucheng2:{
trigger:{target:'shaBefore'},
check:function(event,player){
if(ai.get.attitude(event.player,player)<=0) return true;
return ai.get.effect(player,event.card,event.player,player)<=0;
},
filter:function(event,player){
return player.storage.zhucheng&&player.storage.zhucheng.length>0;
},
content:function(){
'step 0'
var bool=false;
if(ai.get.effect(player,trigger.card,trigger.player,trigger.player)>=0){
bool=true;
}
var num=player.storage.zhucheng.length;
trigger.player.chooseToDiscard('弃置'+get.cnNumber(num)+'张牌,或令杀无效',num).ai=function(card){
if(bool){
return 7-ai.get.value(card);
}
return 0;
}
'step 1'
if(!result.bool){
trigger.untrigger();
trigger.finish();
}
}
},
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diy_jiaoxia:{
audio:['jiaoxia',2],
trigger:{target:'useCardToBegin'},
filter:function(event,player){
return event.card&&get.color(event.card)=='red';
},
frequent:true,
content:function(){
player.draw();
},
ai:{
effect:function(card,player,target){
if(get.color(card)=='red') return [1,1];
},
}
},
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zaiqix:{
trigger:{player:'phaseDrawBefore'},
filter:function(event,player){
return player.hp<player.maxHp;
},
check:function(event,player){
if(1+player.maxHp-player.hp<2){
return false;
}
else if(1+player.maxHp-player.hp==2){
return player.num('h')>=2;
}
return true;
},
content:function(){
"step 0"
trigger.untrigger();
trigger.finish();
event.cards=get.cards(player.maxHp-player.hp+1);
player.showCards(event.cards);
"step 1"
var num=0;
for(var i=0;i<event.cards.length;i++){
if(get.suit(event.cards[i])=='heart'){
num++;
ui.discardPile.appendChild(event.cards[i]);
event.cards.splice(i--,1);
}
}
if(num){
player.recover(num);
}
"step 2"
if(event.cards.length){
player.gain(event.cards);
player.$gain2(event.cards);
game.delay();
}
},
ai:{
threaten:function(player,target){
if(target.hp==1) return 2;
if(target.hp==2) return 1.5;
return 1;
},
}
},
batu:{
trigger:{player:'phaseEnd'},
frequent:true,
filter:function(event,player){
var num=0;
var list=['wei','shu','wu','qun'];
for(var i=0;i<game.players.length&&list.length;i++){
if(list.contains(game.players[i].group)){
list.remove(game.players[i].group);
num++;
}
}
return player.num('h')<num;
},
content:function(){
var num=0;
var list=['wei','shu','wu','qun'];
for(var i=0;i<game.players.length&&list.length;i++){
if(list.contains(game.players[i].group)){
list.remove(game.players[i].group);
num++;
}
}
player.draw(num-player.num('h'));
},
ai:{
threaten:1.3
}
},
diyzaiqi:{
trigger:{player:'phaseDrawBegin'},
forced:true,
filter:function(event,player){
return player.hp<player.maxHp;
},
content:function(){
trigger.num+=player.maxHp-player.hp;
},
ai:{
threaten:function(player,target){
if(target.hp==1) return 2.5;
if(target.hp==2) return 1.8;
return 0.5;
},
maixie:true,
effect:{
target:function(card,player,target){
if(get.tag(card,'damage')){
if(target.hp==target.maxHp) return [0,1];
}
if(get.tag(card,'recover')&&player.hp>=player.maxHp-1) return [0,0];
}
}
}
},
diykuanggu:{
trigger:{source:'damageEnd'},
forced:true,
content:function(){
if(get.distance(trigger.player,player,'attack')>1){
player.draw(trigger.num);
}
else{
player.recover(trigger.num);
}
}
},
diyduanliang:{
group:['diyduanliang1','diyduanliang2'],
ai:{
threaten:1.2
}
},
diyduanliang1:{
enable:'phaseUse',
usable:1,
discard:false,
filter:function(event,player){
var cards=player.get('he',{color:'black'});
for(var i=0;i<cards.length;i++){
var type=get.type(cards[i]);
2015-10-20 17:44:00 +00:00
if(type=='basic') return true;
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}
return false;
},
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prepare:'throw',
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position:'he',
filterCard:function(card){
if(get.color(card)!='black') return false;
var type=get.type(card);
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return type=='basic';
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},
filterTarget:function(card,player,target){
return lib.filter.filterTarget({name:'bingliang'},player,target);
},
check:function(card){
return 7-ai.get.value(card);
},
content:function(){
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player.useCard({name:'bingliang'},target,cards).animate=false;
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player.draw();
},
ai:{
result:{
target:function(player,target){
return ai.get.effect(target,{name:'bingliang'},player,target);
}
},
order:9,
}
},
diyduanliang2:{
mod:{
targetInRange:function(card,player,target){
if(card.name=='bingliang'){
if(get.distance(player,target)<=2) return true;
}
}
}
},
guihan:{
unique:true,
enable:'chooseToUse',
mark:true,
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skillAnimation:'epic',
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init:function(player){
player.storage.guihan=false;
},
filter:function(event,player){
if(event.type!='dying') return false;
if(player!=_status.dying) return false;
if(player.storage.guihan) return false;
return true;
},
filterTarget:function(card,player,target){
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return target.sex=='male'&&player!=target;
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},
content:function(){
"step 0"
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player.awakenSkill('guihan');
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player.recover();
player.storage.guihan=true;
"step 1"
player.draw(2);
"step 2"
target.recover();
"step 3"
target.draw(2);
// if(lib.config.mode=='identity'){
// player.node.identity.style.backgroundColor=get.translation('weiColor');
// player.group='wei';
// }
},
ai:{
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skillTagFilter:function(player){
if(player.storage.guihan) return false;
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if(player.hp>0) return false;
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},
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save:true,
result:{
player:4,
target:function(player,target){
if(target.hp==target.maxHp) return 2;
return 4;
}
},
threaten:function(player,target){
if(!target.storage.guihan) return 0.8;
}
},
intro:{
content:'limited'
}
},
luweiyan:{
enable:'chooseToUse',
filterCard:{type:'equip'},
position:'he',
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filter:function(event,player){
return player.num('he',{type:'equip'}>0);
},
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viewAs:{name:'shuiyanqijun'},
prompt:'将一张装备牌当水淹七军使用',
check:function(card){return 8-ai.get.equipValue(card)},
},
yaliang:{
inherit:'wangxi'
},
xiongzi:{
trigger:{player:'phaseDrawBegin'},
forced:true,
content:function(){
trigger.num+=1+Math.floor(player.num('e')/2);
}
},
honglian:{
trigger:{player:'damageEnd'},
check:function(event,player){
return ai.get.attitude(player,event.player)<0;
},
filter:function(event,player){
return event.source&&event.source!=player&&event.source.num('he',{color:'red'})>0;
},
content:function(){
trigger.source.discard(trigger.source.get('he',{color:'red'}));
},
ai:{
expose:0.1,
result:{
threaten:0.8,
target:function(card,player,target){
if(get.tag(card,'damage')&&ai.get.attitude(target,player)<0){
return [1,0,0,-player.num('he',{color:'red'})];
}
}
}
}
},
diyguhuo:{
trigger:{player:'phaseBegin'},
forced:true,
filter:function(event,player){
return player.num('hej')>0;
},
content:function(){
"step 0"
player.draw(2);
"step 1"
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next=player.discardPlayerCard(player,'hej',2,true);
next.ai=function(button){
if(get.position(button.link)=='j') return 10;
return -ai.get.value(button.link);
};
next.filterButton=function(button){
return lib.filter.cardDiscardable(button.link,player);
}
2015-04-29 03:25:17 +00:00
},
ai:{
effect:{
target:function(card){
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if(get.type(card)=='delay') return [0,0.5];
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}
}
}
},
diychanyuan:{
trigger:{player:'dieBegin'},
forced:true,
filter:function(event){
return event.source!=undefined;
},
content:function(){
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trigger.source.loseMaxHp(true);
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},
ai:{
threaten:function(player,target){
if(target.hp==1) return 0.2;
},
result:{
target:function(card,player,target,current){
if(target.hp<=1&&get.tag(card,'damage')){
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if(player.hasSkill('jueqing')) return [1,-5];
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return [1,0,0,-2];
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}
}
}
}
},
zonghuo:{
trigger:{source:'damageBefore'},
direct:true,
priority:10,
filter:function(event){
return event.nature!='fire';
},
content:function(){
"step 0"
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player.chooseToDiscard(get.prompt('zonghuo')).ai=function(card){
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var att=ai.get.attitude(player,trigger.player);
if(trigger.player.hasSkillTag('nofire')){
if(att>0) return 8-ai.get.value(card);
return -1;
}
if(att<0){
return 7-ai.get.value(card);
}
return -1;
}
"step 1"
if(result.bool){
player.logSkill('zonghuo',trigger.player,'fire');
trigger.nature='fire';
}
}
},
shaoying:{
trigger:{source:'damageAfter'},
direct:true,
filter:function(event){
return event.nature=='fire';
},
content:function(){
"step 0"
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player.chooseTarget(get.prompt('shaoying'),function(card,player,target){
2015-04-29 03:25:17 +00:00
return get.distance(trigger.player,target)<=1&&trigger.player!=target;
}).ai=function(target){
return ai.get.damageEffect(target,player,player,'fire');
}
"step 1"
if(result.bool){
var card=get.cards()[0];
ui.discardPile.appendChild(card);
player.showCards(card);
event.bool=get.color(card)=='red';
event.target=result.targets[0];
player.logSkill('shaoying',event.target,false);
trigger.player.line(event.target,'fire');
}
else{
event.finish();
}
"step 2"
if(event.bool){
event.target.damage('fire');
}
}
},
tiangong:{
group:['tiangong2'],
trigger:{player:'damageBefore'},
filter:function(event){
if(event.nature=='thunder') return true;
},
forced:true,
content:function(){
trigger.untrigger();
trigger.finish();
},
ai:{
effect:{
target:function(card,player,target,current){
if(card.name=='tiesuo') return 0;
if(get.tag(card,'thunderDamage')) return 0;
}
2015-09-03 03:49:14 +00:00
},
threaten:0.5
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}
},
tiangong2:{
trigger:{source:'damageAfter'},
filter:function(event){
if(event.nature=='thunder') return true;
},
forced:true,
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popup:false,
priority:1,
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content:function(){
player.draw();
},
},
xicai:{
inherit:'jianxiong'
},
diyjianxiong:{
mode:['identity'],
trigger:{global:'dieBefore'},
forced:true,
filter:function(event,player){
return event.player!=game.zhu&&_status.currentPhase==player;
},
content:function(){
trigger.player.identity='fan';
trigger.player.setIdentity('fan');
trigger.player.identityShown=true;
}
},
shuaiyan:{
trigger:{global:'recoverAfter'},
filter:function(event,player){
return event.player!=player&&_status.currentPhase!=player;
},
content:function(){
"step 0"
var att=ai.get.attitude(trigger.player,player);
var bool=0;
if(att<0){
if(trigger.player.num('e')==0&&trigger.player.num('h')>2) bool=1;
else if(trigger.player.num('he')==0) bool=1;
}
else if(att==0&&trigger.player.num('he')==0){
bool=1;
}
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trigger.player.chooseControl(function(){
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return bool;
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}).set('prompt','率言').set('choiceList',['令'+get.translation(player)+'摸一张牌','令'+get.translation(player)+'弃置你一张牌']);
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"step 1"
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if(result.control=='选项一'){
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player.draw();
event.finish();
}
else if(trigger.player.num('he')){
player.discardPlayerCard(trigger.player,true,'he');
}
else{
event.finish();
}
2015-11-07 00:01:37 +00:00
},
ai:{
threaten:1.2
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}
},
moshou:{
mod:{
targetEnabled:function(card,player,target,now){
if(card.name=='bingliang'||card.name=='lebu') return false;
}
},
},
siji:{
trigger:{player:'phaseDiscardEnd'},
frequent:true,
filter:function(event,player){
if(event.cards){
for(var i=0;i<event.cards.length;i++){
if(event.cards[i].name=='sha') return true;
}
}
return false;
},
content:function(){
var num=0;
for(var i=0;i<trigger.cards.length;i++){
if(trigger.cards[i].name=='sha') num++;
}
player.draw(2*num);
}
},
ciqiu:{
unique:true,
trigger:{source:'damageBegin'},
forced:true,
filter:function(event,player){
2016-01-07 09:29:44 +00:00
return event.card&&event.card.name=='sha'&&event.player.hp==event.player.maxHp&&event.notLink();
2015-04-29 03:25:17 +00:00
},
content:function(){
trigger.num++;
player.addTempSkill('ciqiu3','damageAfter');
},
group:['ciqiu2']
},
ciqiu2:{
trigger:{source:'damage'},
filter:function(event,player){
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return player.hasSkill('ciqiu3')&&event.player.hp<=0;
2015-04-29 03:25:17 +00:00
},
forced:true,
content:function(){
trigger.player.die(trigger);
player.removeSkill('ciqiu');
}
},
ciqiu3:{},
juedao:{
enable:'phaseUse',
filter:function(event,player){
return player.isLinked()==false;
},
filterCard:true,
check:function(card){
return 6-ai.get.value(card);
},
content:function(){
if(player.isLinked()==false) player.link();
},
ai:{
order:2,
result:{
player:function(player){
if(player.isLinked()) return 0;
return 1;
},
},
effect:{
target:function(card,player,target){
if(card.name=='tiesuo'){
if(target.isLinked()){
return [0,-0.5];
}
else{
return [0,0.5];
}
}
}
}
},
mod:{
globalFrom:function(from,to,distance){
if(from.isLinked()) return distance+1;
},
globalTo:function(from,to,distance){
if(to.isLinked()) return distance+1;
},
}
},
geju:{
trigger:{player:'phaseBegin'},
frequent:true,
filter:function(event,player){
var list=[];
for(var i=0;i<game.players.length;i++){
if(player!=game.players[i]) list.add(game.players[i].group);
}
list.remove('unknown');
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=player){
if(lib.filter.targetInRange({name:'sha'},game.players[i],player)){
list.remove(game.players[i].group);
}
}
}
return list.length>0;
},
content:function(){
var list=[];
for(var i=0;i<game.players.length;i++){
if(player!=game.players[i]) list.add(game.players[i].group);
}
list.remove('unknown');
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=player){
if(lib.filter.targetInRange({name:'sha'},game.players[i],player)){
list.remove(game.players[i].group);
}
}
}
if(list.length>0) player.draw(list.length);
}
},
diyqiangxi:{
enable:'phaseUse',
usable:1,
filterCard:function(card){
return get.subtype(card)=='equip1';
},
selectCard:[0,1],
filterTarget:function(card,player,target){
if(player==target) return false;
return get.distance(player,target,'attack')<=1;
},
content:function(){
"step 0"
if(cards.length==0){
player.loseHp();
}
"step 1"
target.damage();
"step 2"
if(target.isAlive()&&target.num('he')){
player.discardPlayerCard(target);
}
},
check:function(card){
return 10-ai.get.value(card);
},
position:'he',
ai:{
order:8,
result:{
player:function(player,target){
if(ui.selected.cards.length) return 0;
if(player.hp>=target.hp) return -0.9;
if(player.hp<=2) return -10;
return -2;
},
target:function(player,target){
if(player.hp<=1) return 0;
return ai.get.damageEffect(target,player);
}
}
},
threaten:1.3
},
},
translate:{
2017-02-04 03:35:16 +00:00
diy_liufu:'刘馥',
diy_xizhenxihong:'习珍习宏',
diy_liuzan:'留赞',
diy_zaozhirenjun:'枣祗任峻',
diy_yangyi:'杨仪',
diy_tianyu:'田豫',
2016-03-22 17:40:16 +00:00
// diy_caocao:'曹操',
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diy_menghuo:'孟获',
2015-12-06 15:23:47 +00:00
diy_huangzhong:'黄汉升',
diy_xuhuang:'徐公明',
diy_dianwei:'新典韦',
diy_weiyan:'魏文长',
2015-04-29 03:25:17 +00:00
xicai:'惜才',
diyjianxiong:'奸雄',
diy_feishi:'费诗',
shuaiyan:'率言',
moshou:'墨守',
diy_hanlong:'韩龙',
diy_luxun:'陆伯言',
diy_yuji:'于吉',
diy_zhouyu:'周公瑾',
diy_lukang:'陆抗',
diy_caiwenji:'蔡昭姬',
2015-12-06 15:23:47 +00:00
diy_zhenji:'甄宓',
2017-02-04 15:59:46 +00:00
2017-02-05 10:40:30 +00:00
liangce:'粮策',
liangce_info:'①出牌阶段限一次,你可以将一张基本牌当【五谷丰登】使用。②当因执行【五谷丰登】的效果而亮出的牌因效果执行完毕而置入弃牌堆后,你可以选择一名角色,令该角色获取之',
jianbi:'坚壁',
jianbi_info:'当你成为锦囊牌的目标时若此牌的目标包括其他角色你可以令此牌对一至X+1个目标无效X为你已损失的体力值',
juntun:'军屯',
juntun_info:'出牌阶段,你可以重铸装备牌',
2017-02-05 05:41:36 +00:00
choudu:'筹度',
2017-02-05 08:48:28 +00:00
choudu_info:'出牌阶段限一次,你可以弃置一张牌,并指定一名角色视为其使用一张调兵遣将',
2017-02-05 05:41:36 +00:00
liduan:'立断',
liduan_info:'当一名其他角色于其回合外获得牌后若其此次获得的牌数为1且为装备牌无论是否可见你可以令该角色选择一项1.使用此牌2.将一张手牌交给你',
2017-02-05 03:56:18 +00:00
fuchou:'负仇',
fuchou2:'负仇',
fuchou_info:'当你成为【杀】的目标时你可以将一张牌交给此【杀】的使用者令此【杀】对你无效且你到其的距离于当前回合内视为1若如此做此回合的结束阶段开始时其令你摸一张牌然后你需对其使用【杀】否则失去1点体力',
jinyan:'噤言',
jinyan_info:'锁定技。若你的体力值不大于2你的黑色锦囊牌视为【杀】',
2017-02-04 17:02:18 +00:00
chezhen:'车阵',
2017-02-06 12:33:40 +00:00
chezhen_info:'锁定技。若你的装备区里:没有牌,你的防御距离+1有牌你的进攻距离+1',
2017-02-04 17:02:18 +00:00
youzhan:'诱战',
youzhan_info:'当以你距离不大于1的角色为目标的【杀】的使用结算开始时你可以弃置一张装备牌令该角色视为使用【诱敌深入】',
kangyin:'亢音',
kangyin2:'亢音',
2017-02-06 12:33:40 +00:00
kangyin_info:'出牌阶段限一次你可以失去1点体力并选择一名其他角色弃置该角色的一张牌。若此牌为基本牌你可以令一至X名角色各摸一张牌不为基本牌于此回合内你的进攻距离+X且你使用杀的额外目标数上限+X。X为你已损失的体力值',
2017-02-04 15:59:46 +00:00
zhucheng:'筑城',
zhucheng2:'筑城',
zhucheng_info:'①结束阶段开始时若没有“筑”你可以将牌堆顶的X张牌置于你的武将牌上称为“筑”X为你已损失的体力值与1中的较大值否则你可以获取所有“筑”。②当你成为杀的目标时若有“筑”你可以令此杀的使用者弃置X张牌X为“筑”的数量否则杀对你无效',
duoqi:'夺气',
2017-02-06 03:27:52 +00:00
duoqi_info:'当一名角色于除你之外的角色的出牌阶段内因弃置而失去牌后,你可以移去一张“筑”,并结束此出牌阶段',
2017-02-04 15:59:46 +00:00
2015-04-29 03:25:17 +00:00
siji:'伺机',
ciqiu:'刺酋',
ciqiu2:'刺酋',
ciqiu3:'刺酋',
diy_liuyan:'刘焉',
juedao:'绝道',
geju:'割据',
shaoying:'烧营',
zonghuo:'纵火',
diychanyuan:'缠怨',
diyguhuo:'蛊惑',
jieyan:'劫焰',
honglian:'红莲',
xiongzi:'雄姿',
luweiyan:'围堰',
guihan:'归汉',
diyduanliang:'断粮',
diyduanliang1:'断粮',
diyduanliang2:'断粮',
diyqiangxi:'强袭',
diykuanggu:'狂骨',
diyzaiqi:'再起',
batu:'霸图',
zaiqix:'再起',
2016-09-23 08:50:46 +00:00
diy_jiaoxia:'皎霞',
2017-02-04 15:59:46 +00:00
yaliang:'雅量',
yaliang_info:'每当你对其他角色造成1点伤害后或受到其他角色造成的1点伤害后你可与该角色各摸一张牌。',
2016-09-23 08:50:46 +00:00
diy_jiaoxia_info:'每当你成为红色牌的目标,你可以摸一张牌',
2017-02-06 03:27:52 +00:00
zaiqix_info:'摸牌阶段若你已受伤你可以改为展示牌堆顶的X+1张牌X为你已损失的体力值其中每有一张♥牌你回复1点体力然后弃掉这些♥牌将其余的牌收入手牌。',
batu_info:'结束阶段你可以将手牌数补至XX为现存的势力数',
2015-04-29 03:25:17 +00:00
diyzaiqi_info:'锁定技你摸牌阶段额外摸X张牌X为你已损失的体力值',
diykuanggu_info:'锁定技,每当你造成一点伤害,你在其攻击范围内,你回复一点体力,否则你摸一张牌',
diyqiangxi_info:'出牌阶段,你可以自减一点体力或弃一张武器牌,然后你对你攻击范围内的一名角色造成一点伤害并弃置其一张牌,每回合限一次。',
2015-10-20 17:44:00 +00:00
diyduanliang_info:'出牌阶段限一次你可以将一张黑色的基本牌当兵粮寸断对一名角色使用然后摸一张牌。你的兵粮寸断可以指定距离2以内的角色作为目标',
2015-04-29 03:25:17 +00:00
guihan_info:'限定技,当你进入濒死状态时,可以指定一名男性角色与其各回复一点体力并摸两张牌',
luweiyan_info:'你可以将一张装备牌当水淹七军使用',
xiongzi_info:'锁定技你于摸牌阶段额外摸X+1张牌X为你装备区牌数的一半向下取整',
honglian_info:'每当你受到来自其他角色的伤害,可以弃置伤害来源的所有红色牌',
jieyan_info:'出牌阶段限一次,你可以弃置一张红色手牌令场上所有角色受到一点火焰伤害',
2017-02-06 03:27:52 +00:00
diyguhuo_info:'锁定技,准备阶段,你摸两张牌,然后弃置区域内的两张牌',
2015-04-29 10:02:31 +00:00
diychanyuan_info:'锁定技,杀死你的角色失去一点体力上限',
2015-04-29 03:25:17 +00:00
zonghuo_info:'你可弃置一张牌将你即将造成的伤害变为火焰伤害',
shaoying_info:'每当你造成一次火焰伤害可指定距离受伤害角色1以内的另一名角色并展示牌堆顶的一张牌若此牌为红色该角色受到一点火焰伤害',
2017-02-06 12:28:57 +00:00
juedao_info:'出牌阶段,你可以弃置一张手牌,横置你的武将牌;锁定技,若你处于连环状态,你进攻距离-1、防御距离+1。',
2015-04-29 03:25:17 +00:00
geju_info:'准备阶段开始时你可以摸X张牌X为攻击范围内不含有你的势力数。',
siji_info:'弃牌阶段结束后你可以摸2X张牌X为你于此阶段内弃置的【杀】的数量。',
ciqiu_info:'锁定技,每当你使用【杀】对目标角色造成伤害时,若该角色未受伤,你令此伤害+1锁定技每当未受伤的角色因受到你使用【杀】造成的伤害而扣减体力后若该角色的体力值为0你令其死亡然后你失去“刺酋”。 ',
2017-02-04 15:59:46 +00:00
shuaiyan_info:'每当其他角色于你的回合外回复体力后你可以令该角色选择一项1.令你摸一张牌2.令你弃置其一张牌。',
2015-04-29 03:25:17 +00:00
moshou_info:'锁定技,你不能成为乐不思蜀和兵粮寸断的目标。',
xicai_info:'你可以立即获得对你造成伤害的牌',
diyjianxiong_info:'锁定技,在身份局中,在你回合内死亡的角色均视为反贼,国战中,在你回合内死亡的角色若与你势力相同则随机改为另一个势力',
},
}