2017-04-14 23:35:56 +00:00
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'use strict';
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2021-03-08 11:10:12 +00:00
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game.import('character',function(lib,game,ui,get,ai,_status){
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2017-04-15 00:25:50 +00:00
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return {
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name:'extra',
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2019-07-04 14:35:41 +00:00
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connect:true,
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2021-03-08 11:10:12 +00:00
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connectBanned:['shen_diaochan'],
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characterSort:{
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extra:{
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extra_feng:['shen_guanyu','shen_lvmeng'],
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extra_huo:['shen_zhugeliang','shen_zhouyu'],
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extra_lin:['shen_caocao','shen_lvbu'],
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extra_shan:['shen_zhaoyun','shen_simayi'],
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extra_yin:['shen_liubei','shen_luxun'],
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extra_lei:['shen_ganning','shen_zhangliao'],
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extra_key:['key_kagari','key_shiki','key_hina'],
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extra_ol:['ol_zhangliao','shen_caopi','shen_zhenji'],
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2021-03-20 13:29:25 +00:00
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extra_offline:['shen_diaochan','boss_zhaoyun'],
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2021-03-08 11:10:12 +00:00
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extra_mini:['mini_zhugeliang','mini_lvbu','mini_lvmeng'],
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},
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},
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character:{
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key_kagari:['female','shen',3,['kagari_zongsi'],['key']],
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key_shiki:['female','shen','3/5',['shiki_omusubi'],['key']],
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key_hina:['female','shen',3,['hina_shenxian','hina_mashu','hina_tieji'],['key','hiddenSkill']],
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shen_diaochan:['female','shen',3,['meihun','huoxin'],['qun']],
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shen_guanyu:['male','shen',5,['new_wuhun','wushen'],['shu']],
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shen_zhaoyun:['male','shen',2,['xinjuejing','relonghun'],['shu']],
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shen_zhugeliang:['male','shen',3,['qixing','kuangfeng','dawu'],['shu']],
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shen_lvmeng:['male','shen',3,['shelie','gongxin'],['wu']],
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shen_zhouyu:['male','shen',4,['yeyan','qinyin'],['wu']],
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shen_simayi:['male','shen',4,['renjie','sbaiyin','lianpo'],['wei']],
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shen_caocao:['male','shen',3,['new_guixin','feiying'],['wei']],
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shen_lvbu:['male','shen',5,['baonu','wumou','ol_wuqian','ol_shenfen'],['qun']],
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"shen_liubei":["male","shen",6,["nzry_longnu","nzry_jieying"],["shu"]],
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"shen_luxun":["male","shen",4,["nzry_junlve","nzry_cuike","nzry_dinghuo"],["wu"]],
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"shen_zhangliao":["male","shen",4,["drlt_duorui","drlt_zhiti"],["wei"]],
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"shen_ganning":["male","shen","3/6",["drlt_poxi","drlt_jieying"],["wu"]],
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ol_zhangliao:['male','shen',4,['olduorui','olzhiti'],['wei']],
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shen_caopi:['male','shen',5,['chuyuan','dengji'],['wei']],
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shen_zhenji:['female','shen',4,['shenfu','qixian'],['wei']],
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2021-03-20 13:29:25 +00:00
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boss_zhaoyun:['male','shen',1,['boss_juejing','xinlonghun','zhanjiang'],['shu']],
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2021-03-08 11:10:12 +00:00
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mini_zhugeliang:['male','shen',3,['qixing','minikuangfeng','minidawu'],['shu']],
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mini_lvbu:['male','shen',6,['miniwuqian','minishenfen']],
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2021-04-22 14:05:36 +00:00
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mini_lvmeng:['male','shen',3,['shelie','minigongxin'],['wu']],
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2021-03-08 11:10:12 +00:00
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},
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characterIntro:{
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shen_guanyu:'关羽,字云长。曾水淹七军、擒于禁、斩庞德、威震华夏,吓得曹操差点迁都躲避,但是东吴偷袭荆州,关羽兵败被害。后传说吕蒙因关羽之魂索命而死。',
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shen_lvmeng:'吕蒙,字子明,汝南富陂人,东吴名将,原有“吴下阿蒙”之贬称,后受孙权劝说,奋发读书,最终成就一代名将。',
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shen_zhouyu:'字公瑾,庐江舒县人。东汉末年名将。有姿貌、精音律,江东有“曲有误,周郎顾”之语。周瑜少与孙策交好,后孙策遇刺身亡,孙权继任。周瑜将兵赴丧,以中护军的身份与长史张昭共掌众事,建安十三年(208年),周瑜率东吴军与刘备军联合,在赤壁击败曹操。此战也奠定了三分天下的基础。',
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shen_zhugeliang:'字孔明、号卧龙,汉族,琅琊阳都人,三国时期蜀汉丞相、杰出的政治家、军事家、发明家、文学家。在世时被封为武乡侯,死后追谥忠武侯,后来东晋政权推崇诸葛亮军事才能,特追封他为武兴王。诸葛亮为匡扶蜀汉政权,呕心沥血、鞠躬尽瘁、死而后已。其代表作有《前出师表》、《后出师表》、《诫子书》等。曾发明木牛流马等,并改造连弩,可一弩十矢俱发。于234年在宝鸡五丈原逝世。',
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},
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characterTitle:{
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//shen_ganning:"体力上限:6",
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},
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characterReplace:{
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shen_zhangliao:['shen_zhangliao','ol_zhangliao'],
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shen_zhugeliang:['shen_zhugeliang','mini_zhugeliang'],
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shen_lvbu:['shen_lvbu','mini_lvbu'],
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shen_lvmeng:['shen_lvmeng','mini_lvmeng'],
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2021-03-20 13:29:25 +00:00
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shen_zhaoyun:['shen_zhaoyun','boss_zhaoyun'],
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2021-03-08 11:10:12 +00:00
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},
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characterFilter:{
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shen_diaochan:function(mode){
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return mode=='identity'||mode=='doudizhu'||mode=='single'||(mode=='versus'&&_status.mode!='standard'&&_status.mode!='three');
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},
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},
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skill:{
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hina_shenxian:{
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hiddenSkill:true,
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trigger:{player:'showCharacterAfter'},
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forced:true,
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filter:function(event,player){
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return event.toShow.contains('key_hina');
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},
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content:function(){
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player.equip(game.createCard('hina_shenji','diamond',13));
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2020-12-31 10:28:10 +00:00
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},
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},
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2021-03-08 11:10:12 +00:00
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hina_mashu:{
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mod:{
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globalFrom:function(from,to,distance){
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return distance-1;
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}
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2020-12-31 10:28:10 +00:00
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},
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2021-03-08 11:10:12 +00:00
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},
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hina_tieji:{
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shaRelated:true,
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trigger:{player:'useCardToPlayered'},
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check:function(event,player){
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return get.attitude(player,event.target)<0;
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2021-01-20 01:13:11 +00:00
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},
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2021-03-08 11:10:12 +00:00
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filter:function(event,player){
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return event.card.name=='sha';
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2020-12-31 10:28:10 +00:00
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},
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2021-03-08 11:10:12 +00:00
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logTarget:'target',
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2020-12-31 10:28:10 +00:00
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content:function(){
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2021-03-08 11:10:12 +00:00
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"step 0"
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player.judge(function(){return 0});
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if(!trigger.target.hasSkill('fengyin')){
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trigger.target.addTempSkill('fengyin');
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2020-12-31 10:28:10 +00:00
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}
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2021-03-08 11:10:12 +00:00
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"step 1"
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var suit=result.suit;
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if(result.suit=='spade'){
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var id=trigger.target.playerid;
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var map=trigger.customArgs;
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if(!map[id]) map[id]={};
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if(!map[id].extraDamage) map[id].extraDamage=0;
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map[id].extraDamage++;
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}
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var target=trigger.target;
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var num=target.countCards('h','shan');
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target.chooseToDiscard('请弃置一张'+get.translation(suit)+'牌,否则不能使用闪抵消此杀','he',function(card){
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return get.suit(card)==_status.event.suit;
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}).set('ai',function(card){
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var num=_status.event.num;
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if(num==0) return 0;
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if(card.name=='shan') return num>1?2:0;
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return 8-get.value(card);
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}).set('num',num).set('suit',suit);
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"step 2"
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if(!result.bool){
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trigger.directHit.add(trigger.target);
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2020-12-31 10:28:10 +00:00
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}
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},
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ai:{
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2021-03-08 11:10:12 +00:00
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ignoreSkill:true,
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skillTagFilter:function(player,tag,arg){
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if(!arg||arg.isLink||!arg.card||arg.card.name!='sha') return false;
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if(!arg.target||get.attitude(player,arg.target)>=0) return false;
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if(!arg.skill||!lib.skill[arg.skill]||lib.skill[arg.skill].charlotte||get.is.locked(arg.skill)||!arg.target.getSkills(true,false).contains(arg.skill)) return false;
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2021-01-20 01:13:11 +00:00
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},
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2021-03-08 11:10:12 +00:00
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},
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},
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hina_guixin:{
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trigger:{
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player:"phaseZhunbeiBegin",
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},
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filter:function(event,player){
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return player.hasSkill('hina_shenxian');
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},
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content:function(){
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"step 0"
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var targets=game.filterPlayer();
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targets.remove(player);
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targets.sort(lib.sort.seat);
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event.targets=targets;
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"step 1"
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event.num=0;
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player.line(targets,'green');
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player.chooseControl('手牌区','装备区','判定区').set('ai',function(){
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if(game.hasPlayer(function(current){
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return current.countCards('j')&¤t!=player&&get.attitude(player,current)>0;
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})) return 2;
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return Math.floor(Math.random()*3);
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}).set('prompt','请选择优先获得的区域');
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"step 2"
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event.range={
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手牌区:['h','e','j'],
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装备区:['e','h','j'],
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判定区:['j','h','e'],
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}[result.control||'手牌区'];
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"step 3"
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if(num<event.targets.length){
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var target=event.targets[num];
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var range=event.range;
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for(var i=0;i<range.length;i++){
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var cards=target.getCards(range[i]);
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if(cards.length){
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var card=cards.randomGet();
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player.gain(card,target,'giveAuto','bySelf');
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break;
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2021-01-20 01:13:11 +00:00
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}
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2021-03-08 11:10:12 +00:00
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}
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event.num++;
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2020-12-31 10:28:10 +00:00
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}
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2021-03-08 11:10:12 +00:00
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"step 4"
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if(num<event.targets.length) event.goto(3);
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"step 5"
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player.turnOver();
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},
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2020-12-31 10:28:10 +00:00
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},
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2021-03-08 11:10:12 +00:00
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hina_shenfen:{
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trigger:{
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player:"phaseJieshuBegin",
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},
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filter:function(event,player){
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return player.hasSkill('hina_shenxian');
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2020-12-31 10:28:10 +00:00
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},
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content:function(){
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"step 0"
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2021-03-08 11:10:12 +00:00
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event.delay=false;
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event.targets=game.filterPlayer();
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event.targets.remove(player);
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event.targets.sort(lib.sort.seat);
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player.line(event.targets,'green');
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event.targets2=event.targets.slice(0);
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event.targets3=event.targets.slice(0);
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2021-01-20 01:13:11 +00:00
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"step 1"
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2021-03-08 11:10:12 +00:00
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if(event.targets2.length){
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event.targets2.shift().damage('nocard');
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event.redo();
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}
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2021-01-20 01:13:11 +00:00
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"step 2"
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2021-03-08 11:10:12 +00:00
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if(event.targets.length){
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event.current=event.targets.shift()
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if(event.current.countCards('e')) event.delay=true;
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event.current.discard(event.current.getCards('e')).delay=false;
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2020-12-09 13:40:44 +00:00
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}
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2021-03-08 11:10:12 +00:00
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"step 3"
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if(event.delay) game.delay(0.5);
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event.delay=false;
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if(event.targets.length) event.goto(2);
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"step 4"
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if(event.targets3.length){
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var target=event.targets3.shift();
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target.chooseToDiscard(4,'h',true).delay=false;
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if(target.countCards('h')) event.delay=true;
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2020-12-09 13:40:44 +00:00
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}
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2021-03-08 11:10:12 +00:00
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"step 5"
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if(event.delay) game.delay(0.5);
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event.delay=false;
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if(event.targets3.length) event.goto(4);
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"step 6"
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player.turnOver();
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2020-12-09 13:40:44 +00:00
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},
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},
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2021-03-20 13:29:25 +00:00
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zhanjiang:{
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trigger:{player:'phaseZhunbeiBegin'},
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filter:function(event,player){
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var players=game.filterPlayer();
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for(var i=0;i<players.length;i++){
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if(players[i]!=player&&players[i].getEquip('qinggang')){
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return true;
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}
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}
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},
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|
|
|
|
content:function(){
|
|
|
|
|
var players=game.filterPlayer();
|
|
|
|
|
for(var i=0;i<players.length;i++){
|
|
|
|
|
if(players[i]!=player){
|
|
|
|
|
var e=players[i].getEquip('qinggang');
|
|
|
|
|
if(e){
|
|
|
|
|
player.line(players[i],'green');
|
|
|
|
|
players[i].give(e,player);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
boss_juejing:{
|
|
|
|
|
trigger:{player:'phaseDrawBefore'},
|
|
|
|
|
forced:true,
|
|
|
|
|
content:function(){
|
|
|
|
|
trigger.cancel();
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
noh:true,
|
|
|
|
|
nogain:true,
|
|
|
|
|
},
|
|
|
|
|
group:'boss_juejing2'
|
|
|
|
|
},
|
|
|
|
|
boss_juejing2:{
|
|
|
|
|
trigger:{
|
|
|
|
|
player:'loseAfter',
|
|
|
|
|
global:['equipAfter','addJudgeAfter','gainAfter','loseAsyncAfter'],
|
|
|
|
|
},
|
|
|
|
|
forced:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
if(event.name=='gain'&&event.player==player) return player.countCards('h')>4;
|
|
|
|
|
var evt=event.getl(player);
|
|
|
|
|
if(!evt||!evt.hs||evt.hs.length==0||player.countCards('h')>=4) return false;
|
|
|
|
|
var evt=event;
|
|
|
|
|
for(var i=0;i<4;i++){
|
|
|
|
|
evt=evt.getParent('boss_juejing2');
|
|
|
|
|
if(evt.name!='boss_juejing2') return true;
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
var num=4-player.countCards('h');
|
|
|
|
|
if(num>0) player.draw(num);
|
|
|
|
|
else player.chooseToDiscard('h',true,-num);
|
|
|
|
|
},
|
|
|
|
|
},
|
2021-03-08 11:10:12 +00:00
|
|
|
|
miniwuqian:{
|
|
|
|
|
audio:'wuqian',
|
|
|
|
|
trigger:{
|
|
|
|
|
player:'useCardToPlayered',
|
2020-12-09 13:40:44 +00:00
|
|
|
|
},
|
2021-03-08 11:10:12 +00:00
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return (event.card.name=='sha'||event.card.name=='juedou')&&player==_status.currentPhase&&
|
|
|
|
|
player.getHistory('useCard',function(evt){
|
|
|
|
|
return (evt.card.name=='sha'||evt.card.name=='juedou');
|
|
|
|
|
}).indexOf(event.getParent())==0;
|
|
|
|
|
},
|
|
|
|
|
forced:true,
|
|
|
|
|
logTarget:'target',
|
|
|
|
|
content:function(){
|
|
|
|
|
trigger.target.addTempSkill('qinggang2');
|
|
|
|
|
trigger.target.storage.qinggang2.add(trigger.card);
|
|
|
|
|
if(trigger.card.name=='sha'){
|
|
|
|
|
var id=trigger.target.playerid;
|
|
|
|
|
var map=trigger.getParent().customArgs;
|
|
|
|
|
if(!map[id]) map[id]={};
|
|
|
|
|
if(typeof map[id].shanRequired=='number'){
|
|
|
|
|
map[id].shanRequired++;
|
2021-01-20 01:13:11 +00:00
|
|
|
|
}
|
2021-03-08 11:10:12 +00:00
|
|
|
|
else{
|
|
|
|
|
map[id].shanRequired=2;
|
2020-12-09 13:40:44 +00:00
|
|
|
|
}
|
2021-03-08 11:10:12 +00:00
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
var id=trigger.target.playerid;
|
|
|
|
|
var idt=trigger.target.playerid;
|
|
|
|
|
var map=trigger.getParent().customArgs;
|
|
|
|
|
if(!map[idt]) map[idt]={};
|
|
|
|
|
if(!map[idt].shaReq) map[idt].shaReq={};
|
|
|
|
|
if(!map[idt].shaReq[id]) map[idt].shaReq[id]=1;
|
|
|
|
|
map[idt].shaReq[id]++;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
unequip_ai:true,
|
|
|
|
|
skillTagFilter:function(player,tag,arg){
|
|
|
|
|
if(arg&&arg.name=='sha'&&!player.countUsed('sha')) return true;
|
|
|
|
|
return false;
|
2020-12-09 13:40:44 +00:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
2021-03-08 11:10:12 +00:00
|
|
|
|
minishenfen:{
|
|
|
|
|
audio:'ol_shenfen',
|
|
|
|
|
enable:'phaseUse',
|
|
|
|
|
skillAnimation:true,
|
|
|
|
|
animationColor:'metal',
|
|
|
|
|
limited:true,
|
|
|
|
|
content:function(){
|
|
|
|
|
"step 0"
|
|
|
|
|
player.awakenSkill('minishenfen');
|
|
|
|
|
player.loseHp(3);
|
|
|
|
|
event.delay=false;
|
|
|
|
|
event.targets=game.filterPlayer();
|
|
|
|
|
event.targets.remove(player);
|
|
|
|
|
event.targets.sort(lib.sort.seat);
|
|
|
|
|
player.line(event.targets,'green');
|
|
|
|
|
event.targets2=event.targets.slice(0);
|
|
|
|
|
event.targets3=event.targets.slice(0);
|
|
|
|
|
"step 1"
|
|
|
|
|
if(event.targets2.length){
|
|
|
|
|
event.targets2.shift().damage('nocard');
|
|
|
|
|
event.redo();
|
|
|
|
|
}
|
|
|
|
|
"step 2"
|
|
|
|
|
if(event.targets.length){
|
|
|
|
|
event.current=event.targets.shift()
|
|
|
|
|
if(event.current.countCards('e')) event.delay=true;
|
|
|
|
|
event.current.discard(event.current.getCards('e')).delay=false;
|
|
|
|
|
}
|
|
|
|
|
"step 3"
|
|
|
|
|
if(event.delay) game.delay(0.5);
|
|
|
|
|
event.delay=false;
|
|
|
|
|
if(event.targets.length) event.goto(2);
|
|
|
|
|
"step 4"
|
|
|
|
|
if(event.targets3.length){
|
|
|
|
|
var target=event.targets3.shift();
|
|
|
|
|
target.chooseToDiscard(4,'h',true).delay=false;
|
|
|
|
|
if(target.countCards('h')) event.delay=true;
|
2020-12-09 13:40:44 +00:00
|
|
|
|
}
|
2021-03-08 11:10:12 +00:00
|
|
|
|
"step 5"
|
|
|
|
|
if(event.delay) game.delay(0.5);
|
|
|
|
|
event.delay=false;
|
|
|
|
|
if(event.targets3.length) event.goto(4);
|
2020-12-09 13:40:44 +00:00
|
|
|
|
},
|
2021-01-20 01:13:11 +00:00
|
|
|
|
ai:{
|
2021-03-08 11:10:12 +00:00
|
|
|
|
order:10,
|
2021-01-20 01:13:11 +00:00
|
|
|
|
result:{
|
2021-03-08 11:10:12 +00:00
|
|
|
|
player:function(player){
|
|
|
|
|
if(player.hp<5||player.hasUnknown()) return 0;
|
|
|
|
|
return game.countPlayer(function(current){
|
|
|
|
|
if(current!=player){
|
|
|
|
|
return get.sgn(get.damageEffect(current,player,player));
|
|
|
|
|
}
|
|
|
|
|
});
|
2021-01-20 01:13:11 +00:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
2020-12-09 13:40:44 +00:00
|
|
|
|
},
|
2021-03-08 11:10:12 +00:00
|
|
|
|
minikuangfeng:{
|
|
|
|
|
audio:'kuangfeng',
|
|
|
|
|
trigger:{player:'phaseUseEnd'},
|
|
|
|
|
direct:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return player.getStorage('qixing').length>0;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
player.chooseTarget([1,Math.min(game.players.length,player.getStorage('qixing').length)],get.prompt2('minikuangfeng')).set('ai',function(target){
|
|
|
|
|
var player=_status.event.player;
|
|
|
|
|
var eff=get.damageEffect(target,player,player);
|
|
|
|
|
if(target.hp==1||!ui.selected.targets.length) return eff;
|
|
|
|
|
return 0;
|
|
|
|
|
});
|
|
|
|
|
'step 1'
|
|
|
|
|
if(result.bool){
|
|
|
|
|
event.targets=result.targets;
|
|
|
|
|
player.chooseButton(['请选择要移去的“星”',player.getStorage('qixing')],true,result.targets.length).set('ai',function(button){
|
|
|
|
|
return -get.value(button.link);
|
|
|
|
|
});
|
2020-12-09 13:40:44 +00:00
|
|
|
|
}
|
2021-03-08 11:10:12 +00:00
|
|
|
|
else event.finish();
|
|
|
|
|
'step 2'
|
|
|
|
|
var cards=result.links;
|
|
|
|
|
player.logSkill('minikuangfeng',targets);
|
|
|
|
|
player.$throw(cards,2000);
|
|
|
|
|
player.unmarkAuto('qixing',cards);
|
|
|
|
|
game.cardsDiscard(cards);
|
|
|
|
|
for(var i of targets) i.damage();
|
2020-12-09 13:40:44 +00:00
|
|
|
|
},
|
|
|
|
|
},
|
2021-03-08 11:10:12 +00:00
|
|
|
|
minidawu:{
|
|
|
|
|
audio:'dawu',
|
|
|
|
|
trigger:{player:'phaseJieshuBegin'},
|
|
|
|
|
direct:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return player.getStorage('qixing').length>0;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
player.chooseButton([get.prompt('minidawu'),player.getStorage('qixing')]).set('ai',function(button){
|
|
|
|
|
return 1/Math.max(0.01,get.value(button.link));
|
|
|
|
|
});
|
|
|
|
|
'step 1'
|
|
|
|
|
if(result.bool){
|
|
|
|
|
var cards=result.links;
|
|
|
|
|
player.logSkill('minidawu');
|
|
|
|
|
player.$throw(cards,2000);
|
|
|
|
|
player.unmarkAuto('qixing',cards);
|
|
|
|
|
game.cardsDiscard(cards);
|
|
|
|
|
player.addTempSkill('minidawu2',{player:'phaseBegin'});
|
2021-01-20 01:13:11 +00:00
|
|
|
|
}
|
2020-12-09 13:40:44 +00:00
|
|
|
|
},
|
2021-01-20 01:13:11 +00:00
|
|
|
|
},
|
2021-03-08 11:10:12 +00:00
|
|
|
|
minidawu2:{
|
|
|
|
|
audio:'dawu',
|
|
|
|
|
trigger:{player:'damageBegin3'},
|
|
|
|
|
forced:true,
|
|
|
|
|
charlotte:true,
|
|
|
|
|
content:function(){
|
|
|
|
|
trigger.num--;
|
|
|
|
|
},
|
2020-12-09 13:40:44 +00:00
|
|
|
|
ai:{
|
2021-03-08 11:10:12 +00:00
|
|
|
|
effect:{
|
|
|
|
|
target:function(card,player,target){
|
|
|
|
|
if(get.tag(card,'damage')&&(card.name!='sha'||!player.hasSkill('jiu'))) return 'zerotarget';
|
|
|
|
|
},
|
2020-12-09 13:40:44 +00:00
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
2021-03-08 11:10:12 +00:00
|
|
|
|
meihun:{
|
|
|
|
|
audio:2,
|
|
|
|
|
trigger:{
|
|
|
|
|
player:'phaseJieshuBegin',
|
|
|
|
|
target:'useCardToTargeted',
|
2021-01-20 01:13:11 +00:00
|
|
|
|
},
|
2021-03-08 11:10:12 +00:00
|
|
|
|
direct:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
if(event.name!='phaseJieshu'&&event.card.name!='sha') return false;
|
|
|
|
|
return game.hasPlayer(function(current){
|
|
|
|
|
return current!=player&¤t.countCards('h');
|
|
|
|
|
});
|
2021-01-20 01:13:11 +00:00
|
|
|
|
},
|
|
|
|
|
content:function(){
|
2021-03-08 11:10:12 +00:00
|
|
|
|
'step 0'
|
|
|
|
|
player.chooseTarget(get.prompt2('meihun'),function(card,player,target){
|
|
|
|
|
return target!=player&&target.countCards('h')>0;
|
|
|
|
|
}).set('ai',function(target){
|
|
|
|
|
var player=_status.event.player;
|
|
|
|
|
var att=get.attitude(player,target);
|
|
|
|
|
if(att>0) return 0;
|
|
|
|
|
return 0.1-att/target.countCards('h');
|
|
|
|
|
});
|
|
|
|
|
'step 1'
|
|
|
|
|
if(result.bool){
|
|
|
|
|
var target=result.targets[0];
|
|
|
|
|
player.logSkill('meihun',target);
|
|
|
|
|
event.target=target;
|
|
|
|
|
player.chooseControl(lib.suit).set('prompt','请选择一种花色').set('ai',function(){
|
|
|
|
|
return lib.suit.randomGet();
|
|
|
|
|
})
|
|
|
|
|
}
|
|
|
|
|
else event.finish();
|
|
|
|
|
'step 2'
|
|
|
|
|
var suit=result.control;
|
|
|
|
|
player.chat(get.translation(suit+2));
|
|
|
|
|
game.log(player,'选择了','#y'+get.translation(suit+2))
|
|
|
|
|
if(target.countCards('h',{suit:suit})){
|
|
|
|
|
target.chooseCard('h','交给'+get.translation(player)+'一张'+get.translation(suit)+'花色的手牌',true,function(card,player){
|
|
|
|
|
return get.suit(card,player)==_status.event.suit;
|
|
|
|
|
}).set('suit',suit);
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
player.discardPlayerCard(target,true,'h','visible');
|
|
|
|
|
event.finish();
|
|
|
|
|
}
|
|
|
|
|
'step 3'
|
|
|
|
|
if(result.bool&&result.cards&&result.cards.length) player.gain(result.cards,target,'give');
|
2020-10-17 01:17:07 +00:00
|
|
|
|
},
|
|
|
|
|
},
|
2021-03-08 11:10:12 +00:00
|
|
|
|
//Connect Mode support after Angel Beats! -2nd beat-
|
|
|
|
|
huoxin:{
|
|
|
|
|
audio:2,
|
2020-10-17 01:17:07 +00:00
|
|
|
|
enable:'phaseUse',
|
|
|
|
|
usable:1,
|
2021-03-08 11:10:12 +00:00
|
|
|
|
filter:function(event,player){
|
|
|
|
|
if(game.countPlayer()<3) return false;
|
|
|
|
|
for(var i of lib.suit){
|
|
|
|
|
if(player.countCards('h',{suit:i})>1) return true;
|
2020-10-17 01:17:07 +00:00
|
|
|
|
}
|
2021-03-08 11:10:12 +00:00
|
|
|
|
return false;
|
2020-10-17 01:17:07 +00:00
|
|
|
|
},
|
2021-03-08 11:10:12 +00:00
|
|
|
|
complexCard:true,
|
|
|
|
|
position:'h',
|
|
|
|
|
filterCard:function(card,player){
|
|
|
|
|
if(!ui.selected.cards.length){
|
|
|
|
|
var suit=get.suit(card);
|
|
|
|
|
return player.countCards('h',function(card2){
|
|
|
|
|
return card!=card2&&get.suit(card2,player)==suit;
|
|
|
|
|
})>0;
|
2020-10-17 01:17:07 +00:00
|
|
|
|
}
|
2021-03-08 11:10:12 +00:00
|
|
|
|
return get.suit(card,player)==get.suit(ui.selected.cards[0],player);
|
|
|
|
|
},
|
|
|
|
|
selectCard:2,
|
|
|
|
|
selectTarget:2,
|
|
|
|
|
filterTarget:lib.filter.notMe,
|
|
|
|
|
multitarget:true,
|
|
|
|
|
multiline:true,
|
|
|
|
|
delay:false,
|
|
|
|
|
check:function(card){
|
|
|
|
|
return 6-get.value(card);
|
|
|
|
|
},
|
|
|
|
|
targetprompt:['拼点发起人','拼点目标'],
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
player.showCards(cards);
|
|
|
|
|
'step 1'
|
|
|
|
|
var target=targets[0];
|
|
|
|
|
targets.sortBySeat();
|
|
|
|
|
if(target!=targets[0]) cards.reverse();
|
|
|
|
|
for(var i=0;i<targets.length;i++){
|
|
|
|
|
targets[i].gain(cards[i],player,'visible');
|
|
|
|
|
player.$give(cards[i],targets[i]);
|
2020-10-17 01:17:07 +00:00
|
|
|
|
}
|
2021-03-08 11:10:12 +00:00
|
|
|
|
'step 2'
|
|
|
|
|
if(targets[0].canCompare(targets[1])){
|
|
|
|
|
targets[0].chooseToCompare(targets[1]);
|
2020-10-17 01:17:07 +00:00
|
|
|
|
}
|
2021-03-08 11:10:12 +00:00
|
|
|
|
else event.finish();
|
|
|
|
|
'step 3'
|
|
|
|
|
if(result.winner!==targets[0]) targets[0].addMark('huoxin',1);
|
|
|
|
|
if(result.winner!==targets[1]) targets[1].addMark('huoxin',1);
|
2020-10-17 01:17:07 +00:00
|
|
|
|
},
|
2021-03-08 11:10:12 +00:00
|
|
|
|
marktext:'魅',
|
|
|
|
|
intro:{
|
|
|
|
|
name:'魅惑',
|
|
|
|
|
name2:'魅惑',
|
|
|
|
|
content:'mark',
|
2020-10-17 01:17:07 +00:00
|
|
|
|
},
|
2021-03-08 11:10:12 +00:00
|
|
|
|
group:'huoxin_control',
|
2021-01-20 01:13:11 +00:00
|
|
|
|
ai:{
|
|
|
|
|
order:1,
|
|
|
|
|
result:{
|
2021-03-08 11:10:12 +00:00
|
|
|
|
target:function(player,target){
|
|
|
|
|
if(target.hasMark('huoxin')) return -2;
|
|
|
|
|
return -1;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
2021-01-20 01:13:11 +00:00
|
|
|
|
},
|
2021-03-08 11:10:12 +00:00
|
|
|
|
huoxin_control:{
|
|
|
|
|
audio:'huoxin',
|
|
|
|
|
forced:true,
|
|
|
|
|
trigger:{global:'phaseBeginStart'},
|
2021-01-20 01:13:11 +00:00
|
|
|
|
filter:function(event,player){
|
2021-03-08 11:10:12 +00:00
|
|
|
|
return player!=event.player&&!event.player._trueMe&&event.player.countMark('huoxin')>1;
|
|
|
|
|
},
|
|
|
|
|
logTarget:'player',
|
|
|
|
|
skillAnimation:true,
|
|
|
|
|
animationColor:'key',
|
|
|
|
|
content:function(){
|
|
|
|
|
trigger.player.removeMark('huoxin',trigger.player.countMark('huoxin'));
|
|
|
|
|
trigger.player._trueMe=player;
|
|
|
|
|
game.addGlobalSkill('autoswap');
|
|
|
|
|
if(trigger.player==game.me){
|
|
|
|
|
game.notMe=true;
|
|
|
|
|
if(!_status.auto) ui.click.auto();
|
2020-10-17 01:17:07 +00:00
|
|
|
|
}
|
2021-03-08 11:10:12 +00:00
|
|
|
|
trigger.player.addSkill('huoxin2');
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
huoxin2:{
|
|
|
|
|
trigger:{
|
|
|
|
|
player:['phaseAfter','dieAfter'],
|
|
|
|
|
global:'phaseBefore',
|
|
|
|
|
},
|
|
|
|
|
lastDo:true,
|
|
|
|
|
charlotte:true,
|
|
|
|
|
forceDie:true,
|
|
|
|
|
forced:true,
|
|
|
|
|
silent:true,
|
|
|
|
|
content:function(){
|
|
|
|
|
player.removeSkill('huoxin2');
|
|
|
|
|
},
|
|
|
|
|
onremove:function(player){
|
|
|
|
|
if(player==game.me){
|
|
|
|
|
if(!game.notMe) game.swapPlayerAuto(player._trueMe)
|
|
|
|
|
else delete game.notMe;
|
|
|
|
|
if(_status.auto) ui.click.auto();
|
|
|
|
|
}
|
|
|
|
|
delete player._trueMe;
|
2020-10-17 01:17:07 +00:00
|
|
|
|
},
|
2021-03-08 11:10:12 +00:00
|
|
|
|
},
|
|
|
|
|
shiki_omusubi:{
|
|
|
|
|
audio:2,
|
|
|
|
|
trigger:{global:'roundStart'},
|
2020-08-07 05:24:17 +00:00
|
|
|
|
direct:true,
|
|
|
|
|
content:function(){
|
2021-03-08 11:10:12 +00:00
|
|
|
|
'step 0'
|
|
|
|
|
player.chooseTarget(get.prompt2('shiki_omusubi'),lib.filter.notMe).set('ai',function(target){
|
|
|
|
|
var player=_status.event.player;
|
|
|
|
|
if(player.isHealthy()) return 0;
|
|
|
|
|
if(player.hp<3&&player.getDamagedHp()<2) return 0;
|
|
|
|
|
var list=[];
|
|
|
|
|
if(lib.character[target.name]) list.addArray(lib.character[target.name][3]);
|
|
|
|
|
if(lib.character[target.name1]) list.addArray(lib.character[target.name1][3]);
|
|
|
|
|
if(lib.character[target.name2]) list.addArray(lib.character[target.name2][3]);
|
|
|
|
|
list=list.filter(function(i){
|
|
|
|
|
return !player.hasSkill(i);
|
|
|
|
|
});
|
|
|
|
|
if(!list.length) return 0;
|
|
|
|
|
return 1+Math.random();
|
2020-08-07 05:24:17 +00:00
|
|
|
|
});
|
2021-03-08 11:10:12 +00:00
|
|
|
|
'step 1'
|
2020-08-07 05:24:17 +00:00
|
|
|
|
if(result.bool){
|
2021-03-08 11:10:12 +00:00
|
|
|
|
var target=result.targets[0];
|
|
|
|
|
player.logSkill('shiki_omusubi',target);
|
|
|
|
|
player.loseMaxHp();
|
|
|
|
|
var list=[];
|
|
|
|
|
if(lib.character[target.name]) list.addArray(lib.character[target.name][3]);
|
|
|
|
|
if(lib.character[target.name1]) list.addArray(lib.character[target.name1][3]);
|
|
|
|
|
if(lib.character[target.name2]) list.addArray(lib.character[target.name2][3]);
|
|
|
|
|
player.addSkill(list);
|
|
|
|
|
game.broadcastAll(function(list){
|
|
|
|
|
lib.character.key_shiki[3].addArray(list);
|
|
|
|
|
game.expandSkills(list);
|
|
|
|
|
for(var i of list){
|
|
|
|
|
var info=lib.skill[i];
|
|
|
|
|
if(!info) continue;
|
|
|
|
|
if(!info.audioname2) info.audioname2={};
|
|
|
|
|
info.audioname2.key_shiki='shiki_omusubi';
|
|
|
|
|
}
|
|
|
|
|
},list);
|
2020-08-07 05:24:17 +00:00
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
2021-03-08 11:10:12 +00:00
|
|
|
|
kagari_zongsi:{
|
|
|
|
|
enable:'phaseUse',
|
|
|
|
|
usable:1,
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
var controls=[];
|
|
|
|
|
if(ui.cardPile.hasChildNodes()) controls.push('选择牌堆中的一张牌');
|
|
|
|
|
if(ui.discardPile.hasChildNodes()) controls.push('选择弃牌堆中的一张牌');
|
|
|
|
|
if(game.hasPlayer(function(current){
|
|
|
|
|
return current.countCards('hej')>0;
|
|
|
|
|
})) controls.push('选择一名角色区域内的一张牌');
|
|
|
|
|
if(!controls.length){event.finish();return;}
|
|
|
|
|
event.controls=controls;
|
|
|
|
|
var next=player.chooseControl();
|
|
|
|
|
next.set('choiceList',controls)
|
|
|
|
|
next.set('prompt','请选择要移动的卡牌的来源');
|
|
|
|
|
next.ai=function(){return 0};
|
|
|
|
|
'step 1'
|
|
|
|
|
result.control=event.controls[result.index];
|
|
|
|
|
var list=['弃牌堆','牌堆','角色'];
|
|
|
|
|
for(var i=0;i<list.length;i++){
|
|
|
|
|
if(result.control.indexOf(list[i])!=-1){event.index=i;break;}
|
2020-08-07 05:24:17 +00:00
|
|
|
|
}
|
2021-03-08 11:10:12 +00:00
|
|
|
|
if(event.index==2){
|
|
|
|
|
player.chooseTarget('请选择要移动的卡牌的来源',true,function(card,kagari,target){
|
|
|
|
|
return target.countCards('hej')>0;
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
var source=ui[event.index==0?'discardPile':'cardPile'].childNodes;
|
|
|
|
|
var list=[];
|
|
|
|
|
for(var i=0;i<source.length;i++) list.push(source[i]);
|
|
|
|
|
player.chooseButton(['请选择要移动的卡牌',list],true).ai=get.buttonValue;
|
|
|
|
|
}
|
|
|
|
|
'step 2'
|
|
|
|
|
if(event.index==2){
|
|
|
|
|
player.line(result.targets[0]);
|
|
|
|
|
event.target1=result.targets[0];
|
|
|
|
|
player.choosePlayerCard(result.targets[0],true,'hej').set('visible',true);
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
event.card=result.links[0];
|
|
|
|
|
}
|
|
|
|
|
'step 3'
|
|
|
|
|
if(event.index==2) event.card=result.cards[0];
|
|
|
|
|
var controls=[
|
|
|
|
|
'将这张牌移动到牌堆的顶部或者底部',
|
|
|
|
|
'将这张牌移动到弃牌堆的顶部或者底部',
|
|
|
|
|
'将这张牌移动到一名角色对应的区域里',
|
|
|
|
|
];
|
|
|
|
|
event.controls=controls;
|
|
|
|
|
var next=player.chooseControl();
|
|
|
|
|
next.set('prompt','要对'+get.translation(event.card)+'做什么呢?');
|
|
|
|
|
next.set('choiceList',controls);
|
|
|
|
|
next.ai=function(){return 2};
|
|
|
|
|
'step 4'
|
|
|
|
|
result.control=event.controls[result.index];
|
|
|
|
|
var list=['弃牌堆','牌堆','角色'];
|
|
|
|
|
for(var i=0;i<list.length;i++){
|
|
|
|
|
if(result.control.indexOf(list[i])!=-1){event.index2=i;break;}
|
|
|
|
|
}
|
|
|
|
|
if(event.index2==2){
|
|
|
|
|
player.chooseTarget('要将'+get.translation(card)+'移动到哪一名角色的对应区域呢',true).ai=function(target){
|
|
|
|
|
return target==_status.event.player?1:0;
|
2021-01-20 01:13:11 +00:00
|
|
|
|
};
|
2021-03-08 11:10:12 +00:00
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
player.chooseControl('顶部','底部').set('prompt','把'+get.translation(card)+'移动到'+(event.index2==0?'弃':'')+'牌堆的...');
|
|
|
|
|
}
|
|
|
|
|
'step 5'
|
|
|
|
|
if(event.index2!=2){
|
2021-03-31 03:47:06 +00:00
|
|
|
|
//if(event.target1) event.target1.lose(card,ui.special);
|
|
|
|
|
//else card.goto(ui.special);
|
2021-03-08 11:10:12 +00:00
|
|
|
|
event.way=result.control;
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
event.target2=result.targets[0];
|
|
|
|
|
var list=['手牌区'];
|
|
|
|
|
if(lib.card[card.name].type=='equip'&&event.target2.isEmpty(lib.card[card.name].subtype)) list.push('装备区');
|
|
|
|
|
if(lib.card[card.name].type=='delay'&&!event.target2.storage._disableJudge&&!event.target2.hasJudge(card.name)) list.push('判定区');
|
|
|
|
|
if(list.length==1) event._result={control:list[0]};
|
2021-01-20 01:13:11 +00:00
|
|
|
|
else{
|
2021-03-08 11:10:12 +00:00
|
|
|
|
player.chooseControl(list).set('prompt','把'+get.translation(card)+'移动到'+get.translation(event.target2)+'的...').ai=function(){return 0};
|
2021-01-20 01:13:11 +00:00
|
|
|
|
}
|
2021-03-08 11:10:12 +00:00
|
|
|
|
}
|
|
|
|
|
'step 6'
|
|
|
|
|
if(event.index2!=2){
|
|
|
|
|
var node=ui[event.index==0?'discardPile':'cardPile'];
|
2021-03-31 03:47:06 +00:00
|
|
|
|
if(event.target1){
|
|
|
|
|
var next=event.target1.lose(card,event.position);
|
|
|
|
|
if(event.way=='顶部') next.insert_card=true;
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
if(event.way=='底部') node.appendChild(card);
|
|
|
|
|
else node.insertBefore(card,node.firstChild);
|
|
|
|
|
}
|
2021-03-08 11:10:12 +00:00
|
|
|
|
game.updateRoundNumber();
|
|
|
|
|
event.finish();
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
if(result.control=='手牌区'){
|
|
|
|
|
var next=event.target2.gain(card);
|
|
|
|
|
if(event.target1){
|
|
|
|
|
next.source=event.target1;
|
|
|
|
|
next.animate='giveAuto';
|
|
|
|
|
}
|
|
|
|
|
else next.animate='draw';
|
|
|
|
|
}
|
|
|
|
|
else if(result.control=='装备区'){
|
|
|
|
|
if(event.target1) event.target1.$give(card,event.target2);
|
|
|
|
|
event.target2.equip(card);
|
2020-08-07 05:24:17 +00:00
|
|
|
|
}
|
|
|
|
|
else{
|
2021-03-08 11:10:12 +00:00
|
|
|
|
if(event.target1) event.target1.$give(card,event.target2);
|
|
|
|
|
event.target2.addJudge(card);
|
2020-08-07 05:24:17 +00:00
|
|
|
|
}
|
|
|
|
|
}
|
2021-03-08 11:10:12 +00:00
|
|
|
|
'step 7'
|
|
|
|
|
game.updateRoundNumber();
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
order:10,
|
|
|
|
|
result:{player:1},
|
|
|
|
|
},
|
2020-08-07 05:24:17 +00:00
|
|
|
|
},
|
2021-03-08 11:10:12 +00:00
|
|
|
|
|
|
|
|
|
caopi_xingdong:{
|
|
|
|
|
audio:'olfangquan',
|
|
|
|
|
audioname:['shen_caopi'],
|
|
|
|
|
subSkill:{
|
|
|
|
|
mark:{
|
|
|
|
|
mark:true,
|
|
|
|
|
marktext:'令',
|
|
|
|
|
intro:{
|
|
|
|
|
content:'跳过下个回合的判定阶段和摸牌阶段',
|
|
|
|
|
},
|
|
|
|
|
},
|
2020-05-29 11:10:14 +00:00
|
|
|
|
},
|
2021-03-08 11:10:12 +00:00
|
|
|
|
enable:'phaseUse',
|
|
|
|
|
usable:1,
|
2020-05-29 11:10:14 +00:00
|
|
|
|
filter:function(event,player){
|
2021-03-08 11:10:12 +00:00
|
|
|
|
return player.countCards('h',lib.skill.caopi_xingdong.filterCard);
|
2020-05-29 11:10:14 +00:00
|
|
|
|
},
|
2021-03-08 11:10:12 +00:00
|
|
|
|
filterCard:function(card){
|
|
|
|
|
return card.name=='sha'||get.type(card)=='trick';
|
2021-01-20 01:13:11 +00:00
|
|
|
|
},
|
2021-03-08 11:10:12 +00:00
|
|
|
|
check:function(card){return 1},
|
|
|
|
|
filterTarget:lib.filter.notMe,
|
|
|
|
|
discard:false,
|
|
|
|
|
lose:false,
|
|
|
|
|
delay:0,
|
2020-05-29 11:10:14 +00:00
|
|
|
|
content:function(){
|
2021-03-08 11:10:12 +00:00
|
|
|
|
'step 0'
|
|
|
|
|
target.gain(cards,player,'give');
|
|
|
|
|
'step 1'
|
|
|
|
|
target.chooseUseTarget(cards[0],game.filterPlayer(function(current){
|
|
|
|
|
return current!=player;
|
|
|
|
|
}),'请使用得到的牌,或者跳过下回合的判定阶段和摸牌阶段');
|
|
|
|
|
'step 2'
|
|
|
|
|
if(result.bool) game.asyncDraw([player,target]);
|
|
|
|
|
else{
|
|
|
|
|
target.addTempSkill('caopi_xingdong_mark','phaseJudgeSkipped');
|
|
|
|
|
target.skip('phaseJudge');
|
|
|
|
|
target.skip('phaseDraw');
|
|
|
|
|
event.finish();
|
2020-05-29 11:10:14 +00:00
|
|
|
|
}
|
2021-03-08 11:10:12 +00:00
|
|
|
|
'step 3'
|
|
|
|
|
game.delay();
|
2020-05-29 11:10:14 +00:00
|
|
|
|
},
|
|
|
|
|
ai:{
|
2021-03-08 11:10:12 +00:00
|
|
|
|
order:12,
|
|
|
|
|
result:{
|
|
|
|
|
target:function(player,target){
|
|
|
|
|
var card=ui.selected.cards[0];
|
|
|
|
|
if(target.hasSkill('pingkou')) return 1;
|
|
|
|
|
if(!card) return 0;
|
|
|
|
|
var info=get.info(card);
|
|
|
|
|
if(info.selectTarget==-1){
|
|
|
|
|
var eff=0;
|
|
|
|
|
game.countPlayer(function(current){
|
|
|
|
|
if(current!=player&&target.canUse(card,current)) eff+=get.effect(current,card,target,target)>0
|
|
|
|
|
});
|
|
|
|
|
if(eff>0||get.value(card)<3) return eff;
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
else if(game.hasPlayer(function(current){
|
|
|
|
|
return current!=player&&target.canUse(card,current)&&get.effect(current,card,target,target)>0
|
|
|
|
|
})) return 1.5;
|
|
|
|
|
else if(get.value(card)<3) return -1;
|
|
|
|
|
return 0;
|
|
|
|
|
},
|
|
|
|
|
},
|
2020-05-29 11:10:14 +00:00
|
|
|
|
},
|
|
|
|
|
},
|
2021-03-08 11:10:12 +00:00
|
|
|
|
shenfu:{
|
|
|
|
|
audio:2,
|
|
|
|
|
trigger:{player:'phaseEnd'},
|
|
|
|
|
direct:true,
|
2020-05-23 04:37:37 +00:00
|
|
|
|
content:function(){
|
2021-03-08 11:10:12 +00:00
|
|
|
|
'step 0'
|
|
|
|
|
event.logged=false;
|
|
|
|
|
event.targets=[];
|
|
|
|
|
event.goto(player.countCards('h')%2==1?1:4);
|
|
|
|
|
'step 1'
|
|
|
|
|
player.chooseTarget(get.prompt('shenfu'),'对一名其他角色造成1点雷属性伤害',lib.filter.notMe).set('ai',function(target){
|
|
|
|
|
var player=_status.event.player;
|
|
|
|
|
return get.damageEffect(target,player,player,'thunder')*(target.hp==1?2:1);
|
|
|
|
|
});
|
|
|
|
|
'step 2'
|
|
|
|
|
if(result.bool){
|
|
|
|
|
var target=result.targets[0];
|
|
|
|
|
event.target=target;
|
|
|
|
|
if(!event.logged){
|
|
|
|
|
event.logged=true;
|
|
|
|
|
player.logSkill('shenfu',target,'thunder');
|
|
|
|
|
}
|
|
|
|
|
else player.line(target,'thunder');
|
|
|
|
|
target.damage('thunder');
|
2021-01-20 01:13:11 +00:00
|
|
|
|
}
|
2021-03-08 11:10:12 +00:00
|
|
|
|
else event.finish();
|
|
|
|
|
'step 3'
|
|
|
|
|
if(target.isDead()) event.goto(1);
|
|
|
|
|
else event.finish();
|
|
|
|
|
'step 4'
|
|
|
|
|
player.chooseTarget(get.prompt('shenfu'),'令一名角色摸一张牌或弃置其一张手牌',function(card,player,target){
|
|
|
|
|
return !_status.event.getParent().targets.contains(target);
|
|
|
|
|
}).set('ai',function(target){
|
|
|
|
|
var att=get.attitude(_status.event.player,target);
|
|
|
|
|
var delta=target.hp-target.countCards('h');
|
|
|
|
|
if(Math.abs(delta)==1&&get.sgn(delta)==get.sgn(att)) return 3*Math.abs(att);
|
|
|
|
|
if(att>0||target.countCards('h')>0) return Math.abs(att);
|
|
|
|
|
return 0;
|
|
|
|
|
});
|
|
|
|
|
'step 5'
|
|
|
|
|
if(result.bool){
|
|
|
|
|
var target=result.targets[0];
|
|
|
|
|
event.target=target;
|
|
|
|
|
if(!event.logged){
|
|
|
|
|
event.logged=true;
|
|
|
|
|
player.logSkill('shenfu',target);
|
2021-01-20 01:13:11 +00:00
|
|
|
|
}
|
2021-03-08 11:10:12 +00:00
|
|
|
|
else player.line(target,'green');
|
|
|
|
|
targets.push(target);
|
|
|
|
|
if(!target.countCards('h')) event._result={bool:false};
|
|
|
|
|
else player.discardPlayerCard(target,'h','弃置'+get.translation(target)+'一张手牌,或点【取消】令其摸一张牌。');
|
2021-01-20 01:13:11 +00:00
|
|
|
|
}
|
2021-03-08 11:10:12 +00:00
|
|
|
|
else event.finish();
|
|
|
|
|
'step 6'
|
|
|
|
|
if(!result.bool) target.draw();
|
|
|
|
|
'step 7'
|
|
|
|
|
if(target.hp==target.countCards('h')) event.goto(4);
|
|
|
|
|
},
|
|
|
|
|
ai:{expose:0.25},
|
2020-05-23 04:37:37 +00:00
|
|
|
|
},
|
2021-03-08 11:10:12 +00:00
|
|
|
|
qixian:{
|
|
|
|
|
mod:{
|
|
|
|
|
maxHandcardBase:function(player,num){
|
|
|
|
|
return 7;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
chuyuan:{
|
|
|
|
|
audio:2,
|
|
|
|
|
trigger:{global:'damageEnd'},
|
2020-05-23 04:37:37 +00:00
|
|
|
|
filter:function(event,player){
|
2021-03-08 11:10:12 +00:00
|
|
|
|
return event.player.isAlive()&&player.getStorage('chuyuan').length<player.maxHp;
|
2020-05-23 04:37:37 +00:00
|
|
|
|
},
|
2021-03-08 11:10:12 +00:00
|
|
|
|
logTarget:'player',
|
|
|
|
|
locked:false,
|
2020-05-23 04:37:37 +00:00
|
|
|
|
content:function(){
|
2021-03-08 11:10:12 +00:00
|
|
|
|
'step 0'
|
|
|
|
|
trigger.player.draw();
|
|
|
|
|
'step 1'
|
|
|
|
|
if(!trigger.player.countCards('h')) event.finish();
|
|
|
|
|
else trigger.player.chooseCard('h',true,'选择一张牌置于'+get.translation(player)+'的武将牌上作为「储」');
|
|
|
|
|
'step 2'
|
|
|
|
|
trigger.player.lose(result.cards,ui.special,'visible','toStorage');
|
|
|
|
|
trigger.player.$give(result.cards,player,false);
|
|
|
|
|
game.log(trigger.player,'选择了',result.cards);
|
|
|
|
|
player.markAuto('chuyuan',result.cards);
|
|
|
|
|
},
|
|
|
|
|
//mod:{
|
|
|
|
|
// maxHandcard:function(player,num){
|
|
|
|
|
// return num+player.getStorage('chuyuan').length;
|
|
|
|
|
// },
|
|
|
|
|
//},
|
|
|
|
|
intro:{
|
|
|
|
|
content:'cards',
|
|
|
|
|
onunmark:'throw',
|
2020-05-23 04:37:37 +00:00
|
|
|
|
},
|
|
|
|
|
},
|
2021-03-08 11:10:12 +00:00
|
|
|
|
dengji:{
|
|
|
|
|
audio:2,
|
|
|
|
|
derivation:['tianxing','new_rejianxiong','rerende','rezhiheng','olluanji','caopi_xingdong'],
|
|
|
|
|
trigger:{player:'phaseZhunbeiBegin'},
|
|
|
|
|
forced:true,
|
|
|
|
|
unique:true,
|
|
|
|
|
juexingji:true,
|
|
|
|
|
skillAnimation:true,
|
|
|
|
|
animationColor:'water',
|
2020-05-23 04:37:37 +00:00
|
|
|
|
filter:function(event,player){
|
2021-03-08 11:10:12 +00:00
|
|
|
|
return player.getStorage('chuyuan').length>=3;
|
2020-05-23 04:37:37 +00:00
|
|
|
|
},
|
|
|
|
|
content:function(){
|
2021-03-08 11:10:12 +00:00
|
|
|
|
player.awakenSkill(event.name);
|
|
|
|
|
player.addSkill('tianxing');
|
|
|
|
|
player.addSkill('new_rejianxiong');
|
|
|
|
|
player.loseMaxHp();
|
|
|
|
|
player.gain(player.storage.chuyuan,'gain2','fromStorage');
|
|
|
|
|
player.unmarkAuto('chuyuan',player.storage.chuyuan);
|
2020-05-23 04:37:37 +00:00
|
|
|
|
},
|
|
|
|
|
},
|
2021-03-08 11:10:12 +00:00
|
|
|
|
tianxing:{
|
|
|
|
|
audio:2,
|
|
|
|
|
trigger:{player:'phaseZhunbeiBegin'},
|
2020-05-23 04:37:37 +00:00
|
|
|
|
forced:true,
|
2021-03-08 11:10:12 +00:00
|
|
|
|
unique:true,
|
|
|
|
|
juexingji:true,
|
|
|
|
|
skillAnimation:true,
|
|
|
|
|
animationColor:'thunder',
|
2020-05-23 04:37:37 +00:00
|
|
|
|
filter:function(event,player){
|
2021-03-08 11:10:12 +00:00
|
|
|
|
return player.getStorage('chuyuan').length>=3;
|
2020-05-23 04:37:37 +00:00
|
|
|
|
},
|
|
|
|
|
content:function(){
|
2021-03-08 11:10:12 +00:00
|
|
|
|
'step 0'
|
|
|
|
|
player.awakenSkill(event.name);
|
|
|
|
|
player.loseMaxHp();
|
|
|
|
|
player.gain(player.storage.chuyuan,'gain2','fromStorage');
|
|
|
|
|
player.unmarkAuto('chuyuan',player.storage.chuyuan);
|
|
|
|
|
player.removeSkill('chuyuan');
|
|
|
|
|
player.chooseControl('rerende','rezhiheng','olluanji','caopi_xingdong').set('prompt','选择获得一个技能').set('ai',function(){
|
|
|
|
|
var player=_status.event.player;
|
|
|
|
|
if(!player.hasSkill('luanji')&&!player.hasSkill('olluanji')&&player.getUseValue({name:'wanjian'})>4) return 'olluanji';
|
|
|
|
|
if(!player.hasSkill('rezhiheng')) return 'rezhiheng';
|
|
|
|
|
if(!player.hasSkill('caopi_xingdong')) return 'caopi_xingdong';
|
|
|
|
|
return 'rerende';
|
|
|
|
|
});
|
|
|
|
|
'step 1'
|
|
|
|
|
player.addSkillLog(result.control);
|
2020-05-23 04:37:37 +00:00
|
|
|
|
},
|
|
|
|
|
},
|
2021-03-08 11:10:12 +00:00
|
|
|
|
olzhiti:{
|
|
|
|
|
audio:'drlt_zhiti',
|
|
|
|
|
global:'olzhiti2',
|
|
|
|
|
mod:{
|
|
|
|
|
maxHandcard:function(player,num){
|
|
|
|
|
if(game.hasPlayer(function(current){
|
|
|
|
|
return current.isDamaged();
|
|
|
|
|
})) return num+1;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
trigger:{player:['phaseDrawBegin2','phaseEnd']},
|
2020-05-09 05:30:03 +00:00
|
|
|
|
forced:true,
|
|
|
|
|
filter:function(event,player){
|
2021-03-08 11:10:12 +00:00
|
|
|
|
var num=event.name=='phase'?5:3;
|
|
|
|
|
if(num==3?event.numFixed:!game.hasPlayer(function(current){
|
|
|
|
|
return current.countDisabled()<5;
|
2020-05-09 05:30:03 +00:00
|
|
|
|
})) return false;
|
2021-03-08 11:10:12 +00:00
|
|
|
|
return game.countPlayer(function(current){
|
|
|
|
|
return current.isDamaged();
|
|
|
|
|
})>=num;
|
2020-05-09 05:30:03 +00:00
|
|
|
|
},
|
2021-03-08 11:10:12 +00:00
|
|
|
|
direct:true,
|
2020-05-09 05:30:03 +00:00
|
|
|
|
content:function(){
|
2021-03-08 11:10:12 +00:00
|
|
|
|
'step 0'
|
|
|
|
|
if(trigger.name=='phaseDraw'){
|
|
|
|
|
player.logSkill('olzhiti');
|
|
|
|
|
trigger.num++;
|
|
|
|
|
event.finish();
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
player.chooseTarget(get.prompt('olzhiti'),'废除一名角色的一个随机装备栏',function(card,player,target){
|
|
|
|
|
return target.countDisabled()<5;
|
|
|
|
|
}).set('ai',function(target){
|
|
|
|
|
return -get.attitude(_status.event.player,target)*(target.countCards('e')+1)
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
'step 1'
|
|
|
|
|
if(result.bool){
|
|
|
|
|
var target=result.targets[0];
|
|
|
|
|
player.logSkill('olzhiti',target);
|
|
|
|
|
var list=[];
|
|
|
|
|
for(var i=1;i<6;i++){
|
|
|
|
|
if(!target.isDisabled(i)) list.add((i==3||i==4)?6:i);
|
2021-01-20 01:13:11 +00:00
|
|
|
|
}
|
2021-03-08 11:10:12 +00:00
|
|
|
|
var num=list.randomGet();
|
|
|
|
|
if(num!=6) target.disableEquip(num);
|
|
|
|
|
else{
|
|
|
|
|
target.disableEquip(3);
|
|
|
|
|
target.disableEquip(4);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
olzhiti2:{
|
|
|
|
|
mod:{
|
|
|
|
|
maxHandcard:function(player,num){
|
|
|
|
|
if(player.isDamaged()) return num-game.countPlayer(function(current){
|
|
|
|
|
return current.hasSkill('olzhiti')&¤t.inRange(player);
|
|
|
|
|
})
|
2020-05-09 05:30:03 +00:00
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
2021-03-08 11:10:12 +00:00
|
|
|
|
olduorui:{
|
|
|
|
|
audio:'drlt_duorui',
|
|
|
|
|
trigger:{
|
|
|
|
|
source:'damageSource'
|
|
|
|
|
},
|
2020-05-09 05:30:03 +00:00
|
|
|
|
filter:function(event,player){
|
2021-03-08 11:10:12 +00:00
|
|
|
|
if(!player.isPhaseUsing()||event.player.isDead()) return false;
|
|
|
|
|
for(var i in event.player.disabledSkills){
|
|
|
|
|
if(event.player.disabledSkills[i].contains('olduorui2')) return false;
|
|
|
|
|
}
|
|
|
|
|
var list=[];
|
|
|
|
|
var listm=[];
|
|
|
|
|
var listv=[];
|
|
|
|
|
if(event.player.name1!=undefined) listm=lib.character[event.player.name1][3];
|
|
|
|
|
else listm=lib.character[event.player.name][3];
|
|
|
|
|
if(event.player.name2!=undefined) listv=lib.character[event.player.name2][3];
|
|
|
|
|
listm=listm.concat(listv);
|
|
|
|
|
var func=function(skill){
|
|
|
|
|
var info=get.info(skill);
|
|
|
|
|
if(!info||info.charlotte) return false;
|
|
|
|
|
return true;
|
|
|
|
|
};
|
|
|
|
|
for(var i=0;i<listm.length;i++){
|
|
|
|
|
if(func(listm[i])) list.add(listm[i]);
|
|
|
|
|
}
|
|
|
|
|
return list.length>0;
|
2020-05-09 05:30:03 +00:00
|
|
|
|
},
|
|
|
|
|
check:function(event,player){
|
2021-03-08 11:10:12 +00:00
|
|
|
|
if(get.attitude(player,event.player)>=0) return false;
|
|
|
|
|
if(event.getParent('phaseUse').skipped) return true;
|
|
|
|
|
var nd=player.needsToDiscard();
|
|
|
|
|
return player.countCards('h',function(card){
|
|
|
|
|
return player.getUseValue(card,null,true)>0&&(nd?true:get.tag(card,'damage')>0);
|
|
|
|
|
})==0;
|
2020-05-09 05:30:03 +00:00
|
|
|
|
},
|
2021-03-08 11:10:12 +00:00
|
|
|
|
logTarget:'player',
|
2020-05-09 05:30:03 +00:00
|
|
|
|
content:function(){
|
2021-03-08 11:10:12 +00:00
|
|
|
|
'step 0'
|
|
|
|
|
var list=[];
|
|
|
|
|
var listm=[];
|
|
|
|
|
var listv=[];
|
|
|
|
|
if(trigger.player.name1!=undefined) listm=lib.character[trigger.player.name1][3];
|
|
|
|
|
else listm=lib.character[trigger.player.name][3];
|
|
|
|
|
if(trigger.player.name2!=undefined) listv=lib.character[trigger.player.name2][3];
|
|
|
|
|
listm=listm.concat(listv);
|
|
|
|
|
var func=function(skill){
|
|
|
|
|
var info=get.info(skill);
|
|
|
|
|
if(!info||info.charlotte) return false;
|
|
|
|
|
return true;
|
|
|
|
|
};
|
|
|
|
|
for(var i=0;i<listm.length;i++){
|
|
|
|
|
if(func(listm[i])) list.add(listm[i]);
|
2020-05-09 05:30:03 +00:00
|
|
|
|
}
|
2021-03-08 11:10:12 +00:00
|
|
|
|
event.skills=list;
|
|
|
|
|
player.chooseControl(list).set('prompt','选择'+get.translation(trigger.player)+'武将牌上的一个技能并令其失效');
|
|
|
|
|
'step 1'
|
|
|
|
|
trigger.player.disableSkill('olduorui2',result.control);
|
|
|
|
|
trigger.player.addTempSkill('olduorui2',{player:'phaseAfter'});
|
|
|
|
|
game.log(player,'选择了',trigger.player,'的技能','#g【'+get.translation(result.control)+'】');
|
|
|
|
|
event.getParent('phaseUse').skipped=true;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
olduorui2:{
|
|
|
|
|
onremove:function(player,skill){
|
|
|
|
|
player.enableSkill(skill);
|
|
|
|
|
},
|
|
|
|
|
locked:true,
|
|
|
|
|
mark:true,
|
|
|
|
|
charlotte:true,
|
|
|
|
|
intro:{
|
|
|
|
|
content:function(storage,player,skill){
|
|
|
|
|
var list=[];
|
|
|
|
|
for(var i in player.disabledSkills){
|
|
|
|
|
if(player.disabledSkills[i].contains(skill)) list.push(i);
|
|
|
|
|
};
|
|
|
|
|
if(list.length){
|
|
|
|
|
var str='失效技能:';
|
|
|
|
|
for(var i=0;i<list.length;i++){
|
|
|
|
|
if(lib.translate[list[i]+'_info']) str+=get.translation(list[i])+'、';
|
|
|
|
|
};
|
|
|
|
|
return str.slice(0,str.length-1);
|
|
|
|
|
};
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
wuhun21:{audio:true},
|
|
|
|
|
wuhun22:{
|
|
|
|
|
audio:true,
|
|
|
|
|
skillAnimation:true,
|
|
|
|
|
animationColor:'soil',
|
|
|
|
|
},
|
|
|
|
|
wuhun23:{
|
|
|
|
|
audio:true,
|
|
|
|
|
skillAnimation:true,
|
|
|
|
|
animationColor:'soil',
|
|
|
|
|
},
|
|
|
|
|
"new_wuhun":{
|
|
|
|
|
audio:"wuhun21",
|
|
|
|
|
group:["new_wuhun_mark","new_wuhun_die","wuhun22","wuhun23"],
|
|
|
|
|
trigger:{
|
|
|
|
|
player:"damageEnd",
|
|
|
|
|
},
|
|
|
|
|
forced:true,
|
|
|
|
|
filter:function (event,player){
|
|
|
|
|
return event.source!=undefined;
|
|
|
|
|
},
|
|
|
|
|
content:function (){
|
|
|
|
|
trigger.source.addMark('new_wuhun_mark',trigger.num);
|
|
|
|
|
},
|
|
|
|
|
subSkill:{
|
|
|
|
|
die:{
|
|
|
|
|
//audio:"wuhun2",
|
|
|
|
|
skillAnimation:true,
|
|
|
|
|
animationColor:'soil',
|
|
|
|
|
trigger:{
|
|
|
|
|
player:"die",
|
|
|
|
|
},
|
|
|
|
|
forced:true,
|
|
|
|
|
forceDie:true,
|
|
|
|
|
direct:true,
|
|
|
|
|
filter:function (event,player){
|
|
|
|
|
return game.hasPlayer(function(current){
|
|
|
|
|
return current!=player&¤t.hasMark('new_wuhun_mark');
|
|
|
|
|
});
|
|
|
|
|
},
|
|
|
|
|
content:function (){
|
|
|
|
|
"step 0"
|
|
|
|
|
var num=0;
|
|
|
|
|
for(var i=0;i<game.players.length;i++){
|
|
|
|
|
var current=game.players[i];
|
|
|
|
|
if(current!=player&¤t.countMark('new_wuhun_mark')>num){
|
|
|
|
|
num=current.countMark('new_wuhun_mark');
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
player.chooseTarget(true,'请选择【武魂】的目标',function(card,player,target){
|
|
|
|
|
return target!=player&&target.countMark('new_wuhun_mark')==_status.event.num;
|
|
|
|
|
}).set('ai',function(target){
|
|
|
|
|
return -get.attitude(_status.event.player,target);
|
|
|
|
|
}).set('forceDie',true).set('num',num);
|
|
|
|
|
"step 1"
|
|
|
|
|
if(result.bool&&result.targets&&result.targets.length){
|
|
|
|
|
var target=result.targets[0];
|
|
|
|
|
event.target=target;
|
|
|
|
|
player.logSkill(Math.random()<0.5?'wuhun22':'wuhun23',target);
|
|
|
|
|
player.line(target,{color:[255, 255, 0]});
|
|
|
|
|
game.delay(2);
|
|
|
|
|
}
|
|
|
|
|
"step 2"
|
|
|
|
|
target.judge(function(card){
|
|
|
|
|
if(['tao','taoyuan'].contains(card.name)) return 10;
|
|
|
|
|
return -10;
|
|
|
|
|
});
|
|
|
|
|
"step 3"
|
|
|
|
|
if(!result.bool){
|
|
|
|
|
lib.element.player.die.apply(target,[]);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
sub:true,
|
|
|
|
|
},
|
|
|
|
|
mark:{
|
|
|
|
|
marktext:"魇",
|
|
|
|
|
intro:{
|
|
|
|
|
name:"梦魇",
|
|
|
|
|
content:"mark",
|
|
|
|
|
},
|
|
|
|
|
sub:true,
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
threaten:0.01,
|
|
|
|
|
notemp:true,
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
"new_guixin":{
|
|
|
|
|
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')&¤t!=player&&get.attitude(player,current)<=0){
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
if(current.countCards('j')&¤t!=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')&¤t!=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){
|
|
|
|
|
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')&¤t!=player&&get.attitude(player,current)<=0){
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
if(current.countCards('j')&¤t!=player&&get.attitude(player,current)>0){
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
});
|
|
|
|
|
if(num>2) return [0,1];
|
|
|
|
|
if(num==2) return [0.5,1];
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
ol_shenfen:{
|
|
|
|
|
audio:2,
|
|
|
|
|
enable:'phaseUse',
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return player.countMark('baonu')>=6;
|
|
|
|
|
},
|
|
|
|
|
usable:1,
|
|
|
|
|
skillAnimation:true,
|
|
|
|
|
animationColor:'metal',
|
|
|
|
|
content:function(){
|
|
|
|
|
"step 0"
|
|
|
|
|
event.delay=false;
|
|
|
|
|
player.removeMark('baonu',6);
|
|
|
|
|
event.targets=game.filterPlayer();
|
|
|
|
|
event.targets.remove(player);
|
|
|
|
|
event.targets.sort(lib.sort.seat);
|
|
|
|
|
player.line(event.targets,'green');
|
|
|
|
|
event.targets2=event.targets.slice(0);
|
|
|
|
|
event.targets3=event.targets.slice(0);
|
|
|
|
|
"step 1"
|
|
|
|
|
if(event.targets2.length){
|
|
|
|
|
event.targets2.shift().damage('nocard');
|
|
|
|
|
event.redo();
|
|
|
|
|
}
|
|
|
|
|
"step 2"
|
|
|
|
|
if(event.targets.length){
|
|
|
|
|
event.current=event.targets.shift()
|
|
|
|
|
if(event.current.countCards('e')) event.delay=true;
|
|
|
|
|
event.current.discard(event.current.getCards('e')).delay=false;
|
|
|
|
|
}
|
|
|
|
|
"step 3"
|
|
|
|
|
if(event.delay) game.delay(0.5);
|
|
|
|
|
event.delay=false;
|
|
|
|
|
if(event.targets.length) event.goto(2);
|
|
|
|
|
"step 4"
|
|
|
|
|
if(event.targets3.length){
|
|
|
|
|
var target=event.targets3.shift();
|
|
|
|
|
target.chooseToDiscard(4,'h',true).delay=false;
|
|
|
|
|
if(target.countCards('h')) event.delay=true;
|
|
|
|
|
}
|
|
|
|
|
"step 5"
|
|
|
|
|
if(event.delay) game.delay(0.5);
|
|
|
|
|
event.delay=false;
|
|
|
|
|
if(event.targets3.length) event.goto(4);
|
|
|
|
|
"step 6"
|
|
|
|
|
player.turnOver();
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
combo:'baonu',
|
|
|
|
|
order:10,
|
|
|
|
|
result:{
|
|
|
|
|
player:function(player){
|
|
|
|
|
return game.countPlayer(function(current){
|
|
|
|
|
if(current!=player){
|
|
|
|
|
return get.sgn(get.damageEffect(current,player,player));
|
|
|
|
|
}
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ol_wuqian:{
|
|
|
|
|
audio:2,
|
|
|
|
|
enable:'phaseUse',
|
|
|
|
|
derivation:'wushuang',
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return player.countMark('baonu')>=2;
|
|
|
|
|
},
|
|
|
|
|
filterTarget:function(card,player,target){
|
|
|
|
|
return target!=player&&!target.hasSkill('ol_wuqian_targeted');
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
player.removeMark('baonu',2);
|
|
|
|
|
player.addTempSkill('wushuang');
|
|
|
|
|
player.storage.ol_wuqian_target=target;
|
|
|
|
|
player.addTempSkill('ol_wuqian_target');
|
|
|
|
|
target.addTempSkill('ol_wuqian_targeted');
|
|
|
|
|
},
|
|
|
|
|
subSkill:{
|
|
|
|
|
equip:{
|
|
|
|
|
ai:{
|
|
|
|
|
unequip:true,
|
|
|
|
|
skillTagFilter:function(player,tag,arg){
|
|
|
|
|
if(arg&&arg.target&&arg.target.hasSkill('ol_wuqian_targeted')) return true;
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
targeted:{ai:{unequip2:true}},
|
|
|
|
|
target:{
|
|
|
|
|
mark:'character',
|
|
|
|
|
onremove:true,
|
|
|
|
|
intro:{
|
|
|
|
|
content:'获得无双且$防具失效直到回合结束'
|
|
|
|
|
},
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
wumou:{
|
|
|
|
|
audio:2,
|
|
|
|
|
trigger:{player:'useCard'},
|
|
|
|
|
forced:true,
|
|
|
|
|
filter:function(event){
|
|
|
|
|
return get.type(event.card)=='trick';
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
if(player.hasMark('baonu')){
|
|
|
|
|
player.chooseControlList([
|
|
|
|
|
'移去一枚【暴怒】标记',
|
|
|
|
|
'失去一点体力'
|
|
|
|
|
],true).set('ai',function(event,player){
|
|
|
|
|
if(player.storage.baonu>6) return 0;
|
|
|
|
|
if(player.hp+player.num('h','tao')>3) return 1;
|
|
|
|
|
return 0;
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
player.loseHp();
|
|
|
|
|
event.finish();
|
|
|
|
|
}
|
|
|
|
|
'step 1'
|
|
|
|
|
if(result.index==0){
|
|
|
|
|
player.removeMark('baonu',1);
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
player.loseHp();
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
effect:{
|
|
|
|
|
player:function(card,player){
|
|
|
|
|
if (get.type(card)=='trick'&&get.value(card)<6){
|
|
|
|
|
return [0,-2];
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
qinyin:{
|
|
|
|
|
audio:2,
|
|
|
|
|
trigger:{player:'phaseDiscardEnd'},
|
|
|
|
|
direct:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
var cards=[];
|
|
|
|
|
player.getHistory('lose',function(evt){
|
|
|
|
|
if(evt.type=='discard'&&evt.getParent('phaseDiscard')==event) cards.addArray(evt.cards2);
|
|
|
|
|
});
|
|
|
|
|
return cards.length>1;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
"step 0"
|
|
|
|
|
event.forceDie=true;
|
|
|
|
|
if(typeof event.count!='number'){
|
|
|
|
|
// event.count=trigger.cards.length-1;
|
|
|
|
|
event.count=1;
|
|
|
|
|
}
|
|
|
|
|
var recover=0,lose=0,players=game.filterPlayer();
|
|
|
|
|
for(var i=0;i<players.length;i++){
|
|
|
|
|
if(players[i].hp<players[i].maxHp){
|
|
|
|
|
if(get.attitude(player,players[i])>0){
|
|
|
|
|
if(players[i].hp<2){
|
|
|
|
|
lose--;
|
|
|
|
|
recover+=0.5;
|
|
|
|
|
}
|
|
|
|
|
lose--;
|
|
|
|
|
recover++;
|
|
|
|
|
}
|
|
|
|
|
else if(get.attitude(player,players[i])<0){
|
|
|
|
|
if(players[i].hp<2){
|
|
|
|
|
lose++;
|
|
|
|
|
recover-=0.5;
|
|
|
|
|
}
|
|
|
|
|
lose++;
|
|
|
|
|
recover--;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
if(get.attitude(player,players[i])>0){
|
|
|
|
|
lose--;
|
|
|
|
|
}
|
|
|
|
|
else if(get.attitude(player,players[i])<0){
|
|
|
|
|
lose++;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
var prompt=get.prompt('qinyin')+'(剩余'+get.cnNumber(event.count)+'次)';
|
|
|
|
|
player.chooseControl('失去体力','回复体力','cancel2',
|
|
|
|
|
ui.create.dialog(get.prompt('qinyin'),'hidden')).ai=function(){
|
|
|
|
|
if(lose>recover&&lose>0) return 0;
|
|
|
|
|
if(lose<recover&&recover>0) return 1;
|
|
|
|
|
return 2;
|
|
|
|
|
}
|
|
|
|
|
"step 1"
|
|
|
|
|
if(result.control=='cancel2'){
|
|
|
|
|
event.finish();
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
player.logSkill('qinyin');
|
|
|
|
|
event.bool=(result.control=='回复体力');
|
|
|
|
|
event.num=0;
|
|
|
|
|
event.players=game.filterPlayer();
|
|
|
|
|
}
|
|
|
|
|
"step 2"
|
|
|
|
|
if(event.num<event.players.length){
|
|
|
|
|
var target=event.players[event.num];
|
|
|
|
|
if(event.bool){
|
|
|
|
|
target.recover();
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
target.loseHp();
|
|
|
|
|
}
|
|
|
|
|
event.num++;
|
|
|
|
|
event.redo();
|
|
|
|
|
}
|
|
|
|
|
"step 3"
|
|
|
|
|
if(event.count>1){
|
|
|
|
|
event.count--;
|
|
|
|
|
event.goto(0);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
expose:0.1,
|
|
|
|
|
threaten:2
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
lianpo:{
|
|
|
|
|
audio:2,
|
|
|
|
|
trigger:{global:'phaseAfter'},
|
|
|
|
|
frequent:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return player.getStat('kill')>0;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
player.insertPhase();
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
baonu:{
|
|
|
|
|
audio:2,
|
|
|
|
|
marktext:'暴',
|
|
|
|
|
unique:true,
|
|
|
|
|
trigger:{
|
|
|
|
|
source:'damageSource',
|
|
|
|
|
player:['damageEnd','enterGame'],
|
|
|
|
|
global:'gameDrawAfter',
|
|
|
|
|
},
|
|
|
|
|
forced:true,
|
|
|
|
|
filter:function(event){
|
|
|
|
|
return event.name!='damage'||event.num>0;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
player.addMark('baonu',trigger.name=='damage'?trigger.num:2);
|
|
|
|
|
},
|
|
|
|
|
intro:{
|
|
|
|
|
name:'暴怒',
|
|
|
|
|
content:'mark'
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
combo:'ol_shenfen',
|
|
|
|
|
maixie:true,
|
|
|
|
|
maixie_hp:true
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
shenfen:{
|
|
|
|
|
audio:2,
|
|
|
|
|
unique:true,
|
|
|
|
|
enable:'phaseUse',
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return player.storage.baonu>=6;
|
|
|
|
|
},
|
|
|
|
|
skillAnimation:true,
|
|
|
|
|
animationColor:'metal',
|
|
|
|
|
limited:true,
|
|
|
|
|
content:function(){
|
|
|
|
|
"step 0"
|
|
|
|
|
player.awakenSkill('shenfen');
|
|
|
|
|
player.storage.baonu-=6;
|
|
|
|
|
player.markSkill('baonu');
|
|
|
|
|
player.syncStorage('baonu');
|
|
|
|
|
event.targets=game.filterPlayer();
|
|
|
|
|
event.targets.remove(player);
|
|
|
|
|
event.targets.sort(lib.sort.seat);
|
|
|
|
|
event.targets2=event.targets.slice(0);
|
|
|
|
|
player.line(event.targets,'green');
|
|
|
|
|
"step 1"
|
|
|
|
|
if(event.targets.length){
|
|
|
|
|
event.targets.shift().damage();
|
|
|
|
|
event.redo();
|
|
|
|
|
}
|
|
|
|
|
"step 2"
|
|
|
|
|
if(event.targets2.length){
|
|
|
|
|
var cur=event.targets2.shift();
|
|
|
|
|
if(cur&&cur.countCards('he')){
|
|
|
|
|
cur.chooseToDiscard('he',true,4);
|
|
|
|
|
}
|
|
|
|
|
event.redo();
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
order:10,
|
|
|
|
|
result:{
|
|
|
|
|
player:function(player){
|
|
|
|
|
return game.countPlayer(function(current){
|
|
|
|
|
if(current!=player){
|
|
|
|
|
return get.sgn(get.damageEffect(current,player,player));
|
|
|
|
|
}
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
wuqian:{
|
|
|
|
|
audio:2,
|
|
|
|
|
enable:'phaseUse',
|
|
|
|
|
derivation:'wushuang',
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return player.storage.baonu>=2&&!player.hasSkill('wushuang');
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
player.storage.baonu-=2;
|
|
|
|
|
player.addTempSkill('wushuang');
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
order:5,
|
|
|
|
|
result:{
|
|
|
|
|
player:function(player){
|
|
|
|
|
if(!player.storage.shenfen) return 0;
|
|
|
|
|
var cards=player.getCards('h','sha');
|
|
|
|
|
if(cards.length){
|
|
|
|
|
if(game.hasPlayer(function(current){
|
|
|
|
|
return (player.canUse('sha',current)&&
|
|
|
|
|
get.effect(current,cards[0],player,player)>0&¤t.hasShan());
|
|
|
|
|
})){
|
|
|
|
|
return 1;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
renjie:{
|
|
|
|
|
audio:'renjie2',
|
|
|
|
|
trigger:{player:'damageEnd'},
|
|
|
|
|
forced:true,
|
|
|
|
|
unique:true,
|
|
|
|
|
group:'renjie2',
|
|
|
|
|
notemp:true,
|
|
|
|
|
//mark:true,
|
|
|
|
|
filter:function(event){
|
|
|
|
|
return event.num>0;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
player.addMark('renjie',trigger.num);
|
|
|
|
|
},
|
|
|
|
|
intro:{
|
|
|
|
|
name2:'忍',
|
|
|
|
|
content:'mark'
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
maixie:true,
|
|
|
|
|
maixie_hp:true,
|
|
|
|
|
combo:'sbaiyin',
|
|
|
|
|
/*effect:{
|
|
|
|
|
target:function(card,player,target){
|
|
|
|
|
if(player.hasSkillTag('jueqing',false,target)) return [1,-2];
|
|
|
|
|
if(get.tag(card,'damage')){
|
|
|
|
|
if(target.hp==target.maxHp){
|
|
|
|
|
if(!target.hasSkill('jilue')){
|
|
|
|
|
return [0,1];
|
|
|
|
|
}
|
|
|
|
|
return [0.7,1];
|
|
|
|
|
}
|
|
|
|
|
return 0.7;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
player:function(card,player){
|
|
|
|
|
if(_status.currentPhase!=player) return;
|
|
|
|
|
if(_status.event.name!='chooseToUse'||_status.event.player!=player) return;
|
|
|
|
|
if(get.type(card)=='basic') return;
|
|
|
|
|
if(get.tag(card,'gain')) return;
|
|
|
|
|
if(get.value(card,player,'raw')>=7) return;
|
|
|
|
|
if(player.hp<=2) return;
|
|
|
|
|
if(!player.hasSkill('jilue')||player.storage.renjie==0){
|
|
|
|
|
return 'zeroplayertarget';
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}*/
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
renjie2:{
|
|
|
|
|
audio:2,
|
|
|
|
|
trigger:{player:'loseAfter'},
|
|
|
|
|
forced:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
if(event.type!='discard'||!event.cards2) return false;
|
|
|
|
|
var evt=event.getParent('phaseDiscard');
|
|
|
|
|
return evt&&evt.name=='phaseDiscard'&&evt.player==player;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
player.addMark('renjie',trigger.cards2.length);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
sbaiyin:{
|
|
|
|
|
skillAnimation:'epic',
|
|
|
|
|
animationColor:'thunder',
|
|
|
|
|
juexingji:true,
|
|
|
|
|
trigger:{player:'phaseZhunbeiBegin'},
|
|
|
|
|
forced:true,
|
|
|
|
|
unique:true,
|
|
|
|
|
audio:2,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return player.countMark('renjie')>=4;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
player.loseMaxHp();
|
|
|
|
|
player.addSkill('jilue');
|
|
|
|
|
player.awakenSkill('sbaiyin');
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
jilue:{
|
|
|
|
|
unique:true,
|
|
|
|
|
group:['jilue_guicai','jilue_fangzhu','jilue_wansha','jilue_zhiheng','jilue_jizhi','jilue_jizhi_clear']
|
|
|
|
|
},
|
|
|
|
|
jilue_guicai:{
|
|
|
|
|
audio:1,
|
|
|
|
|
trigger:{global:'judge'},
|
|
|
|
|
direct:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return player.countCards('he')>0&&player.hasMark('renjie');
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
"step 0"
|
|
|
|
|
player.chooseCard('是否弃置一枚“忍”,并发动〖鬼才〗?','he',function(card){
|
|
|
|
|
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;
|
|
|
|
|
}).ai=function(card){
|
|
|
|
|
var trigger=_status.event.parent._trigger;
|
|
|
|
|
var player=_status.event.player;
|
|
|
|
|
var result=trigger.judge(card)-trigger.judge(trigger.player.judging[0]);
|
|
|
|
|
var attitude=get.attitude(player,trigger.player);
|
|
|
|
|
if(attitude==0||result==0) return 0;
|
|
|
|
|
if(attitude>0){
|
|
|
|
|
return result-get.value(card)/2;
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
return -result-get.value(card)/2;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
"step 1"
|
|
|
|
|
if(result.bool){
|
|
|
|
|
player.respond(result.cards,'highlight','jilue_guicai','noOrdering');
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
event.finish();
|
|
|
|
|
}
|
|
|
|
|
"step 2"
|
|
|
|
|
if(result.bool){
|
|
|
|
|
player.removeMark('renjie',1);
|
|
|
|
|
if(trigger.player.judging[0].clone){
|
|
|
|
|
trigger.player.judging[0].clone.delete();
|
|
|
|
|
game.addVideo('deletenode',player,get.cardsInfo([trigger.player.judging[0].clone]));
|
|
|
|
|
}
|
|
|
|
|
game.cardsDiscard(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]);
|
|
|
|
|
game.delay(2);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
rejudge:true,
|
|
|
|
|
tag:{
|
|
|
|
|
rejudge:1,
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
jilue_fangzhu:{
|
|
|
|
|
audio:1,
|
|
|
|
|
trigger:{player:'damageEnd'},
|
|
|
|
|
direct:true,
|
|
|
|
|
//priority:-1,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return player.hasMark('renjie');
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
"step 0"
|
|
|
|
|
player.chooseTarget('是否弃置一枚“忍”,并发动【放逐】?',function(card,player,target){
|
|
|
|
|
return player!=target
|
|
|
|
|
}).ai=function(target){
|
|
|
|
|
if(target.hasSkillTag('noturn')) return 0;
|
|
|
|
|
if(target.isTurnedOver()){
|
|
|
|
|
return get.attitude(player,target)-1;
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
if(player.maxHp-player.hp==1){
|
|
|
|
|
return -get.attitude(player,target)-1;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
"step 1"
|
|
|
|
|
if(result.bool){
|
|
|
|
|
player.removeMark('renjie',1);
|
|
|
|
|
player.logSkill('jilue_fangzhu',result.targets);
|
|
|
|
|
result.targets[0].draw(player.maxHp-player.hp);
|
|
|
|
|
result.targets[0].turnOver();
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
jilue_wansha:{
|
|
|
|
|
audio:'wansha',
|
|
|
|
|
audioname:['shen_simayi'],
|
|
|
|
|
enable:'phaseUse',
|
|
|
|
|
usable:1,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return player.hasMark('renjie');
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
player.removeMark('renjie',1);
|
|
|
|
|
player.addTempSkill('wansha');
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
jilue_zhiheng:{
|
|
|
|
|
audio:1,
|
|
|
|
|
enable:'phaseUse',
|
|
|
|
|
usable:1,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return player.hasMark('renjie');
|
|
|
|
|
},
|
|
|
|
|
position:'he',
|
|
|
|
|
filterCard:lib.filter.cardDiscardable,
|
|
|
|
|
discard:false,
|
|
|
|
|
lose:false,
|
|
|
|
|
delay:false,
|
|
|
|
|
selectCard:[1,Infinity],
|
|
|
|
|
prompt:'弃置一枚“忍”,然后弃置任意张牌并摸等量的牌。若弃置了所有的手牌,则可以多摸一张牌。',
|
|
|
|
|
check:function(card){
|
|
|
|
|
var player=_status.event.player;
|
|
|
|
|
if(get.position(card)=='h'&&!player.countCards('h',function(card){
|
|
|
|
|
return get.value(card)>=8;
|
|
|
|
|
})){
|
|
|
|
|
return 8-get.value(card);
|
|
|
|
|
}
|
|
|
|
|
return 6-get.value(card)
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
player.removeMark('renjie',1);
|
|
|
|
|
player.discard(cards);
|
|
|
|
|
event.num=1;
|
|
|
|
|
var hs=player.getCards('h');
|
|
|
|
|
if(!hs.length) event.num=0;
|
|
|
|
|
for(var i=0;i<hs.length;i++){
|
|
|
|
|
if(!cards.contains(hs[i])){
|
|
|
|
|
event.num=0;break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
'step 1'
|
|
|
|
|
player.draw(event.num+cards.length);
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
order:1,
|
|
|
|
|
result:{
|
|
|
|
|
player:function(player){
|
|
|
|
|
var num=0;
|
|
|
|
|
var cards=player.getCards('he');
|
|
|
|
|
for(var i=0;i<cards.length;i++){
|
|
|
|
|
if(get.value(cards[i])<6){
|
|
|
|
|
num++;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if(cards.length>2) return 1;
|
|
|
|
|
if(cards.length==2&&player.storage.jilue>1);
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
threaten:1.5
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
jilue_jizhi:{
|
|
|
|
|
audio:1,
|
|
|
|
|
trigger:{player:'useCard'},
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return (get.type(event.card,'trick')=='trick'&&event.card.isCard&&player.hasMark('renjie'));
|
|
|
|
|
},
|
|
|
|
|
init:function(player){
|
|
|
|
|
player.storage.jilue_jizhi=0;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
player.removeMark('renjie',1);
|
|
|
|
|
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 _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.jilue_jizhi++;
|
|
|
|
|
if(_status.currentPhase==player){
|
|
|
|
|
player.markSkill('jilue_jizhi');
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
threaten:1.4
|
|
|
|
|
},
|
|
|
|
|
mod:{
|
|
|
|
|
maxHandcard:function(player,num){
|
|
|
|
|
return num+player.storage.jilue_jizhi;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
intro:{
|
|
|
|
|
content:'本回合手牌上限+#',
|
|
|
|
|
},
|
|
|
|
|
subSkill:{
|
|
|
|
|
clear:{
|
|
|
|
|
trigger:{global:'phaseAfter'},
|
|
|
|
|
silent:true,
|
|
|
|
|
content:function(){
|
|
|
|
|
player.storage.jilue_jizhi=0;
|
|
|
|
|
player.unmarkSkill('jilue_jizhi');
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
wushen:{
|
|
|
|
|
mod:{
|
|
|
|
|
cardname:function(card,player,name){
|
|
|
|
|
if(get.suit(card)=='heart') return 'sha';
|
|
|
|
|
},
|
|
|
|
|
cardnature:function(card,player){
|
|
|
|
|
if(get.suit(card)=='heart') return false;
|
|
|
|
|
},
|
|
|
|
|
targetInRange:function(card){
|
|
|
|
|
if(get.suit(card)=='heart') return true;
|
|
|
|
|
},
|
|
|
|
|
cardUsable:function(card){
|
|
|
|
|
if(card.name=='sha'&&get.suit(card)=='heart') return Infinity;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
audio:2,
|
|
|
|
|
trigger:{player:'useCard'},
|
|
|
|
|
forced:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return event.card.name=='sha'&&get.suit(event.card)=='heart';
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
trigger.directHit.addArray(game.players);
|
|
|
|
|
if(trigger.addCount!==false){
|
|
|
|
|
trigger.addCount=false;
|
|
|
|
|
if(player.stat[player.stat.length-1].card.sha>0){
|
|
|
|
|
player.stat[player.stat.length-1].card.sha--;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
effect:{
|
|
|
|
|
target:function(card,player,target,current){
|
|
|
|
|
if(get.tag(card,'respondSha')&¤t<0) return 0.6
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
directHit_ai:true,
|
|
|
|
|
skillTagFilter:function(player,tag,arg){
|
|
|
|
|
return arg.card.name=='sha'&&get.suit(arg.card)=='heart';
|
|
|
|
|
},
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
wuhun:{
|
|
|
|
|
trigger:{
|
|
|
|
|
player:"damageEnd",
|
|
|
|
|
},
|
|
|
|
|
//alter:true,
|
|
|
|
|
filter:function (event,player){
|
|
|
|
|
if(event.source==undefined) return false;
|
|
|
|
|
if(!get.is.altered('wuhun')) return false
|
|
|
|
|
return true;
|
|
|
|
|
},
|
|
|
|
|
forced:true,
|
|
|
|
|
content:function (){
|
|
|
|
|
if(!trigger.source.storage.wuhun_mark){
|
|
|
|
|
trigger.source.storage.wuhun_mark=0;
|
|
|
|
|
}
|
|
|
|
|
trigger.source.storage.wuhun_mark+=trigger.num;
|
|
|
|
|
trigger.source.syncStorage('wuhun_mark');
|
|
|
|
|
trigger.source.markSkill('wuhun_mark');
|
|
|
|
|
},
|
|
|
|
|
global:["wuhun_mark"],
|
|
|
|
|
subSkill:{
|
|
|
|
|
mark:{
|
|
|
|
|
marktext:"魇",
|
|
|
|
|
intro:{
|
|
|
|
|
content:"mark",
|
|
|
|
|
},
|
|
|
|
|
sub:true,
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
group:["wuhun2","wuhun4","wuhun5"],
|
|
|
|
|
},
|
|
|
|
|
wuhun2:{
|
|
|
|
|
trigger:{
|
|
|
|
|
player:'dieBegin',
|
|
|
|
|
},
|
|
|
|
|
forced:true,
|
|
|
|
|
popup:false,
|
|
|
|
|
filter:function (event,player){
|
|
|
|
|
for(var i=0;i<game.players.length;i++){
|
|
|
|
|
if(game.players[i].storage.wuhun_mark) return true;
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
},
|
|
|
|
|
content:function (){
|
|
|
|
|
"step 0"
|
|
|
|
|
player.chooseTarget(true,get.prompt('wuhun2'),function(card,player,target){
|
|
|
|
|
if(player==target) return false;
|
|
|
|
|
if(!target.storage.wuhun_mark) return false;
|
|
|
|
|
for(var i=0;i<game.players.length;i++){
|
|
|
|
|
if(game.players[i].storage.wuhun_mark>target.storage.wuhun_mark){
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
}).set('ai',function(target){
|
|
|
|
|
return -ai.get.attitude(_status.event.player,target);
|
|
|
|
|
});
|
|
|
|
|
"step 1"
|
|
|
|
|
player.line(result.targets[0],'fire');
|
|
|
|
|
result.targets[0].addSkill('wuhun3')
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
threaten:0.5,
|
|
|
|
|
effect:{
|
|
|
|
|
target:function (card,player,target,current){
|
|
|
|
|
if(get.tag(card,'damage')){
|
|
|
|
|
if(player.hasSkill('jueqing')) return [1,-5];
|
|
|
|
|
var hasfriend=false;
|
|
|
|
|
for(var i=0;i<game.players.length;i++){
|
|
|
|
|
if(game.players[i]!=target&&ai.get.attitude(game.players[i],target)>=0){
|
|
|
|
|
hasfriend=true;break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if(!hasfriend) return;
|
|
|
|
|
if(player.hp>2&&ai.get.attitude(player,target)<=0) return [0,2];
|
|
|
|
|
return [1,0,0,-player.hp];
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
wuhun3:{
|
|
|
|
|
audio:3,
|
|
|
|
|
trigger:{
|
|
|
|
|
global:'dieAfter',
|
|
|
|
|
},
|
|
|
|
|
forced:true,
|
|
|
|
|
content:function (){
|
|
|
|
|
"step 0"
|
|
|
|
|
player.judge(function(card){
|
|
|
|
|
if(card.name=='tao'||card.name=='taoyuan') return 2;
|
|
|
|
|
return -2;
|
|
|
|
|
})
|
|
|
|
|
"step 1"
|
|
|
|
|
if(result.judge==-2){
|
|
|
|
|
player.die();
|
|
|
|
|
}
|
|
|
|
|
player.removeSkill('wuhun3');
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
wuhun4:{
|
|
|
|
|
trigger:{
|
|
|
|
|
player:'dieAfter',
|
|
|
|
|
},
|
|
|
|
|
forced:true,
|
|
|
|
|
popup:false,
|
|
|
|
|
content:function (){
|
|
|
|
|
for(var i=0;i<game.players.length;i++){
|
|
|
|
|
if(game.players[i].storage.wuhun_mark){
|
|
|
|
|
game.players[i].storage.wuhun_mark=0;
|
|
|
|
|
game.players[i].unmarkSkill('wuhun_mark');
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
wuhun5:{
|
|
|
|
|
trigger:{player:'dieBegin'},
|
|
|
|
|
forced:true,
|
|
|
|
|
popup:false,
|
|
|
|
|
filter:function(event){
|
|
|
|
|
if(event.source!=player&&event.source!=undefined&&!get.is.altered('wuhun')) return true
|
|
|
|
|
return false;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
trigger.source.addSkill('wuhun6');
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
threaten:function(player,target){
|
|
|
|
|
if(target.hp==1) return 0.5;
|
|
|
|
|
},
|
|
|
|
|
effect:{
|
|
|
|
|
target:function(card,player,target,current){
|
|
|
|
|
if(target.hp<=1&&get.tag(card,'damage')){
|
|
|
|
|
if(player.hasSkillTag('jueqing',false,target)) return [1,-5];
|
|
|
|
|
if(!target.hasFriend()) return;
|
|
|
|
|
if(player.hp>2&&get.attitude(player,target)<=0) return [0,2];
|
|
|
|
|
return [1,0,0,-player.hp];
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
wuhun6:{
|
|
|
|
|
audio:3,
|
|
|
|
|
trigger:{global:'dieAfter'},
|
|
|
|
|
forced:true,
|
|
|
|
|
content:function(){
|
|
|
|
|
if(player.hp<Infinity){
|
|
|
|
|
player.loseHp(player.hp);
|
|
|
|
|
}
|
|
|
|
|
player.removeSkill('wuhun6');
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
guixin:{
|
|
|
|
|
audio:2,
|
|
|
|
|
// alter:true,
|
|
|
|
|
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')&¤t!=player&&get.attitude(player,current)<=0){
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
if(current.countCards('j')&¤t!=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');
|
|
|
|
|
"step 2"
|
|
|
|
|
if(num<event.targets.length){
|
|
|
|
|
if(!get.is.altered('guixin')){
|
|
|
|
|
if(event.targets[num].countGainableCards(player,'hej')){
|
|
|
|
|
player.gainPlayerCard(event.targets[num],true,'hej');
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
var hej=event.targets[num].getCards('hej')
|
|
|
|
|
if(hej.length){
|
|
|
|
|
var card=hej.randomGet();
|
|
|
|
|
player.gain(card,event.targets[num]);
|
|
|
|
|
if(get.position(card)=='h'){
|
|
|
|
|
event.targets[num].$giveAuto(card,player);
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
event.targets[num].$give(card,player);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
event.num++;
|
|
|
|
|
event.redo();
|
|
|
|
|
}
|
|
|
|
|
"step 3"
|
|
|
|
|
player.turnOver();
|
|
|
|
|
"step 4"
|
|
|
|
|
event.count--;
|
|
|
|
|
if(event.count){
|
|
|
|
|
player.chooseBool(get.prompt2('guixin'));
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
event.finish();
|
|
|
|
|
}
|
|
|
|
|
"step 5"
|
|
|
|
|
if(event.count&&result.bool){
|
|
|
|
|
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')&¤t!=player&&get.attitude(player,current)<=0){
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
if(current.countCards('j')&¤t!=player&&get.attitude(player,current)>0){
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
});
|
|
|
|
|
if(num>2) return [0,1];
|
|
|
|
|
if(num==2) return [0.5,1];
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
qixing:{
|
|
|
|
|
audio:2,
|
|
|
|
|
unique:true,
|
|
|
|
|
trigger:{global:'gameDrawAfter',player:'phaseZhunbeiBegin'},
|
|
|
|
|
forced:true,
|
|
|
|
|
check:function(event,player){
|
|
|
|
|
return player.hp<=1;
|
|
|
|
|
},
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return !player.storage.qixing;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
"step 0"
|
|
|
|
|
player.storage.qixing=game.cardsGotoSpecial(get.cards(7)).cards;
|
|
|
|
|
player.markSkill('qixing');
|
|
|
|
|
game.addVideo('storage',player,['qixing',get.cardsInfo(player.storage.qixing),'cards']);
|
|
|
|
|
"step 1"
|
|
|
|
|
player.chooseCard('选择任意张手牌与“星”交换',[1,Math.min(player.countCards('h'),player.storage.qixing.length)]).set('promptx',[player.storage.qixing]).ai=function(card){
|
|
|
|
|
var val=get.value(card);
|
|
|
|
|
if(val<0) return 10;
|
|
|
|
|
if(player.skipList.contains('phaseUse')){
|
|
|
|
|
return val;
|
|
|
|
|
}
|
|
|
|
|
return -val;
|
|
|
|
|
};
|
|
|
|
|
"step 2"
|
|
|
|
|
if(result.bool){
|
|
|
|
|
player.logSkill('qixing');
|
|
|
|
|
player.lose(result.cards,ui.special,'toStorage');
|
|
|
|
|
player.storage.qixing=player.storage.qixing.concat(result.cards);
|
|
|
|
|
player.syncStorage('qixing');
|
|
|
|
|
event.num=result.cards.length;
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
event.finish();
|
|
|
|
|
}
|
|
|
|
|
"step 3"
|
|
|
|
|
player.chooseCardButton(player.storage.qixing,'选择'+event.num+'张牌作为手牌',event.num,true).ai=function(button){
|
|
|
|
|
var val=get.value(button.link);
|
|
|
|
|
if(val<0) return -10;
|
|
|
|
|
if(player.skipList.contains('phaseUse')){
|
|
|
|
|
return -val;
|
|
|
|
|
}
|
|
|
|
|
return val;
|
|
|
|
|
}
|
|
|
|
|
if(player==game.me&&!event.isMine()){
|
|
|
|
|
game.delay(0.5);
|
|
|
|
|
}
|
|
|
|
|
"step 4"
|
|
|
|
|
player.gain(result.links,'fromStorage');
|
|
|
|
|
for(var i=0;i<result.links.length;i++){
|
|
|
|
|
player.storage.qixing.remove(result.links[i]);
|
|
|
|
|
}
|
|
|
|
|
player.syncStorage('qixing');
|
|
|
|
|
if(player==game.me&&_status.auto){
|
|
|
|
|
game.delay(0.5);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
mark:true,
|
|
|
|
|
intro:{
|
|
|
|
|
onunmark:function(storage,player){
|
|
|
|
|
if(storage&&storage.length){
|
|
|
|
|
player.$throw(storage,1000);
|
|
|
|
|
game.cardsDiscard(storage);
|
|
|
|
|
game.log(storage,'被置入了弃牌堆');
|
|
|
|
|
storage.length=0;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
mark:function(dialog,content,player){
|
|
|
|
|
if(content&&content.length){
|
|
|
|
|
if(player==game.me||player.isUnderControl()){
|
|
|
|
|
dialog.addAuto(content);
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
return '共有'+get.cnNumber(content.length)+'张星';
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
content:function(content,player){
|
|
|
|
|
if(content&&content.length){
|
|
|
|
|
if(player==game.me||player.isUnderControl()){
|
|
|
|
|
return get.translation(content);
|
|
|
|
|
}
|
|
|
|
|
return '共有'+get.cnNumber(content.length)+'张星';
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
group:['qixing2'],
|
|
|
|
|
},
|
|
|
|
|
qixing2:{
|
|
|
|
|
trigger:{player:'phaseDrawAfter'},
|
|
|
|
|
direct:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return player.storage.qixing&&player.storage.qixing.length;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
"step 0"
|
|
|
|
|
player.chooseCard('选择任意张手牌与“星”交换',[1,Math.min(player.countCards('h'),player.storage.qixing.length)]).set('promptx',[player.storage.qixing]).ai=function(card){
|
|
|
|
|
var val=get.value(card);
|
|
|
|
|
if(val<0) return 10;
|
|
|
|
|
if(player.skipList.contains('phaseUse')){
|
|
|
|
|
return val;
|
|
|
|
|
}
|
|
|
|
|
return -val;
|
|
|
|
|
};
|
|
|
|
|
"step 1"
|
|
|
|
|
if(result.bool){
|
|
|
|
|
player.logSkill('qixing');
|
|
|
|
|
player.lose(result.cards,ui.special,'toStorage');
|
|
|
|
|
player.storage.qixing=player.storage.qixing.concat(result.cards);
|
|
|
|
|
player.syncStorage('qixing');
|
|
|
|
|
event.num=result.cards.length;
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
event.finish();
|
|
|
|
|
}
|
|
|
|
|
"step 2"
|
|
|
|
|
player.chooseCardButton(player.storage.qixing,'选择'+event.num+'张牌作为手牌',event.num,true).ai=function(button){
|
|
|
|
|
var val=get.value(button.link);
|
|
|
|
|
if(val<0) return -10;
|
|
|
|
|
if(player.skipList.contains('phaseUse')){
|
|
|
|
|
return -val;
|
|
|
|
|
}
|
|
|
|
|
return val;
|
|
|
|
|
}
|
|
|
|
|
if(player==game.me&&!event.isMine()){
|
|
|
|
|
game.delay(0.5);
|
|
|
|
|
}
|
|
|
|
|
"step 3"
|
|
|
|
|
player.gain(result.links,'fromStorage');
|
|
|
|
|
for(var i=0;i<result.links.length;i++){
|
|
|
|
|
player.storage.qixing.remove(result.links[i]);
|
|
|
|
|
}
|
|
|
|
|
player.syncStorage('qixing');
|
|
|
|
|
if(player==game.me&&_status.auto){
|
|
|
|
|
game.delay(0.5);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
dawu:{
|
|
|
|
|
unique:true,
|
|
|
|
|
trigger:{player:'phaseJieshuBegin'},
|
|
|
|
|
//priority:1,
|
|
|
|
|
direct:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return player.storage.qixing&&player.storage.qixing.length;
|
|
|
|
|
},
|
|
|
|
|
audio:2,
|
|
|
|
|
content:function(){
|
|
|
|
|
"step 0"
|
|
|
|
|
player.chooseTarget('选择角色获得大雾标记',
|
|
|
|
|
[1,Math.min(game.countPlayer(),player.storage.qixing.length)]).ai=function(target){
|
|
|
|
|
if(target.isMin()) return 0;
|
|
|
|
|
if(target.hasSkill('biantian2')) return 0;
|
|
|
|
|
var att=get.attitude(player,target);
|
|
|
|
|
if(att>=4){
|
|
|
|
|
if(target.hp==1&&target.maxHp>2) return att;
|
|
|
|
|
if(target.hp==2&&target.maxHp>3&&target.countCards('he')==0) return att*0.7;
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
return -1;
|
|
|
|
|
}
|
|
|
|
|
"step 1"
|
|
|
|
|
if(result.bool){
|
|
|
|
|
var length=result.targets.length;
|
|
|
|
|
for(var i=0;i<length;i++){
|
|
|
|
|
result.targets[i].addSkill('dawu2');
|
|
|
|
|
}
|
|
|
|
|
player.logSkill('dawu',result.targets,'thunder');
|
|
|
|
|
player.chooseCardButton('弃置'+get.cnNumber(length)+'枚星',length,player.storage.qixing,true);
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
event.finish();
|
|
|
|
|
}
|
|
|
|
|
"step 2"
|
|
|
|
|
for(var i=0;i<result.links.length;i++){
|
|
|
|
|
player.storage.qixing.remove(result.links[i]);
|
|
|
|
|
}
|
|
|
|
|
if(player.storage.qixing.length==0){
|
|
|
|
|
player.unmarkSkill('qixing');
|
|
|
|
|
}
|
|
|
|
|
game.addVideo('storage',player,['qixing',get.cardsInfo(player.storage.qixing),'cards']);
|
|
|
|
|
game.cardsDiscard(result.links);
|
|
|
|
|
},
|
|
|
|
|
group:'dawu3'
|
|
|
|
|
},
|
|
|
|
|
dawu2:{
|
|
|
|
|
trigger:{player:'damageBegin4'},
|
|
|
|
|
filter:function(event){
|
|
|
|
|
if(event.nature!='thunder') return true;
|
|
|
|
|
return false;
|
|
|
|
|
},
|
|
|
|
|
mark:true,
|
|
|
|
|
forced:true,
|
|
|
|
|
charlotte:true,
|
|
|
|
|
content:function(){
|
|
|
|
|
trigger.cancel();
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
nofire:true,
|
|
|
|
|
nodamage:true,
|
|
|
|
|
effect:{
|
|
|
|
|
target:function(card,player,target,current){
|
|
|
|
|
if(get.tag(card,'damage')&&!get.tag(card,'thunderDamage')) return [0,0];
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
intro:{
|
|
|
|
|
content:'已获得大雾标记'
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
dawu3:{
|
|
|
|
|
trigger:{player:['phaseZhunbeiBegin','dieBegin']},
|
|
|
|
|
silent:true,
|
|
|
|
|
content:function(){
|
|
|
|
|
for(var i=0;i<game.players.length;i++){
|
|
|
|
|
if(game.players[i].hasSkill('dawu2')){
|
|
|
|
|
game.players[i].removeSkill('dawu2');
|
|
|
|
|
//game.players[i].popup('dawu2');
|
|
|
|
|
}
|
|
|
|
|
if(game.players[i].hasSkill('kuangfeng2')){
|
|
|
|
|
game.players[i].removeSkill('kuangfeng2');
|
|
|
|
|
//game.players[i].popup('kuangfeng2');
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
kuangfeng:{
|
|
|
|
|
unique:true,
|
|
|
|
|
audio:2,
|
|
|
|
|
trigger:{player:'phaseJieshuBegin'},
|
|
|
|
|
direct:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return player.storage.qixing&&player.storage.qixing.length;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
"step 0"
|
|
|
|
|
player.chooseTarget('选择一名角色获得狂风标记').ai=function(target){
|
|
|
|
|
return -1;
|
|
|
|
|
}
|
|
|
|
|
"step 1"
|
|
|
|
|
if(result.bool){
|
|
|
|
|
var length=result.targets.length;
|
|
|
|
|
for(var i=0;i<length;i++){
|
|
|
|
|
result.targets[i].addSkill('kuangfeng2');
|
|
|
|
|
}
|
|
|
|
|
player.logSkill('kuangfeng',result.targets,'fire');
|
|
|
|
|
player.chooseCardButton('弃置'+get.cnNumber(length)+'枚星',length,player.storage.qixing,true);
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
event.finish();
|
|
|
|
|
}
|
|
|
|
|
"step 2"
|
|
|
|
|
for(var i=0;i<result.links.length;i++){
|
|
|
|
|
player.storage.qixing.remove(result.links[i]);
|
|
|
|
|
}
|
|
|
|
|
if(player.storage.qixing.length==0){
|
|
|
|
|
player.unmarkSkill('qixing');
|
|
|
|
|
}
|
|
|
|
|
game.addVideo('storage',player,['qixing',get.cardsInfo(player.storage.qixing),'cards']);
|
|
|
|
|
game.cardsDiscard(result.links);
|
|
|
|
|
game.log(player,'将',result.links,'置入了弃牌堆')
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
kuangfeng2:{
|
|
|
|
|
trigger:{player:'damageBegin3'},
|
|
|
|
|
filter:function(event){
|
|
|
|
|
if(event.nature=='fire') return true;
|
|
|
|
|
return false;
|
|
|
|
|
},
|
|
|
|
|
mark:true,
|
|
|
|
|
intro:{
|
|
|
|
|
content:'已获得狂风标记'
|
|
|
|
|
},
|
|
|
|
|
forced:true,
|
|
|
|
|
content:function(){
|
|
|
|
|
trigger.num++;
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
effect:{
|
|
|
|
|
target:function(card,player,target,current){
|
|
|
|
|
if(get.tag(card,'fireDamage')) return 1.5;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
yeyan:{
|
|
|
|
|
unique:true,
|
|
|
|
|
forceDie:true,
|
|
|
|
|
enable:'phaseUse',
|
|
|
|
|
audio:3,
|
|
|
|
|
animationColor:'metal',
|
|
|
|
|
skillAnimation:'legend',
|
|
|
|
|
filterTarget:function(card,player,target){
|
|
|
|
|
var length=ui.selected.cards.length;
|
|
|
|
|
return (length==0||length==4);
|
|
|
|
|
},
|
|
|
|
|
filterCard:function(card){
|
|
|
|
|
var suit=get.suit(card);
|
|
|
|
|
for(var i=0;i<ui.selected.cards.length;i++){
|
|
|
|
|
if(get.suit(ui.selected.cards[i])==suit) return false;
|
|
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
},
|
|
|
|
|
complexCard:true,
|
|
|
|
|
limited:true,
|
|
|
|
|
selectCard:[0,4],
|
|
|
|
|
line:'fire',
|
|
|
|
|
check:function (){return -1},
|
|
|
|
|
selectTarget:function (){
|
|
|
|
|
if(ui.selected.cards.length==4) return [1,2];
|
|
|
|
|
if(ui.selected.cards.length==0) return [1,3];
|
|
|
|
|
game.uncheck('target');
|
|
|
|
|
return [1,3];
|
|
|
|
|
},
|
|
|
|
|
multitarget:true,
|
|
|
|
|
multiline:true,
|
|
|
|
|
content:function (){
|
|
|
|
|
"step 0"
|
|
|
|
|
player.awakenSkill('yeyan');
|
|
|
|
|
event.num=0;
|
|
|
|
|
targets.sortBySeat();
|
|
|
|
|
"step 1"
|
|
|
|
|
if(cards.length==4) event.goto(2);
|
|
|
|
|
else {
|
|
|
|
|
if(event.num<targets.length){
|
|
|
|
|
targets[event.num].damage('fire',1,'nocard');
|
|
|
|
|
event.num++;
|
|
|
|
|
}
|
|
|
|
|
if(event.num==targets.length) event.finish();
|
|
|
|
|
else event.redo();
|
|
|
|
|
}
|
|
|
|
|
"step 2"
|
|
|
|
|
player.loseHp(3);
|
|
|
|
|
if(targets.length==1) event.goto(4);
|
|
|
|
|
else{
|
|
|
|
|
player.chooseTarget('请选择受到2点伤害的角色',true,function(card,player,target){
|
|
|
|
|
return _status.event.targets.contains(target)
|
|
|
|
|
}).set('ai',function(target){
|
|
|
|
|
return 1;
|
|
|
|
|
}).set('forceDie',true).set('targets',targets);
|
|
|
|
|
}
|
|
|
|
|
"step 3"
|
|
|
|
|
if(event.num<targets.length){
|
|
|
|
|
var dnum=1;
|
|
|
|
|
if(result.bool&&result.targets&&targets[event.num]==result.targets[0]) dnum=2;
|
|
|
|
|
targets[event.num].damage('fire',dnum,'nocard');
|
|
|
|
|
event.num++;
|
|
|
|
|
}
|
|
|
|
|
if(event.num==targets.length) event.finish();
|
|
|
|
|
else event.redo();
|
|
|
|
|
"step 4"
|
|
|
|
|
player.chooseControl("2点","3点").set('prompt','请选择伤害点数').set('ai',function(){
|
|
|
|
|
return "3点";
|
|
|
|
|
}).set('forceDie',true);
|
|
|
|
|
"step 5"
|
|
|
|
|
targets[0].damage('fire',result.control=="2点"?2:3,'nocard');
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
order:1,
|
|
|
|
|
fireAttack:true,
|
|
|
|
|
result:{
|
|
|
|
|
target:function(player,target){
|
|
|
|
|
if(target.hasSkillTag('nofire')) return 0;
|
|
|
|
|
if(lib.config.mode=='versus') return -1;
|
|
|
|
|
if(player.hasUnknown()) return 0;
|
|
|
|
|
return get.damageEffect(target,player);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
longhun:{
|
|
|
|
|
audio:4,
|
|
|
|
|
group:['longhun1','longhun2','longhun3','longhun4'],
|
|
|
|
|
ai:{
|
|
|
|
|
fireAttack:true,
|
|
|
|
|
skillTagFilter:function(player,tag){
|
|
|
|
|
switch(tag){
|
|
|
|
|
case 'respondSha':{
|
|
|
|
|
if(player.countCards('he',{suit:'diamond'})<Math.max(1,player.hp)) return false;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
case 'respondShan':{
|
|
|
|
|
if(player.countCards('he',{suit:'club'})<Math.max(1,player.hp)) return false;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
case 'save':{
|
|
|
|
|
if(player.countCards('he',{suit:'heart'})<Math.max(1,player.hp)) return false;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
default:return true;break;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
maixie:true,
|
|
|
|
|
respondSha:true,
|
|
|
|
|
respondShan:true,
|
|
|
|
|
effect:{
|
|
|
|
|
target:function(card,player,target){
|
|
|
|
|
if(get.tag(card,'recover')&&target.hp>=1) return [0,0];
|
|
|
|
|
if(!target.hasFriend()) return;
|
|
|
|
|
if((get.tag(card,'damage')==1||get.tag(card,'loseHp'))&&target.hp>1) return [0,1];
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
threaten:function(player,target){
|
|
|
|
|
if(target.hp==1) return 2;
|
|
|
|
|
return 0.5;
|
|
|
|
|
},
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
longhun1:{
|
|
|
|
|
audio:true,
|
|
|
|
|
enable:['chooseToUse','chooseToRespond'],
|
|
|
|
|
prompt:function(){
|
|
|
|
|
return '将'+get.cnNumber(Math.max(1,_status.event.player.hp))+'张红桃牌当作桃使用';
|
|
|
|
|
},
|
|
|
|
|
position:'he',
|
|
|
|
|
check:function(card,event){
|
|
|
|
|
if(_status.event.player.hp>1) return 0;
|
|
|
|
|
return 10-get.value(card);
|
|
|
|
|
},
|
|
|
|
|
selectCard:function(){
|
|
|
|
|
return Math.max(1,_status.event.player.hp);
|
|
|
|
|
},
|
|
|
|
|
viewAs:{name:'tao'},
|
|
|
|
|
viewAsFilter:function(player){
|
|
|
|
|
return player.countCards('he',{suit:'heart'})>=player.hp;
|
|
|
|
|
},
|
|
|
|
|
filterCard:function(card){
|
|
|
|
|
return get.suit(card)=='heart';
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
longhun2:{
|
|
|
|
|
audio:true,
|
|
|
|
|
enable:['chooseToUse','chooseToRespond'],
|
|
|
|
|
prompt:function(){
|
|
|
|
|
return '将'+get.cnNumber(Math.max(1,_status.event.player.hp))+'张方片当作火杀使用或打出';
|
|
|
|
|
},
|
|
|
|
|
position:'he',
|
|
|
|
|
check:function(card,event){
|
|
|
|
|
if(_status.event.player.hp>1) return 0;
|
|
|
|
|
return 10-get.value(card);
|
|
|
|
|
},
|
|
|
|
|
selectCard:function(){
|
|
|
|
|
return Math.max(1,_status.event.player.hp);
|
|
|
|
|
},
|
|
|
|
|
viewAs:{name:'sha',nature:'fire'},
|
|
|
|
|
viewAsFilter:function(player){
|
|
|
|
|
return player.countCards('he',{suit:'diamond'})>=player.hp;
|
|
|
|
|
},
|
|
|
|
|
filterCard:function(card){
|
|
|
|
|
return get.suit(card)=='diamond';
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
longhun3:{
|
|
|
|
|
audio:true,
|
|
|
|
|
enable:['chooseToUse','chooseToRespond'],
|
|
|
|
|
prompt:function(){
|
|
|
|
|
return '将'+get.cnNumber(Math.max(1,_status.event.player.hp))+'张黑桃牌当作无懈可击使用';
|
|
|
|
|
},
|
|
|
|
|
position:'he',
|
|
|
|
|
check:function(card,event){
|
|
|
|
|
if(_status.event.player.hp>1) return 0;
|
|
|
|
|
return 7-get.value(card);
|
|
|
|
|
},
|
|
|
|
|
selectCard:function(){
|
|
|
|
|
return Math.max(1,_status.event.player.hp);
|
|
|
|
|
},
|
|
|
|
|
viewAs:{name:'wuxie'},
|
|
|
|
|
viewAsFilter:function(player){
|
|
|
|
|
return player.countCards('he',{suit:'spade'})>=player.hp;
|
|
|
|
|
},
|
|
|
|
|
filterCard:function(card){
|
|
|
|
|
return get.suit(card)=='spade';
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
longhun4:{
|
|
|
|
|
audio:true,
|
|
|
|
|
enable:['chooseToUse','chooseToRespond'],
|
|
|
|
|
prompt:function(){
|
|
|
|
|
return '将'+get.cnNumber(Math.max(1,_status.event.player.hp))+'张梅花牌当作闪使用或打出';
|
|
|
|
|
},
|
|
|
|
|
position:'he',
|
|
|
|
|
check:function(card,event){
|
|
|
|
|
if(_status.event.player.hp>1) return 0;
|
|
|
|
|
return 10-get.value(card);
|
|
|
|
|
},
|
|
|
|
|
selectCard:function(){
|
|
|
|
|
return Math.max(1,_status.event.player.hp);
|
|
|
|
|
},
|
|
|
|
|
viewAs:{name:'shan'},
|
|
|
|
|
filterCard:function(card){
|
|
|
|
|
return get.suit(card)=='club';
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
juejing:{
|
|
|
|
|
mod:{
|
|
|
|
|
maxHandcard:function(player,num){
|
|
|
|
|
return 2+num;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
audio:true,
|
|
|
|
|
trigger:{player:'phaseDrawBegin2'},
|
|
|
|
|
//priority:-5,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return !event.numFixed&&player.hp<player.maxHp;
|
|
|
|
|
},
|
|
|
|
|
forced:true,
|
|
|
|
|
content:function(){
|
|
|
|
|
trigger.num+=(player.getDamagedHp());
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
relonghun:{
|
|
|
|
|
audio:2,
|
|
|
|
|
//技能发动时机
|
|
|
|
|
enable:['chooseToUse','chooseToRespond'],
|
|
|
|
|
//发动时提示的技能描述
|
|
|
|
|
prompt:'将♦牌当做杀,♥牌当做桃,♣牌当做闪,♠牌当做无懈可击使用或打出',
|
|
|
|
|
//动态的viewAs
|
|
|
|
|
viewAs:function(cards,player){
|
|
|
|
|
var name=false;
|
|
|
|
|
var nature=null;
|
|
|
|
|
//根据选择的卡牌的花色 判断要转化出的卡牌是闪还是火杀还是无懈还是桃
|
|
|
|
|
switch(get.suit(cards[0],player)){
|
|
|
|
|
case 'club':name='shan';break;
|
|
|
|
|
case 'diamond':name='sha';nature='fire';break;
|
|
|
|
|
case 'spade':name='wuxie';break;
|
|
|
|
|
case 'heart':name='tao';break;
|
|
|
|
|
}
|
|
|
|
|
//返回判断结果
|
|
|
|
|
if(name) return {name:name,nature:nature};
|
|
|
|
|
return null;
|
|
|
|
|
},
|
|
|
|
|
//AI选牌思路
|
|
|
|
|
check:function(card){
|
|
|
|
|
if(ui.selected.cards.length) return 0;
|
|
|
|
|
var player=_status.event.player;
|
|
|
|
|
if(_status.event.type=='phase'){
|
|
|
|
|
var max=0;
|
|
|
|
|
var name2;
|
|
|
|
|
var list=['sha','tao'];
|
|
|
|
|
var map={sha:'diamond',tao:'heart'}
|
|
|
|
|
for(var i=0;i<list.length;i++){
|
|
|
|
|
var name=list[i];
|
|
|
|
|
if(player.countCards('he',function(card){
|
|
|
|
|
return (name!='sha'||get.value(card)<5)&&get.suit(card,player)==map[name];
|
|
|
|
|
})>0&&player.getUseValue({name:name,nature:name=='sha'?'fire':null})>0){
|
|
|
|
|
var temp=get.order({name:name,nature:name=='sha'?'fire':null});
|
|
|
|
|
if(temp>max){
|
|
|
|
|
max=temp;
|
|
|
|
|
name2=map[name];
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if(name2==get.suit(card,player)) return (name2=='diamond'?(5-get.value(card)):20-get.value(card));
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
return 1;
|
|
|
|
|
},
|
|
|
|
|
//选牌数量
|
|
|
|
|
selectCard:[1,2],
|
|
|
|
|
//确保选择第一张牌后 重新检测第二张牌的合法性 避免选择两张花色不同的牌
|
|
|
|
|
complexCard:true,
|
|
|
|
|
//选牌范围:手牌区和装备区
|
|
|
|
|
position:'he',
|
|
|
|
|
//选牌合法性判断
|
|
|
|
|
filterCard:function(card,player,event){
|
|
|
|
|
//如果已经选了一张牌 那么第二张牌和第一张花色相同即可
|
|
|
|
|
if(ui.selected.cards.length) return get.suit(card,player)==get.suit(ui.selected.cards[0],player);
|
|
|
|
|
event=event||_status.event;
|
|
|
|
|
//获取当前时机的卡牌选择限制
|
|
|
|
|
var filter=event._backup.filterCard;
|
|
|
|
|
//获取卡牌花色
|
|
|
|
|
var name=get.suit(card,player);
|
|
|
|
|
//如果这张牌是梅花并且当前时机能够使用/打出闪 那么这张牌可以选择
|
|
|
|
|
if(name=='club'&&filter({name:'shan',cards:[card]},player,event)) return true;
|
|
|
|
|
//如果这张牌是方片并且当前时机能够使用/打出火杀 那么这张牌可以选择
|
|
|
|
|
if(name=='diamond'&&filter({name:'sha',cards:[card],nature:'fire'},player,event)) return true;
|
|
|
|
|
//如果这张牌是黑桃并且当前时机能够使用/打出无懈 那么这张牌可以选择
|
|
|
|
|
if(name=='spade'&&filter({name:'wuxie',cards:[card]},player,event)) return true;
|
|
|
|
|
//如果这张牌是红桃并且当前时机能够使用/打出桃 那么这张牌可以选择
|
|
|
|
|
if(name=='heart'&&filter({name:'tao',cards:[card]},player,event)) return true;
|
|
|
|
|
//上述条件都不满足 那么就不能选择这张牌
|
|
|
|
|
return false;
|
|
|
|
|
},
|
|
|
|
|
//判断当前时机能否发动技能
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
//获取当前时机的卡牌选择限制
|
|
|
|
|
var filter=event.filterCard;
|
|
|
|
|
//如果当前时机能够使用/打出火杀并且角色有方片 那么可以发动技能
|
|
|
|
|
if(filter({name:'sha',nature:'fire'},player,event)&&player.countCards('he',{suit:'diamond'})) return true;
|
|
|
|
|
//如果当前时机能够使用/打出闪并且角色有梅花 那么可以发动技能
|
|
|
|
|
if(filter({name:'shan'},player,event)&&player.countCards('he',{suit:'club'})) return true;
|
|
|
|
|
//如果当前时机能够使用/打出桃并且角色有红桃 那么可以发动技能
|
|
|
|
|
if(filter({name:'tao'},player,event)&&player.countCards('he',{suit:'heart'})) return true;
|
|
|
|
|
//如果当前时机能够使用/打出无懈可击并且角色有黑桃 那么可以发动技能
|
|
|
|
|
if(filter({name:'wuxie'},player,event)&&player.countCards('he',{suit:'spade'})) return true;
|
|
|
|
|
return false;
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
respondSha:true,
|
|
|
|
|
respondShan:true,
|
|
|
|
|
//让系统知道角色“有杀”“有闪”
|
|
|
|
|
skillTagFilter:function(player,tag){
|
|
|
|
|
var name;
|
|
|
|
|
switch(tag){
|
|
|
|
|
case 'respondSha':name='diamond';break;
|
|
|
|
|
case 'respondShan':name='club';break;
|
|
|
|
|
case 'save':name='heart';break;
|
|
|
|
|
}
|
|
|
|
|
if(!player.countCards('he',{suit:name})) return false;
|
|
|
|
|
},
|
|
|
|
|
//AI牌序
|
|
|
|
|
order:function(item,player){
|
|
|
|
|
if(player&&_status.event.type=='phase'){
|
|
|
|
|
var max=0;
|
|
|
|
|
var list=['sha','tao'];
|
|
|
|
|
var map={sha:'diamond',tao:'heart'}
|
|
|
|
|
for(var i=0;i<list.length;i++){
|
|
|
|
|
var name=list[i];
|
|
|
|
|
if(player.countCards('he',function(card){
|
|
|
|
|
return (name!='sha'||get.value(card)<5)&&get.suit(card,player)==map[name];
|
|
|
|
|
})>0&&player.getUseValue({name:name,nature:name=='sha'?'fire':null})>0){
|
|
|
|
|
var temp=get.order({name:name,nature:name=='sha'?'fire':null});
|
|
|
|
|
if(temp>max) max=temp;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
max/=1.1;
|
|
|
|
|
return max;
|
|
|
|
|
}
|
|
|
|
|
return 2;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
//让系统知道玩家“有无懈”“有桃”
|
|
|
|
|
hiddenCard:function(player,name){
|
|
|
|
|
if(name=='wuxie'&&_status.connectMode&&player.countCards('h')>0) return true;
|
|
|
|
|
if(name=='wuxie') return player.countCards('he',{suit:'spade'})>0;
|
|
|
|
|
if(name=='tao') return player.countCards('he',{suit:'heart'})>0;
|
|
|
|
|
},
|
2021-03-20 13:29:25 +00:00
|
|
|
|
group:['relonghun_num','relonghun_discard'],
|
2021-03-08 11:10:12 +00:00
|
|
|
|
subSkill:{
|
|
|
|
|
num:{
|
|
|
|
|
trigger:{player:'useCard'},
|
|
|
|
|
forced:true,
|
|
|
|
|
popup:false,
|
|
|
|
|
filter:function(event){
|
|
|
|
|
var evt=event;
|
2021-03-20 13:29:25 +00:00
|
|
|
|
return ['sha','tao'].contains(evt.card.name)&&evt.skill=='relonghun'&&evt.cards&&evt.cards.length==2;
|
2021-03-08 11:10:12 +00:00
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
trigger.baseDamage++;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
discard:{
|
|
|
|
|
trigger:{player:['useCardAfter','respondAfter']},
|
|
|
|
|
forced:true,
|
|
|
|
|
popup:false,
|
|
|
|
|
logTarget:function(){
|
|
|
|
|
return _status.currentPhase;
|
|
|
|
|
},
|
|
|
|
|
autodelay:function(event){
|
|
|
|
|
return event.name=='respond'?0.5:false;
|
|
|
|
|
},
|
|
|
|
|
filter:function(evt,player){
|
2021-03-20 13:29:25 +00:00
|
|
|
|
return ['shan','wuxie'].contains(evt.card.name)&&evt.skill=='relonghun'&&
|
2021-03-08 11:10:12 +00:00
|
|
|
|
evt.cards&&evt.cards.length==2&&_status.currentPhase&&_status.currentPhase!=player&&_status.currentPhase.countDiscardableCards(player,'he');
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
player.line(_status.currentPhase,'green');
|
|
|
|
|
player.discardPlayerCard(_status.currentPhase,'he',true);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
2021-03-20 13:29:25 +00:00
|
|
|
|
xinlonghun:{
|
|
|
|
|
audio:'longhun',
|
2021-03-08 11:10:12 +00:00
|
|
|
|
enable:['chooseToUse','chooseToRespond'],
|
2021-03-20 13:29:25 +00:00
|
|
|
|
prompt:'将♦牌当做杀,♥牌当做桃,♣牌当做闪,♠牌当做无懈可击使用或打出',
|
|
|
|
|
viewAs:function(cards,player){
|
|
|
|
|
var name=false;
|
|
|
|
|
var nature=null;
|
|
|
|
|
switch(get.suit(cards[0],player)){
|
|
|
|
|
case 'club':name='shan';break;
|
|
|
|
|
case 'diamond':name='sha';nature='fire';break;
|
|
|
|
|
case 'spade':name='wuxie';break;
|
|
|
|
|
case 'heart':name='tao';break;
|
|
|
|
|
}
|
|
|
|
|
if(name) return {name:name,nature:nature};
|
|
|
|
|
return null;
|
2021-03-08 11:10:12 +00:00
|
|
|
|
},
|
2021-03-20 13:29:25 +00:00
|
|
|
|
check:function(card){
|
|
|
|
|
var player=_status.event.player;
|
|
|
|
|
if(_status.event.type=='phase'){
|
|
|
|
|
var max=0;
|
|
|
|
|
var name2;
|
|
|
|
|
var list=['sha','tao'];
|
|
|
|
|
var map={sha:'diamond',tao:'heart'}
|
|
|
|
|
for(var i=0;i<list.length;i++){
|
|
|
|
|
var name=list[i];
|
|
|
|
|
if(player.countCards('h',function(card){
|
|
|
|
|
return (name!='sha'||get.value(card)<5)&&get.suit(card,player)==map[name];
|
|
|
|
|
})>0&&player.getUseValue({name:name,nature:name=='sha'?'fire':null})>0){
|
|
|
|
|
var temp=get.order({name:name,nature:name=='sha'?'fire':null});
|
|
|
|
|
if(temp>max){
|
|
|
|
|
max=temp;
|
|
|
|
|
name2=map[name];
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if(name2==get.suit(card,player)) return (name2=='diamond'?(5-get.value(card)):20-get.value(card));
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
return 1;
|
2021-03-08 11:10:12 +00:00
|
|
|
|
},
|
2021-03-20 13:29:25 +00:00
|
|
|
|
position:'h',
|
|
|
|
|
filterCard:function(card,player,event){
|
|
|
|
|
event=event||_status.event;
|
|
|
|
|
var filter=event._backup.filterCard;
|
|
|
|
|
var name=get.suit(card,player);
|
|
|
|
|
if(name=='club'&&filter({name:'shan',cards:[card]},player,event)) return true;
|
|
|
|
|
if(name=='diamond'&&filter({name:'sha',cards:[card],nature:'fire'},player,event)) return true;
|
|
|
|
|
if(name=='spade'&&filter({name:'wuxie',cards:[card]},player,event)) return true;
|
|
|
|
|
if(name=='heart'&&filter({name:'tao',cards:[card]},player,event)) return true;
|
|
|
|
|
return false;
|
2021-03-08 11:10:12 +00:00
|
|
|
|
},
|
|
|
|
|
filter:function(event,player){
|
2021-03-20 13:29:25 +00:00
|
|
|
|
var filter=event.filterCard;
|
|
|
|
|
if(filter({name:'sha',nature:'fire'},player,event)&&player.countCards('h',{suit:'diamond'})) return true;
|
|
|
|
|
if(filter({name:'shan'},player,event)&&player.countCards('h',{suit:'club'})) return true;
|
|
|
|
|
if(filter({name:'tao'},player,event)&&player.countCards('h',{suit:'heart'})) return true;
|
|
|
|
|
if(filter({name:'wuxie'},player,event)&&player.countCards('h',{suit:'spade'})) return true;
|
|
|
|
|
return false;
|
2021-03-08 11:10:12 +00:00
|
|
|
|
},
|
2021-03-20 13:29:25 +00:00
|
|
|
|
ai:{
|
|
|
|
|
respondSha:true,
|
|
|
|
|
respondShan:true,
|
|
|
|
|
skillTagFilter:function(player,tag){
|
|
|
|
|
var name;
|
|
|
|
|
switch(tag){
|
|
|
|
|
case 'respondSha':name='diamond';break;
|
|
|
|
|
case 'respondShan':name='club';break;
|
|
|
|
|
case 'save':name='heart';break;
|
|
|
|
|
}
|
|
|
|
|
if(!player.countCards('h',{suit:name})) return false;
|
|
|
|
|
},
|
|
|
|
|
order:function(item,player){
|
|
|
|
|
if(player&&_status.event.type=='phase'){
|
|
|
|
|
var max=0;
|
|
|
|
|
var list=['sha','tao'];
|
|
|
|
|
var map={sha:'diamond',tao:'heart'}
|
|
|
|
|
for(var i=0;i<list.length;i++){
|
|
|
|
|
var name=list[i];
|
|
|
|
|
if(player.countCards('h',function(card){
|
|
|
|
|
return (name!='sha'||get.value(card)<5)&&get.suit(card,player)==map[name];
|
|
|
|
|
})>0&&player.getUseValue({name:name,nature:name=='sha'?'fire':null})>0){
|
|
|
|
|
var temp=get.order({name:name,nature:name=='sha'?'fire':null});
|
|
|
|
|
if(temp>max) max=temp;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
max/=1.1;
|
|
|
|
|
return max;
|
|
|
|
|
}
|
|
|
|
|
return 2;
|
|
|
|
|
},
|
2021-03-08 11:10:12 +00:00
|
|
|
|
},
|
2021-03-20 13:29:25 +00:00
|
|
|
|
hiddenCard:function(player,name){
|
|
|
|
|
if(name=='wuxie'&&_status.connectMode&&player.countCards('h')>0) return true;
|
|
|
|
|
if(name=='wuxie') return player.countCards('h',{suit:'spade'})>0;
|
|
|
|
|
if(name=='tao') return player.countCards('h',{suit:'heart'})>0;
|
2021-03-08 11:10:12 +00:00
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
xinjuejing:{
|
|
|
|
|
mod:{
|
|
|
|
|
maxHandcard:function(player,num){
|
|
|
|
|
return 2+num;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
audio:2,
|
|
|
|
|
trigger:{player:['dying','dyingAfter']},
|
|
|
|
|
forced:true,
|
|
|
|
|
content:function(){
|
|
|
|
|
player.draw();
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
shelie:{
|
|
|
|
|
audio:2,
|
|
|
|
|
trigger:{player:'phaseDrawBegin1'},
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return !event.numFixed;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
"step 0"
|
|
|
|
|
trigger.changeToZero();
|
|
|
|
|
event.cards=get.cards(5);
|
|
|
|
|
game.cardsGotoOrdering(event.cards);
|
|
|
|
|
event.videoId=lib.status.videoId++;
|
|
|
|
|
game.broadcastAll(function(player,id,cards){
|
|
|
|
|
var str;
|
|
|
|
|
if(player==game.me&&!_status.auto){
|
|
|
|
|
str='涉猎:获取花色各不相同的牌';
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
str='涉猎';
|
|
|
|
|
}
|
|
|
|
|
var dialog=ui.create.dialog(str,cards);
|
|
|
|
|
dialog.videoId=id;
|
|
|
|
|
},player,event.videoId,event.cards);
|
|
|
|
|
event.time=get.utc();
|
|
|
|
|
game.addVideo('showCards',player,['涉猎',get.cardsInfo(event.cards)]);
|
|
|
|
|
game.addVideo('delay',null,2);
|
|
|
|
|
"step 1"
|
|
|
|
|
var next=player.chooseButton([0,5],true);
|
|
|
|
|
next.set('dialog',event.videoId);
|
|
|
|
|
next.set('filterButton',function(button){
|
|
|
|
|
for(var i=0;i<ui.selected.buttons.length;i++){
|
|
|
|
|
if(get.suit(ui.selected.buttons[i].link)==get.suit(button.link)) return false;
|
|
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
});
|
|
|
|
|
next.set('ai',function(button){
|
|
|
|
|
return get.value(button.link,_status.event.player);
|
|
|
|
|
});
|
|
|
|
|
"step 2"
|
|
|
|
|
if(result.bool&&result.links){
|
|
|
|
|
event.cards2=result.links;
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
event.finish();
|
|
|
|
|
}
|
|
|
|
|
var time=1000-(get.utc()-event.time);
|
|
|
|
|
if(time>0){
|
|
|
|
|
game.delay(0,time);
|
|
|
|
|
}
|
|
|
|
|
"step 3"
|
|
|
|
|
game.broadcastAll('closeDialog',event.videoId);
|
|
|
|
|
var cards2=event.cards2;
|
|
|
|
|
player.gain(cards2,'log','gain2');
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
threaten:1.2
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
gongxin:{
|
|
|
|
|
audio:2,
|
|
|
|
|
audioname:['re_lvmeng','gexuan'],
|
|
|
|
|
enable:'phaseUse',
|
|
|
|
|
usable:1,
|
|
|
|
|
filterTarget:function(card,player,target){
|
|
|
|
|
return target!=player&&target.countCards('h');
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
"step 0"
|
|
|
|
|
event.videoId=lib.status.videoId++;
|
|
|
|
|
var cards=target.getCards('h');
|
|
|
|
|
if(player.isOnline2()){
|
|
|
|
|
player.send(function(cards,id){
|
|
|
|
|
ui.create.dialog('攻心',cards).videoId=id;
|
|
|
|
|
},cards,event.videoId);
|
|
|
|
|
}
|
|
|
|
|
event.dialog=ui.create.dialog('攻心',cards);
|
|
|
|
|
event.dialog.videoId=event.videoId;
|
|
|
|
|
if(!event.isMine()){
|
|
|
|
|
event.dialog.style.display='none';
|
|
|
|
|
}
|
|
|
|
|
player.chooseButton().set('filterButton',function(button){
|
|
|
|
|
return get.suit(button.link)=='heart';
|
|
|
|
|
}).set('dialog',event.videoId);
|
|
|
|
|
"step 1"
|
|
|
|
|
if(result.bool){
|
|
|
|
|
event.card=result.links[0];
|
|
|
|
|
var func=function(card,id){
|
|
|
|
|
var dialog=get.idDialog(id);
|
|
|
|
|
if(dialog){
|
|
|
|
|
for(var i=0;i<dialog.buttons.length;i++){
|
|
|
|
|
if(dialog.buttons[i].link==card){
|
|
|
|
|
dialog.buttons[i].classList.add('selectedx');
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
dialog.buttons[i].classList.add('unselectable');
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if(player.isOnline2()){
|
|
|
|
|
player.send(func,event.card,event.videoId);
|
|
|
|
|
}
|
|
|
|
|
else if(event.isMine()){
|
|
|
|
|
func(event.card,event.videoId);
|
|
|
|
|
}
|
|
|
|
|
player.chooseControl('gongxin_discard','gongxin_top');
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
if(player.isOnline2()){
|
|
|
|
|
player.send('closeDialog',event.videoId);
|
|
|
|
|
}
|
|
|
|
|
event.dialog.close();
|
|
|
|
|
event.finish();
|
|
|
|
|
}
|
|
|
|
|
"step 2"
|
|
|
|
|
if(player.isOnline2()){
|
|
|
|
|
player.send('closeDialog',event.videoId);
|
|
|
|
|
}
|
|
|
|
|
event.dialog.close();
|
|
|
|
|
var card=event.card;
|
|
|
|
|
if(result.control=='gongxin_top'){
|
|
|
|
|
player.showCards(card,'置于牌堆顶');
|
|
|
|
|
target.lose(card,ui.cardPile,'insert','visible');
|
|
|
|
|
game.log(player,'将',event.card,'置于牌堆顶');
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
target.discard(card);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
threaten:1.5,
|
|
|
|
|
result:{
|
|
|
|
|
target:function(player,target){
|
|
|
|
|
return -target.countCards('h');
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
order:10,
|
|
|
|
|
expose:0.4,
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
minigongxin:{
|
|
|
|
|
audio:'gongxin',
|
|
|
|
|
audioname:['re_lvmeng','gexuan'],
|
|
|
|
|
trigger:{
|
|
|
|
|
player:'useCardToPlayered',
|
|
|
|
|
target:'useCardToTargeted',
|
|
|
|
|
},
|
|
|
|
|
usable:1,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
if(event.player==event.target||event.targets.length!=1) return false;
|
|
|
|
|
return (player==event.player?event.target:event.player).countCards('h')>0;
|
|
|
|
|
},
|
|
|
|
|
logTarget:function(event,player){
|
|
|
|
|
return player==event.player?event.target:event.player;
|
|
|
|
|
},
|
|
|
|
|
check:function(event,player){
|
|
|
|
|
return get.attitude(player,player==event.player?event.target:event.player)<=0;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
"step 0"
|
|
|
|
|
var target=(player==trigger.player?trigger.target:trigger.player);
|
|
|
|
|
event.target=target;
|
|
|
|
|
event.videoId=lib.status.videoId++;
|
|
|
|
|
var cards=target.getCards('h');
|
|
|
|
|
if(player.isOnline2()){
|
|
|
|
|
player.send(function(cards,id){
|
|
|
|
|
ui.create.dialog('攻心',cards).videoId=id;
|
|
|
|
|
},cards,event.videoId);
|
|
|
|
|
}
|
|
|
|
|
event.dialog=ui.create.dialog('攻心',cards);
|
|
|
|
|
event.dialog.videoId=event.videoId;
|
|
|
|
|
if(!event.isMine()){
|
|
|
|
|
event.dialog.style.display='none';
|
|
|
|
|
}
|
|
|
|
|
player.chooseButton().set('filterButton',function(button){
|
|
|
|
|
return get.color(button.link)=='red';
|
|
|
|
|
}).set('dialog',event.videoId).set('ai',function(button){
|
|
|
|
|
return get.value(button.link);
|
|
|
|
|
});
|
|
|
|
|
"step 1"
|
|
|
|
|
if(result.bool){
|
|
|
|
|
event.card=result.links[0];
|
|
|
|
|
var func=function(card,id){
|
|
|
|
|
var dialog=get.idDialog(id);
|
|
|
|
|
if(dialog){
|
|
|
|
|
for(var i=0;i<dialog.buttons.length;i++){
|
|
|
|
|
if(dialog.buttons[i].link==card){
|
|
|
|
|
dialog.buttons[i].classList.add('selectedx');
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
dialog.buttons[i].classList.add('unselectable');
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if(player.isOnline2()){
|
|
|
|
|
player.send(func,event.card,event.videoId);
|
|
|
|
|
}
|
|
|
|
|
else if(event.isMine()){
|
|
|
|
|
func(event.card,event.videoId);
|
|
|
|
|
}
|
|
|
|
|
player.chooseControl('获得此牌','gongxin_top');
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
if(player.isOnline2()){
|
|
|
|
|
player.send('closeDialog',event.videoId);
|
|
|
|
|
}
|
|
|
|
|
event.dialog.close();
|
|
|
|
|
event.finish();
|
|
|
|
|
}
|
|
|
|
|
"step 2"
|
|
|
|
|
if(player.isOnline2()){
|
|
|
|
|
player.send('closeDialog',event.videoId);
|
|
|
|
|
}
|
|
|
|
|
event.dialog.close();
|
|
|
|
|
var card=event.card;
|
|
|
|
|
if(result.control=='gongxin_top'){
|
|
|
|
|
player.showCards(card,'置于牌堆顶');
|
|
|
|
|
target.lose(card,ui.cardPile,'insert','visible');
|
|
|
|
|
game.log(player,'将',event.card,'置于牌堆顶');
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
player.gain(card,target,'give');
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
threaten:1.7,
|
|
|
|
|
expose:0.4,
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
"nzry_longnu":{
|
|
|
|
|
mark:true,
|
|
|
|
|
locked:true,
|
|
|
|
|
marktext:'龙',
|
|
|
|
|
intro:{
|
|
|
|
|
content:function(storage,player,skill){
|
2021-05-12 13:45:40 +00:00
|
|
|
|
if(player.storage.nzry_longnu==true) return '锁定技,出牌阶段开始时,你减1点体力上限并摸一张牌,然后本阶段内你的锦囊牌均视为雷杀且无使用次数限制';
|
|
|
|
|
return '锁定技,出牌阶段开始时,你流失一点体力并摸一张牌,然后本阶段内你的红色手牌均视为火杀且无距离限制';
|
2021-03-08 11:10:12 +00:00
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
audio:2,
|
|
|
|
|
trigger:{
|
|
|
|
|
player:'phaseUseBegin'
|
|
|
|
|
},
|
|
|
|
|
forced:true,
|
|
|
|
|
content:function(){
|
2021-05-12 13:45:40 +00:00
|
|
|
|
'step 0'
|
2021-03-08 11:10:12 +00:00
|
|
|
|
if(player.storage.nzry_longnu==true){
|
|
|
|
|
player.loseMaxHp();
|
2021-05-12 13:45:40 +00:00
|
|
|
|
}
|
|
|
|
|
else{
|
2021-03-08 11:10:12 +00:00
|
|
|
|
player.loseHp();
|
2021-05-12 13:45:40 +00:00
|
|
|
|
}
|
|
|
|
|
player.draw();
|
|
|
|
|
'step 1'
|
|
|
|
|
if(player.storage.nzry_longnu==true){
|
|
|
|
|
player.storage.nzry_longnu=false;
|
|
|
|
|
player.addTempSkill('nzry_longnu_2','phaseUseAfter');
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
player.storage.nzry_longnu=true;
|
|
|
|
|
player.addTempSkill('nzry_longnu_1','phaseUseAfter');
|
2021-03-08 11:10:12 +00:00
|
|
|
|
};
|
|
|
|
|
},
|
|
|
|
|
subSkill:{
|
|
|
|
|
'1':{
|
|
|
|
|
mod:{
|
|
|
|
|
cardname:function(card,player){
|
|
|
|
|
if(get.color(card)=='red') return 'sha';
|
|
|
|
|
},
|
|
|
|
|
cardnature:function(card,player){
|
|
|
|
|
if(get.color(card)=='red') return 'fire';
|
|
|
|
|
},
|
|
|
|
|
targetInRange:function(card){
|
|
|
|
|
if(get.color(card)=='red') return true;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
effect:{
|
|
|
|
|
target:function(card,player,target,current){
|
|
|
|
|
if(get.tag(card,'respondSha')&¤t<0) return 0.6
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
respondSha:true,
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
'2':{
|
|
|
|
|
mod:{
|
|
|
|
|
cardname:function(card,player){
|
|
|
|
|
if(['trick','delay'].contains(lib.card[card.name].type)) return 'sha';
|
|
|
|
|
},
|
|
|
|
|
cardnature:function(card,player){
|
|
|
|
|
if(['trick','delay'].contains(lib.card[card.name].type)) return 'thunder';
|
|
|
|
|
},
|
|
|
|
|
cardUsable:function(card,player){
|
|
|
|
|
if(card.name=='sha'&&card.nature=='thunder') return Infinity;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
effect:{
|
|
|
|
|
target:function(card,player,target,current){
|
|
|
|
|
if(get.tag(card,'respondSha')&¤t<0) return 0.6
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
respondSha:true,
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
fireAttack:true,
|
|
|
|
|
halfneg:true,
|
|
|
|
|
threaten:1.05,
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
"nzry_jieying":{
|
|
|
|
|
audio:2,
|
|
|
|
|
locked:true,
|
|
|
|
|
global:"g_nzry_jieying",
|
|
|
|
|
ai:{
|
|
|
|
|
effect:{
|
|
|
|
|
target:function(card){
|
|
|
|
|
if(card.name=='tiesuo') return 'zeroplayertarget';
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
group:["nzry_jieying_1","nzry_jieying_2"],
|
|
|
|
|
subSkill:{
|
|
|
|
|
'1':{
|
|
|
|
|
audio:2,
|
|
|
|
|
trigger:{
|
|
|
|
|
player:['linkBefore','enterGame'],
|
|
|
|
|
global:'gameDrawAfter',
|
|
|
|
|
},
|
|
|
|
|
forced:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return player.isLinked()==(event.name=='link');
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
if(trigger.name!='link') player.link(true);
|
|
|
|
|
else trigger.cancel();
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
'2':{
|
|
|
|
|
audio:2,
|
|
|
|
|
trigger:{
|
|
|
|
|
player:'phaseJieshuBegin',
|
|
|
|
|
},
|
|
|
|
|
direct:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return game.hasPlayer(function(current){
|
|
|
|
|
return current!=player&&!current.isLinked();
|
|
|
|
|
});
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
"step 0"
|
|
|
|
|
player.chooseTarget(true,'请选择【结营】的目标',function(card,player,target){
|
|
|
|
|
return target!=player&&!target.isLinked();
|
|
|
|
|
}).ai=function(target){
|
|
|
|
|
return 1+Math.random();
|
|
|
|
|
};
|
|
|
|
|
"step 1"
|
|
|
|
|
if(result.bool){
|
|
|
|
|
player.line(result.targets);
|
|
|
|
|
player.logSkill('nzry_jieying');
|
|
|
|
|
result.targets[0].link(true);
|
|
|
|
|
}else{
|
|
|
|
|
event.finish();
|
|
|
|
|
};
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
"g_nzry_jieying":{
|
|
|
|
|
mod:{
|
|
|
|
|
maxHandcard:function (player,num){
|
|
|
|
|
if(game.countPlayer(function(current){return current.hasSkill('nzry_jieying')})>0&&player.isLinked()) return num+2;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
"nzry_junlve":{
|
|
|
|
|
audio:2,
|
|
|
|
|
//marktext:"军",
|
|
|
|
|
intro:{
|
|
|
|
|
content:'当前有#个标记',
|
|
|
|
|
},
|
|
|
|
|
//mark:true,
|
|
|
|
|
trigger:{
|
|
|
|
|
player:"damageAfter",
|
|
|
|
|
source:"damageSource",
|
|
|
|
|
},
|
|
|
|
|
forced:true,
|
|
|
|
|
content:function(){
|
|
|
|
|
player.addMark('nzry_junlve',trigger.num);
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
"nzry_cuike":{
|
|
|
|
|
audio:2,
|
|
|
|
|
trigger:{
|
|
|
|
|
player:"phaseUseBegin",
|
|
|
|
|
},
|
|
|
|
|
direct:true,
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
if(player.countMark('nzry_junlve')%2==1){
|
|
|
|
|
player.chooseTarget('是否发动【摧克】,对一名角色造成一点伤害?').ai=function(target){
|
|
|
|
|
return -get.attitude(player,target);
|
|
|
|
|
};
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
player.chooseTarget('是否发动【摧克】,横置一名角色并弃置其区域内的一张牌?').ai=function(target){
|
|
|
|
|
return -get.attitude(player,target);
|
|
|
|
|
};
|
|
|
|
|
}
|
|
|
|
|
'step 1'
|
|
|
|
|
if(result.bool){
|
|
|
|
|
player.logSkill('nzry_cuike',result.targets);
|
|
|
|
|
if(player.countMark('nzry_junlve')%2==1){
|
|
|
|
|
result.targets[0].damage();
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
result.targets[0].link(true);
|
|
|
|
|
player.discardPlayerCard(result.targets[0],1,'hej',true);
|
|
|
|
|
};
|
|
|
|
|
};
|
|
|
|
|
'step 2'
|
|
|
|
|
if(player.countMark('nzry_junlve')>7){
|
|
|
|
|
player.chooseBool().set('ai',function(){
|
|
|
|
|
return true;
|
|
|
|
|
}).set('prompt','是否弃置所有“军略”标记并对所有其他角色造成一点伤害?');
|
|
|
|
|
}else{
|
|
|
|
|
event.finish();
|
|
|
|
|
};
|
|
|
|
|
'step 3'
|
|
|
|
|
if(result.bool){
|
|
|
|
|
var players=game.players.slice(0).sortBySeat();
|
|
|
|
|
player.line(players);
|
|
|
|
|
player.removeMark('nzry_junlve',player.countMark('nzry_junlve'));
|
|
|
|
|
for(var i=0;i<players.length;i++){
|
|
|
|
|
if(players[i]!=player) players[i].damage();
|
|
|
|
|
};
|
|
|
|
|
};
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
"nzry_dinghuo":{
|
|
|
|
|
audio:2,
|
|
|
|
|
limited:true,
|
|
|
|
|
init:function (player){
|
|
|
|
|
player.storage.nzry_dinghuo=false;
|
|
|
|
|
},
|
|
|
|
|
intro:{
|
|
|
|
|
content:"limited",
|
|
|
|
|
},
|
|
|
|
|
unique:true,
|
|
|
|
|
mark:true,
|
|
|
|
|
skillAnimation:true,
|
|
|
|
|
animationColor:'metal',
|
|
|
|
|
enable:'phaseUse',
|
|
|
|
|
filter:function (event,player){
|
|
|
|
|
return !player.storage.nzry_dinghuo&&player.countMark('nzry_junlve')>0;
|
|
|
|
|
},
|
|
|
|
|
check:function (event,player){
|
|
|
|
|
var num=game.countPlayer(function(current){return get.attitude(player,current)<0&¤t.isLinked()});
|
|
|
|
|
return player.storage.nzry_junlve>=num&&num==game.countPlayer(function(current){return get.attitude(player,current)<0});
|
|
|
|
|
},
|
|
|
|
|
filterTarget:function(card,player,target){
|
|
|
|
|
return target.isLinked();
|
|
|
|
|
},
|
|
|
|
|
selectTarget:function(){
|
|
|
|
|
return [1,_status.event.player.countMark('nzry_junlve')];
|
|
|
|
|
},
|
|
|
|
|
multiline:true,
|
|
|
|
|
multitarget:true,
|
|
|
|
|
content:function (){
|
|
|
|
|
'step 0'
|
|
|
|
|
player.awakenSkill('nzry_dinghuo');
|
|
|
|
|
player.storage.nzry_dinghuo=true;
|
|
|
|
|
'step 1'
|
|
|
|
|
player.removeMark('nzry_junlve',player.countMark('nzry_junlve'));
|
|
|
|
|
for(var i=0;i<targets.length;i++){
|
|
|
|
|
targets[i].discard(targets[i].getCards('e'));
|
|
|
|
|
}
|
|
|
|
|
player.chooseTarget(true,'对一名目标角色造成1点火焰伤害',function(card,player,target){
|
|
|
|
|
return _status.event.targets.contains(target);
|
|
|
|
|
}).set('targets',targets).ai=function(){return 1};
|
|
|
|
|
'step 2'
|
|
|
|
|
if(result.bool){
|
|
|
|
|
result.targets[0].damage('fire','nocard');
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
order:1,
|
|
|
|
|
fireAttack:true,
|
|
|
|
|
result:{
|
|
|
|
|
target:function(player,target){
|
|
|
|
|
if(target.hasSkillTag('nofire')) return 0;
|
|
|
|
|
if(lib.config.mode=='versus') return -1;
|
|
|
|
|
if(player.hasUnknown()) return 0;
|
|
|
|
|
return get.damageEffect(target,player)-target.countCards('e');
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
2020-10-05 05:33:08 +00:00
|
|
|
|
},
|
2019-06-13 12:51:34 +00:00
|
|
|
|
|
2021-03-08 11:10:12 +00:00
|
|
|
|
"drlt_duorui":{
|
|
|
|
|
audio:2,
|
|
|
|
|
init:function(player,skill){
|
|
|
|
|
if(!player.storage.drlt_duorui) player.storage.drlt_duorui=[];
|
|
|
|
|
},
|
|
|
|
|
trigger:{
|
|
|
|
|
source:'damageSource'
|
|
|
|
|
},
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
if(player.storage.drlt_duorui.length) return false;
|
|
|
|
|
return player!=event.player&&event.player.isAlive()&&_status.currentPhase==player;
|
|
|
|
|
},
|
|
|
|
|
check:function(event,player){
|
|
|
|
|
if(player.countDisabled()<5&&player.isDisabled(5)) return false;
|
|
|
|
|
return true;
|
|
|
|
|
},
|
|
|
|
|
bannedList:[
|
|
|
|
|
'bifa','buqu','gzbuqu','songci','funan','xinfu_guhuo','reguhuo','huashen','rehuashen','old_guhuo','shouxi','xinpojun','taoluan','xintaoluan','yinbing','xinfu_yingshi','zhenwei','zhengnan','xinzhengnan','zhoufu',
|
|
|
|
|
],
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
var list=[];
|
|
|
|
|
var listm=[];
|
|
|
|
|
var listv=[];
|
|
|
|
|
if(trigger.player.name1!=undefined) listm=lib.character[trigger.player.name1][3];
|
|
|
|
|
else listm=lib.character[trigger.player.name][3];
|
|
|
|
|
if(trigger.player.name2!=undefined) listv=lib.character[trigger.player.name2][3];
|
|
|
|
|
listm=listm.concat(listv);
|
|
|
|
|
var func=function(skill){
|
|
|
|
|
var info=get.info(skill);
|
|
|
|
|
if(!info||info.charlotte||info.hiddenSkill||info.zhuSkill||info.juexingji||info.limited||(info.unique&&!info.gainable)||lib.skill.drlt_duorui.bannedList.contains(skill)) return false;
|
|
|
|
|
return true;
|
|
|
|
|
};
|
|
|
|
|
for(var i=0;i<listm.length;i++){
|
|
|
|
|
if(func(listm[i])) list.add(listm[i]);
|
|
|
|
|
}
|
|
|
|
|
event.skills=list;
|
|
|
|
|
if(player.countDisabled()<5){
|
|
|
|
|
player.chooseToDisable().ai=function(event,player,list){
|
|
|
|
|
if(list.contains('equip5')) return 'equip5';
|
|
|
|
|
return list.randomGet();
|
|
|
|
|
};
|
|
|
|
|
}
|
|
|
|
|
'step 1'
|
|
|
|
|
if(event.skills.length>0){
|
|
|
|
|
player.chooseControl(event.skills).set('prompt','请选择要获得的技能').set('ai',function(){return event.skills.randomGet()});
|
|
|
|
|
}
|
|
|
|
|
else event.finish();
|
|
|
|
|
'step 2'
|
|
|
|
|
player.addTempSkill(result.control,{player:'dieAfter'});
|
|
|
|
|
player.popup(result.control,'thunder');
|
|
|
|
|
player.storage.drlt_duorui=[result.control];
|
|
|
|
|
player.storage.drlt_duorui_player=trigger.player;
|
|
|
|
|
trigger.player.storage.drlt_duorui=[result.control];
|
|
|
|
|
trigger.player.addTempSkill('drlt_duorui1',{player:'phaseAfter'});
|
|
|
|
|
game.log(player,'获得了技能','#g【'+get.translation(result.control)+'】')
|
|
|
|
|
},
|
|
|
|
|
group:['duorui_clear'],
|
|
|
|
|
},
|
|
|
|
|
"duorui_clear":{
|
|
|
|
|
trigger:{global:['phaseAfter','dieAfter'],},
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
if(!player.storage.drlt_duorui_player||!player.storage.drlt_duorui) return false;
|
|
|
|
|
return player.storage.drlt_duorui_player==event.player&&player.storage.drlt_duorui.length;
|
|
|
|
|
},
|
|
|
|
|
silent:true,
|
|
|
|
|
forced:true,
|
|
|
|
|
popup:false,
|
|
|
|
|
content:function(){
|
|
|
|
|
player.removeSkill(player.storage.drlt_duorui[0]);
|
|
|
|
|
delete player.storage.drlt_duorui_player;
|
|
|
|
|
player.storage.drlt_duorui=[];
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
"drlt_duorui1":{
|
|
|
|
|
init:function(player,skill){
|
|
|
|
|
player.disableSkill(skill,player.storage.drlt_duorui);
|
|
|
|
|
},
|
|
|
|
|
onremove:function(player,skill){
|
|
|
|
|
player.enableSkill(skill);
|
|
|
|
|
},
|
|
|
|
|
locked:true,
|
|
|
|
|
mark:true,
|
|
|
|
|
charlotte:true,
|
|
|
|
|
intro:{
|
|
|
|
|
content:function(storage,player,skill){
|
|
|
|
|
var list=[];
|
|
|
|
|
for(var i in player.disabledSkills){
|
|
|
|
|
if(player.disabledSkills[i].contains(skill)) list.push(i);
|
|
|
|
|
};
|
|
|
|
|
if(list.length){
|
|
|
|
|
var str='失效技能:';
|
|
|
|
|
for(var i=0;i<list.length;i++){
|
|
|
|
|
if(lib.translate[list[i]+'_info']) str+=get.translation(list[i])+'、';
|
|
|
|
|
};
|
|
|
|
|
return str.slice(0,str.length-1);
|
|
|
|
|
};
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
2021-03-20 13:29:25 +00:00
|
|
|
|
drlt_zhiti:{
|
|
|
|
|
audio:2,
|
|
|
|
|
locked:true,
|
2021-03-08 11:10:12 +00:00
|
|
|
|
group:["drlt_zhiti_1","drlt_zhiti_2","drlt_zhiti_3","drlt_zhiti_4","drlt_zhiti_5"],
|
2021-03-20 13:29:25 +00:00
|
|
|
|
global:'g_drlt_zhiti',
|
2021-03-08 11:10:12 +00:00
|
|
|
|
subSkill:{
|
|
|
|
|
'1':{
|
|
|
|
|
audio:"drlt_zhiti",
|
|
|
|
|
trigger:{
|
|
|
|
|
global:'juedouAfter'
|
|
|
|
|
},
|
|
|
|
|
forced:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return event.targets&&event.targets.contains(player)&&event.turn!=player&&player.storage.disableEquip!=undefined&&player.storage.disableEquip.length>0;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
player.chooseToEnable();
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
'2':{
|
|
|
|
|
audio:"drlt_zhiti",
|
|
|
|
|
trigger:{
|
|
|
|
|
player:'juedouAfter',
|
|
|
|
|
},
|
|
|
|
|
forced:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return event.turn!=player&&player.storage.disableEquip!=undefined&&player.storage.disableEquip.length>0;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
player.chooseToEnable();
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
'3':{
|
|
|
|
|
audio:"drlt_zhiti",
|
|
|
|
|
trigger:{
|
|
|
|
|
player:'chooseToCompareAfter'
|
|
|
|
|
},
|
|
|
|
|
forced:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return event.result.bool==true&&player.storage.disableEquip!=undefined&&player.storage.disableEquip.length>0;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
player.chooseToEnable();
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
'4':{
|
|
|
|
|
audio:"drlt_zhiti",
|
|
|
|
|
trigger:{
|
|
|
|
|
global:'chooseToCompareAfter'
|
|
|
|
|
},
|
|
|
|
|
forced:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return (event.targets!=undefined&&event.targets.contains(player)||event.target==player)&&event.result.bool==false&&player.storage.disableEquip!=undefined&&player.storage.disableEquip.length>0;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
player.chooseToEnable();
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
'5':{
|
|
|
|
|
audio:"drlt_zhiti",
|
|
|
|
|
trigger:{
|
|
|
|
|
player:['damageEnd']
|
|
|
|
|
},
|
|
|
|
|
forced:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return player.storage.disableEquip!=undefined&&player.storage.disableEquip.length>0;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
player.chooseToEnable();
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
2021-03-20 13:29:25 +00:00
|
|
|
|
g_drlt_zhiti:{
|
2021-03-08 11:10:12 +00:00
|
|
|
|
mod:{
|
|
|
|
|
maxHandcard:function (player,num){
|
|
|
|
|
if(player.maxHp>player.hp&&game.countPlayer(function(current){
|
|
|
|
|
return current!=player&¤t.hasSkill('drlt_zhiti')&¤t.inRange(player);
|
|
|
|
|
})) return num-1;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
'drlt_poxi':{
|
|
|
|
|
audio:2,
|
|
|
|
|
enable:'phaseUse',
|
|
|
|
|
usable:1,
|
|
|
|
|
filterTarget:function(card,player,target){
|
|
|
|
|
return target!=player&&target.countCards('h')>0;
|
|
|
|
|
//return target!=player;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
event.list1=[];
|
|
|
|
|
event.list2=[];
|
|
|
|
|
if(player.countCards('h')>0){
|
|
|
|
|
var chooseButton=player.chooseButton(4,['你的手牌',player.getCards('h'),get.translation(target.name)+'的手牌',target.getCards('h')]);
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
var chooseButton=player.chooseButton(4,[get.translation(target.name)+'的手牌',target.getCards('h')]);
|
|
|
|
|
}
|
|
|
|
|
chooseButton.set('target',target);
|
|
|
|
|
chooseButton.set('ai',function(button){
|
|
|
|
|
var player=_status.event.player;
|
|
|
|
|
var target=_status.event.target;
|
|
|
|
|
var ps=[];
|
|
|
|
|
var ts=[];
|
|
|
|
|
for(var i=0;i<ui.selected.buttons.length;i++){
|
|
|
|
|
var card=ui.selected.buttons[i].link;
|
|
|
|
|
if(target.getCards('h').contains(card)) ts.push(card);
|
|
|
|
|
else ps.push(card);
|
|
|
|
|
}
|
|
|
|
|
var card=button.link;
|
|
|
|
|
var owner=get.owner(card);
|
|
|
|
|
var val=get.value(card)||1;
|
|
|
|
|
if(owner==target){
|
|
|
|
|
if(ts.length>1) return 0;
|
|
|
|
|
if(ts.length==0||player.hp>3) return val;
|
|
|
|
|
return 2*val;
|
|
|
|
|
}
|
|
|
|
|
return 7-val;
|
|
|
|
|
});
|
|
|
|
|
chooseButton.set('filterButton',function(button){
|
|
|
|
|
for(var i=0;i<ui.selected.buttons.length;i++){
|
|
|
|
|
if(get.suit(button.link)==get.suit(ui.selected.buttons[i].link)) return false;
|
|
|
|
|
};
|
|
|
|
|
return true;
|
|
|
|
|
});
|
|
|
|
|
'step 1'
|
|
|
|
|
if(result.bool){
|
|
|
|
|
var list=result.links;
|
|
|
|
|
for(var i=0;i<list.length;i++){
|
|
|
|
|
if(get.owner(list[i])==player){
|
|
|
|
|
event.list1.push(list[i]);
|
|
|
|
|
}else{
|
|
|
|
|
event.list2.push(list[i]);
|
|
|
|
|
};
|
|
|
|
|
};
|
|
|
|
|
if(event.list1.length&&event.list2.length){
|
|
|
|
|
target.discard(event.list2).delay=false;
|
|
|
|
|
player.discard(event.list1);
|
|
|
|
|
}
|
|
|
|
|
else if(event.list2.length){
|
|
|
|
|
target.discard(event.list2);
|
|
|
|
|
}
|
|
|
|
|
else player.discard(event.list1);
|
|
|
|
|
};
|
|
|
|
|
'step 2'
|
|
|
|
|
if(event.list1.length+event.list2.length==4){
|
|
|
|
|
if(event.list1.length==0) player.loseMaxHp();
|
|
|
|
|
if(event.list1.length==1){
|
|
|
|
|
var evt=_status.event;
|
|
|
|
|
for(var i=0;i<10;i++){
|
|
|
|
|
if(evt&&evt.getParent)evt=evt.getParent();
|
|
|
|
|
if(evt.name=='phaseUse'){
|
|
|
|
|
evt.skipped=true;
|
|
|
|
|
break;
|
|
|
|
|
};
|
|
|
|
|
};
|
|
|
|
|
player.addTempSkill('drlt_poxi1',{player:'phaseAfter'});
|
|
|
|
|
};
|
|
|
|
|
if(event.list1.length==3) player.recover();
|
|
|
|
|
if(event.list1.length==4) player.draw(4);
|
|
|
|
|
};
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
order:13,
|
|
|
|
|
result:{
|
|
|
|
|
target:function(target,player){
|
|
|
|
|
return -1;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
'drlt_poxi1':{
|
|
|
|
|
mod:{
|
|
|
|
|
maxHandcard:function (player,num){
|
|
|
|
|
return num-1;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
drlt_jieying_mark:{
|
|
|
|
|
marktext:"营",
|
|
|
|
|
intro:{
|
|
|
|
|
name:'营',
|
|
|
|
|
content:'mark',
|
|
|
|
|
},
|
|
|
|
|
mod:{
|
|
|
|
|
cardUsable:function (card,player,num){
|
|
|
|
|
if(player.hasMark('drlt_jieying_mark')&&card.name=='sha') return num+game.countPlayer(function(current){
|
|
|
|
|
return current.hasSkill('drlt_jieying');
|
|
|
|
|
});
|
|
|
|
|
},
|
|
|
|
|
maxHandcard:function (player,num){
|
|
|
|
|
if(player.hasMark('drlt_jieying_mark')) return num+game.countPlayer(function(current){
|
|
|
|
|
return current.hasSkill('drlt_jieying');
|
|
|
|
|
});
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
audio:'drlt_jieying',
|
|
|
|
|
trigger:{
|
|
|
|
|
player:'phaseDrawBegin2'
|
|
|
|
|
},
|
|
|
|
|
forced:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return !event.numFixed&&player.hasMark('drlt_jieying_mark')&&game.hasPlayer(function(current){
|
|
|
|
|
return current.hasSkill('drlt_jieying');
|
|
|
|
|
});
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
trigger.num+=game.countPlayer(function(current){
|
|
|
|
|
return current.hasSkill('drlt_jieying');
|
|
|
|
|
});
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
nokeep:true,
|
|
|
|
|
skillTagFilter:function(player){
|
|
|
|
|
if(!player.hasMark('drlt_jieying_mark')) return false;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
'drlt_jieying':{
|
|
|
|
|
audio:2,
|
|
|
|
|
locked:false,
|
|
|
|
|
global:'drlt_jieying_mark',
|
|
|
|
|
group:["drlt_jieying_1","drlt_jieying_2","drlt_jieying_3"],
|
|
|
|
|
subSkill:{
|
|
|
|
|
'1':{
|
|
|
|
|
audio:'drlt_jieying',
|
|
|
|
|
trigger:{
|
|
|
|
|
player:'phaseZhunbeiBegin'
|
|
|
|
|
},
|
|
|
|
|
forced:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return !game.hasPlayer(function(current){
|
|
|
|
|
return current.hasMark('drlt_jieying_mark');
|
|
|
|
|
});
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
player.addMark('drlt_jieying_mark',1);
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
'2':{
|
|
|
|
|
audio:'drlt_jieying',
|
|
|
|
|
trigger:{
|
|
|
|
|
player:"phaseJieshuBegin",
|
|
|
|
|
},
|
|
|
|
|
direct:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return player.hasMark('drlt_jieying_mark');
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
player.chooseTarget(get.prompt('drlt_jieying'),"将“营”交给一名角色;其摸牌阶段多摸一张牌,出牌阶段使用【杀】的次数上限+1且手牌上限+1。该角色回合结束后,其移去“营”标记,然后你获得其所有手牌。",function(card,player,target){
|
|
|
|
|
return target!=player;
|
|
|
|
|
}).ai=function(target){
|
|
|
|
|
if(get.attitude(player,target)>0)
|
|
|
|
|
return 0.1;
|
|
|
|
|
if(get.attitude(player,target)<1&&(target.isTurnedOver()||target.countCards('h')<1))
|
|
|
|
|
return 0.2;
|
|
|
|
|
if(get.attitude(player,target)<1&&target.countCards('h')>0&&target.countCards('j',{name:'lebu'})>0)
|
|
|
|
|
return target.countCards('h')*0.8+target.getHandcardLimit()*0.7+2;
|
|
|
|
|
if(get.attitude(player,target)<1&&target.countCards('h')>0)
|
|
|
|
|
return target.countCards('h')*0.8+target.getHandcardLimit()*0.7;
|
|
|
|
|
return 1;
|
|
|
|
|
};
|
|
|
|
|
'step 1'
|
|
|
|
|
if(result.bool){
|
|
|
|
|
var target=result.targets[0];
|
|
|
|
|
player.line(target);
|
|
|
|
|
player.logSkill('drlt_jieying',target);
|
|
|
|
|
var mark=player.countMark('drlt_jieying_mark');
|
|
|
|
|
player.removeMark('drlt_jieying_mark',mark);
|
|
|
|
|
target.addMark('drlt_jieying_mark',mark);
|
|
|
|
|
};
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
'3':{
|
|
|
|
|
audio:'drlt_jieying',
|
|
|
|
|
trigger:{
|
|
|
|
|
global:'phaseEnd',
|
|
|
|
|
},
|
|
|
|
|
forced:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return player!=event.player&&event.player.hasMark('drlt_jieying_mark')&&event.player.isAlive();
|
|
|
|
|
},
|
|
|
|
|
logTarget:'player',
|
|
|
|
|
content:function(){
|
|
|
|
|
if(trigger.player.countCards('h')>0){
|
|
|
|
|
trigger.player.give(trigger.player.getCards('h'),player);
|
|
|
|
|
}
|
|
|
|
|
trigger.player.removeMark('drlt_jieying_mark',trigger.player.countMark('drlt_jieying_mark'));
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
card:{
|
|
|
|
|
hina_shenji:{
|
|
|
|
|
type:'equip',
|
|
|
|
|
subtype:'equip5',
|
|
|
|
|
derivation:'key_hina',
|
|
|
|
|
skills:['hina_guixin','hina_shenfen'],
|
|
|
|
|
fullskin:true,
|
|
|
|
|
ai:{
|
|
|
|
|
equipValue:function(card,player){
|
|
|
|
|
if(player.hasSkill('hina_shenxian')) return 100;
|
|
|
|
|
return 0;
|
|
|
|
|
},
|
|
|
|
|
basic:{
|
|
|
|
|
equipValue:100
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
dynamicTranslate:{
|
|
|
|
|
nzry_longnu:function(player){
|
2021-05-12 13:45:40 +00:00
|
|
|
|
if(player.hasSkill('nzry_longnu_2')) return '转换技,锁定技,阴:出牌阶段开始时,你失去1点体力并摸一张牌,然后本阶段内你的红色手牌均视为火【杀】且无距离限制。<span class="legendtext">阳:出牌阶段开始时,你减1点体力上限并摸一张牌,然后本阶段内你的锦囊牌均视为雷【杀】且无使用次数限制。</span>';
|
|
|
|
|
if(player.hasSkill('nzry_longnu_1')) return '转换技,锁定技,<span class="legendtext">阴:出牌阶段开始时,你失去1点体力并摸一张牌,然后本阶段内你的红色手牌均视为火【杀】且无距离限制。</span>阳:出牌阶段开始时,你减1点体力上限并摸一张牌,然后本阶段内你的锦囊牌均视为雷【杀】且无使用次数限制。';
|
|
|
|
|
if(player.storage.nzry_longnu==true) return '转换技,锁定技,阴:出牌阶段开始时,你失去1点体力并摸一张牌,然后本阶段内你的红色手牌均视为火【杀】且无距离限制。<span class="bluetext">阳:出牌阶段开始时,你减1点体力上限并摸一张牌,然后本阶段内你的锦囊牌均视为雷【杀】且无使用次数限制。</span>';
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return '转换技,锁定技,<span class="bluetext">阴:出牌阶段开始时,你失去1点体力并摸一张牌,然后本阶段内你的红色手牌均视为火【杀】且无距离限制。</span>阳:出牌阶段开始时,你减1点体力上限并摸一张牌,然后本阶段内你的锦囊牌均视为雷【杀】且无使用次数限制。';
|
2021-03-08 11:10:12 +00:00
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},
|
2017-04-15 00:25:50 +00:00
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},
|
2021-03-08 11:10:12 +00:00
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translate:{
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"shen_luxun":"神陆逊",
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"nzry_junlve":"军略",
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"nzry_junlve_info":"锁定技,当你受到或造成伤害后,你获得X个“军略”标记(X为伤害点数)",
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"nzry_cuike":"摧克",
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"nzry_cuike_info":"出牌阶段开始时,若“军略”标记的数量为奇数,你可以对一名角色造成一点伤害;若“军略”标记的数量为偶数,你可以横置一名角色并弃置其区域内的一张牌。然后,若“军略”标记的数量超过7个,你可以移去全部“军略”标记并对所有其他角色造成一点伤害",
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"nzry_dinghuo":"绽火",
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"nzry_dinghuo_info":"限定技,出牌阶段,你可以移去全部“军略”标记,令至多等量的已横置角色弃置所有装备区内的牌。然后,你对其中一名角色造成1点火焰伤害。",
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"shen_liubei":"神刘备",
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"nzry_longnu":"龙怒",
|
2021-05-12 13:45:40 +00:00
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"nzry_longnu_info":"转换技,锁定技,阴:出牌阶段开始时,你失去1点体力并摸一张牌,然后本阶段内你的红色手牌均视为火【杀】且无距离限制。阳:出牌阶段开始时,你减1点体力上限并摸一张牌,然后本阶段内你的锦囊牌均视为雷【杀】且无使用次数限制。",
|
2021-03-08 11:10:12 +00:00
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"nzry_jieying":"结营",
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"nzry_jieying_info":"锁定技,游戏开始时或当你的武将牌重置时,你横置;所有已横置的角色手牌上限+2;结束阶段,你横置一名其他角色。",
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"shen_ganning":"神甘宁",
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"shen_zhangliao":"神张辽",
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"drlt_poxi":"魄袭",
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"drlt_poxi_info":"出牌阶段限一次,你可以观看一名其他角色的手牌,然后你可以弃置你与其手牌中的四张花色不同的牌。若如此做,根据此次弃置你的牌的数量执行以下效果:零张,扣减一点体力上限;一张,你结束出牌阶段且本回合手牌上限-1;三张,你回复一点体力;四张,你摸四张牌",
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"drlt_jieying":"劫营",
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"drlt_jieying_info":"回合开始时,若场上没有拥有“营”标记的角色,你获得1个“营”标记;结束阶段,你可以将你的一个“营”标记交给一名角色;有“营”标记的角色摸牌阶段多摸一张牌,出牌阶段使用【杀】的次数上限+1,手牌上限+1。有“营”的其他角色回合结束时,其移去“营”标记,然后你获得其所有手牌。",
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drlt_jieying_mark:"劫营",
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"drlt_duorui1":"失效技能",
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"drlt_duorui1_bg":"锐",
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"drlt_duorui":"夺锐",
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"drlt_duorui_info":"当你于出牌阶段内对一名其他角色造成伤害后,你可以废除你装备区内的一个装备栏(若已全部废除则可以跳过此步骤),然后获得该角色的一个技能直到其的下回合结束或其死亡(觉醒技,限定技,主公技,隐匿技等特殊技能除外)。若如此做,该角色该技能失效且你不能再发动〖夺锐〗直到你失去以此法获得的技能。",
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"drlt_zhiti":"止啼",
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"drlt_zhiti_info":"锁定技,你攻击范围内已受伤的其他角色手牌上限-1;当你拼点或【决斗】胜利,或受到伤害后,你恢复一个装备栏",
|
2021-01-20 01:13:11 +00:00
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|
2021-03-08 11:10:12 +00:00
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shen_zhaoyun:'神赵云',
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shen_guanyu:'神关羽',
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shen_lvmeng:'神吕蒙',
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shen_simayi:'神司马懿',
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shen_caocao:'神曹操',
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shen_zhugeliang:'神诸葛亮',
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shen_zhouyu:'神周瑜',
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shen_lvbu:'神吕布',
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xinjuejing:'绝境',
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xinjuejing_info:'锁定技,你的手牌上限+2;当你进入或脱离濒死状态时,你摸一张牌。',
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relonghun:'龙魂',
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relonghun_info:'你可以将同花色的一至两张牌按下列规则使用或打出:红桃当【桃】,方块当火【杀】,梅花当【闪】,黑桃当普【无懈可击】。若你以此法使用了两张红色牌,则此牌回复值或伤害值+1。若你以此法使用了两张黑色牌,则你弃置当前回合角色一张牌。',
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xinlonghun:'龙魂',
|
2021-03-20 13:29:25 +00:00
|
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|
xinlonghun_info:'你可以将你的手牌按下列规则使用或打出:红桃当【桃】,方块当火【杀】,梅花当【闪】,黑桃当普【无懈可击】。',
|
2021-03-08 11:10:12 +00:00
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longhun:'龙魂',
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longhun1:'龙魂♥︎',
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longhun2:'龙魂♦︎',
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longhun3:'龙魂♠︎',
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longhun4:'龙魂♣︎',
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juejing:'绝境',
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longhun_info:'你可以将同花色的X张牌按下列规则使用或打出:红桃当【桃】,方块当具火焰伤害的【杀】,梅花当【闪】,黑桃当【无懈可击】(X为你当前的体力值且至少为1)',
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juejing_info:'锁定技,摸牌阶段,你摸牌的数量改为你已损失的体力值+2;你的手牌上限+2。',
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wushen:'武神',
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wushen_info:'锁定技,你的红桃手牌均视为【杀】;锁定技,你使用红桃【杀】无距离和次数限制且不可被响应。',
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wuhun:'武魂',
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wuhun21:'武魂',
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wuhun22:'武魂',
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wuhun23:'武魂',
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wuhun2:'武魂',
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wuhun3:'武魂',
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wuhun_info_alter:'锁定技,当你受到1点伤害后,你令伤害来源获得1枚“梦魇”标记;当你死亡时,你令拥有最多“梦魇”标记的一名其他角色判定,若结果不为【桃】或【桃园结义】,则该角色死亡。',
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wuhun_info:'锁定技,杀死你的角色立即进入濒死状态',
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shelie:'涉猎',
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gongxin:'攻心',
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gongxin_discard:'弃置',
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gongxin_top:'牌堆顶',
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renjie:'忍戒',
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renjie2:'忍戒',
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renjie_info:'锁定技,当你受到1点伤害后,你获得一枚“忍”标记;锁定技,当你于弃牌阶段内弃置牌后,你获得等同于失去的牌数量的“忍”标记。',
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sbaiyin:'拜印',
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sbaiyin_info:'觉醒技,准备阶段开始时,若你的“忍”标记数不小于4,你减1点体力上限,然后获得〖极略〗',
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jilue:'极略',
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|
jilue_info:'当一名角色的判定牌生效前,你可以弃1枚“忍”标记并发动〖鬼才〗;每当你受到伤害后,你可以弃1枚“忍”标记并发动〖放逐〗;当你使用锦囊牌时,你可以弃1枚“忍”标记并发动〖集智〗;出牌阶段限一次,你可以弃1枚“忍”标记并发动〖制衡〗;出牌阶段,你可以弃1枚“忍”标记并获得〖完杀〗直到回合结束。',
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jilue_guicai:'鬼才',
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jilue_fangzhu:'放逐',
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jilue_wansha:'完杀',
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jilue_zhiheng:'制衡',
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jilue_jizhi:'集智',
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lianpo:'连破',
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|
lianpo_info:'一名角色的回合结束时,若你本回合内杀死过角色,则你可以进行一个额外的回合。',
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guixin:'归心',
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qinyin:'琴音',
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yeyan:'业炎',
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shelie_info:'摸牌阶段,你可以改为从牌堆顶亮出五张牌,然后选择获得不同花色的牌各一张。',
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gongxin_info:'出牌阶段限一次,你可以观看一名其他角色的手牌,并可以展示其中一张红桃牌,然后将其弃置或置于牌堆顶。',
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guixin_info:'当你受到1点伤害后,你可以获得每名其他角色区域里的一张牌,然后你翻面',
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guixin_info_alter:'当你受到1点伤害后,你可以随机获得每名其他角色区域里的一张牌,然后你翻面',
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qinyin_info:'弃牌阶段结束时,若你于此阶段内弃置过两张或更多的牌,则你可以选择一项:1. 令所有角色各回复1点体力;2. 令所有角色各失去1点体力。',
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// qinyin_info:'每当你于弃牌阶段内因你的弃置而失去第X张手牌时(X至少为2),你可以选择一项:1.令所有角色各回复1点体力;2.令所有角色各失去1点体力。每阶段限一次。',
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yeyan_info:'限定技,出牌阶段,你可以对一至三名角色造成至多共3点火焰伤害(你可以任意分配每名目标角色受到的伤害点数),若你将对一名角色分配2点或更多的火焰伤害,你须先弃置四张不同花色的手牌再失去3点体力。',
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qixing:'七星',
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qixing_bg:'星',
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qixing2:'七星',
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qixing3:'七星',
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qixing_info:'游戏开始时,你将牌堆顶的七张牌置于你的武将牌上,称之为“星”。然后/摸牌阶段结束后,你可用任意数量的手牌等量交换这些“星”。',
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dawu:'大雾',
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dawu2_bg:'雾',
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|
dawu2:'大雾',
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dawu3:'大雾',
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|
// dawu2_info:'已获得大雾标记',
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|
dawu_info:'结束阶段,你可以弃置X张“星”并指定等量的角色:直到你的下回合开始,当这些角色受到非雷电伤害时,防止此伤害。',
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kuangfeng:'狂风',
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kuangfeng2:'狂风',
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kuangfeng2_bg:'风',
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// kuangfeng2_info:'已获得狂风标记',
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kuangfeng3:'狂风',
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kuangfeng_info:'结束阶段,你可以弃置1张“星”并指定一名角色:直到你的下回合开始,该角色受到火焰伤害时,此伤害+1。',
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baonu:'狂暴',
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baonu_bg:'暴',
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|
baonu_info:'锁定技,游戏开始时,你获得两枚“暴怒”标记;锁定技,当你造成/受到1点伤害后,你获得1枚“暴怒”标记。',
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shenfen:'神愤',
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shenfen_info:'限定技,出牌阶段,你可以弃置6枚暴怒标记,对场上所有其他角色造成一点伤害,然后令其弃置4张牌',
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wuqian:'无前',
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wuqian_info:'出牌阶段,你可以弃置两枚暴怒标记并获得技能【无双】直到回合结束',
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wumou:'无谋',
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wumou_info:'锁定技,当你使用普通锦囊牌时,你选择一项:1.弃置1枚“暴怒”标记;2.失去1点体力。',
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ol_wuqian:'无前',
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|
ol_wuqian_info:'出牌阶段,你可以弃置2枚“暴怒”标记并选择一名本回合内未选择过的其他角色,你获得技能〖无双〗并令其防具无效直到回合结束。',
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ol_shenfen:'神愤',
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ol_shenfen_info:'出牌阶段限一次,你可以弃置6枚“暴怒”标记并选择所有其他角色,对这些角色各造成1点伤害。然后这些角色先各弃置其装备区里的牌,再各弃置四张手牌。最后你将你的武将牌翻面。',
|
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|
"new_wuhun":"武魂",
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|
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|
|
"new_wuhun_info":"锁定技,当你受到伤害后,伤害来源获得X个“梦魇”标记(X为伤害点数)。锁定技,当你死亡时,你选择一名“梦魇”标记数量最多的其他角色。该角色进行判定:若判定结果不为【桃】或【桃园结义】,则该角色死亡。",
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|
"new_guixin":"归心",
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|
|
"new_guixin_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。",
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ol_zhangliao:'OL神张辽',
|
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|
olduorui:'夺锐',
|
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|
olduorui2:'夺锐',
|
|
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|
olduorui_info:'当你于出牌阶段内对一名角色造成伤害后,你可以选择该角色武将牌上的一个技能。若如此做,你结束出牌阶段,且你令此技能于其下个回合结束之前无效。',
|
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olzhiti:'止啼',
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|
olzhiti_info:'锁定技,你攻击范围内已受伤角色的手牌上限-1。若场上已受伤的角色数:不小于1,你的手牌上限+1;不小于3,你于摸牌阶段开始时令额定摸牌数+1;不小于5,回合结束时,你废除一名角色的一个随机装备栏。',
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shen_caopi:'神曹丕',
|
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|
chuyuan:'储元',
|
|
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|
|
chuyuan_info:'一名角色受到伤害后,若你武将牌上「储」的数量小于体力上限,你可以令其摸一张牌。然后其将一张手牌置于你的武将牌上,称为「储」。',
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|
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|
//chuyuan_info:'一名角色受到伤害后,你可以令其摸一张牌。然后其将一张手牌置于你的武将牌上,称为「储」。你的手牌上限+X(X为你武将牌上的「储」数)。',
|
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|
dengji:'登极',
|
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dengji_info:'觉醒技,准备阶段,若你武将牌上的「储」数不小于3,则你减1点体力上限并获得所有「储」,然后获得技能〖天行〗和〖奸雄〗',
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tianxing:'天行',
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tianxing_info:'觉醒技,准备阶段,若你武将牌上的「储」数不小于3,则你减1点体力上限并获得所有「储」,然后失去技能〖储元〗,选择获得以下技能中的一个:〖仁德〗/〖制衡〗/〖乱击〗/〖行动〗',
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shen_zhenji:'神甄姬',
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shenfu:'神赋',
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shenfu_info:'回合结束时,若你的手牌数为:奇数,你可对一名其他角色造成1点伤害。若其死亡,你可重复此流程。偶数,你可选择一名本回合内未选择过的角色,你令其摸一张牌或弃置其一张手牌。若其手牌数等于体力值,你可重复此流程。',
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qixian:'七弦',
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qixian_info:'锁定技,你的手牌上限视为7。',
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caopi_xingdong:'行动',
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caopi_xingdong_info:'出牌阶段限一次,你可以将一张【杀】或普通锦囊牌交给一名其他角色,然后该角色选择一项:对除你以外的角色使用此牌并在此牌结算完成后和你各摸一张牌;或跳过下回合的判定阶段和摸牌阶段。',
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shen_diaochan:'神貂蝉',
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meihun:'魅魂',
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meihun_info:'结束阶段或当你成为【杀】的目标后,你可以令一名其他角色交给你一张你声明的花色的手牌,若其没有则你观看其手牌然后弃置其中一张。',
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huoxin_control:'惑心',
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huoxin:'惑心',
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huoxin_info:'出牌阶段限一次,你可以展示两张花色相同的手牌并分别交给两名其他角色,然后令这两名角色拼点,没赢的角色获得1个“魅惑”标记。拥有2个或更多“魅惑”的角色回合即将开始时,该角色移去其所有“魅惑”,此回合改为由你操控。',
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mini_zhugeliang:'SP神诸葛亮',
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minikuangfeng:'狂风',
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minikuangfeng_info:'出牌阶段结束时,你可选择任意名角色并将等量的“星”置入弃牌堆,然后对这些角色各造成1点伤害。',
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minidawu:'大雾',
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minidawu2:'大雾',
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minidawu_info:'结束阶段,你可以将一张“星”置入弃牌堆。当你于下回合开始前受到伤害时,此伤害-1。',
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mini_lvbu:'SP神吕布',
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miniwuqian:'无前',
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miniwuqian_info:'锁定技,当你于回合内使用【杀】或【决斗】指定目标后,若此牌是你本回合内使用的第一张【杀】或【决斗】,则你令其每次响应此牌需要使用的【闪】或打出的【杀】的数量+1,且令其防具无效直到此牌对其结束。',
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minishenfen:'神愤',
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minishenfen_info:'限定技,出牌阶段,你可以失去3点体力,对所有其他角色各造成1点伤害。这些角色弃置装备区内的所有牌,然后弃置四张手牌。',
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mini_lvmeng:'SP神吕蒙',
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minigongxin:'攻心',
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minigongxin_info:'每回合限一次,当你使用牌指定其他角色为唯一目标后,或成为其他角色使用牌的唯一目标后,你可观看对方的手牌。然后你可以展示其中的一张红色牌并选择一项:①获得此牌。②将此牌置于牌堆顶。',
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2021-03-20 13:29:25 +00:00
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boss_zhaoyun:'高达一号',
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boss_zhaoyun_ab:'神赵云',
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boss_juejing:'绝境',
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boss_juejing2:'绝境',
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boss_juejing_info:'锁定技,摸牌阶段开始前,你跳过此阶段。当你获得牌/失去手牌后,若你的手牌数大于4/小于4,则你将手牌摸至4张/弃置至4张。',
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zhanjiang:'斩将',
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zhanjiang_info:'准备阶段开始时,如果其他角色的装备区内有【青釭剑】,你可以获得之',
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2021-03-08 11:10:12 +00:00
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key_kagari:'篝',
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kagari_zongsi:'纵丝',
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kagari_zongsi_info:'出牌阶段限一次,你可以选择一张不在游戏外的牌,然后将其置于牌堆/弃牌堆的顶部/底部或一名角色的对应区域内。',
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key_shiki:'神山识',
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key_shiki_ab:'神山识',
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shiki_omusubi:'御结',
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shiki_omusubi_info:'一轮游戏开始时,你可以减1点体力上限,然后将一名其他角色武将牌上的技能加入到你的武将牌上。',
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shiki_omusubi_append:'<span style="font-family: yuanli">来吧,羽依里。用你的手,让我变成那只真正的鬼吧!</span>',
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key_hina:'佐藤雏',
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hina_shenxian:'神现',
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hina_shenxian_info:'隐匿技,锁定技,当你明置此武将牌时,你将一张【神机】置入装备区。',
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hina_mashu:'马术',
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hina_mashu_info:'锁定技,你计算于其他角色的距离时始终-1。',
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hina_tieji:'铁骑',
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hina_tieji_info:'当你使用【杀】指定目标后,你可进行判定。你令目标角色的所有非锁定技失效直到回合结束。除非其弃置一张与判定结果花色相同的牌,则其不能响应此【杀】。若判定结果为♠,则此【杀】对其的伤害+1。',
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2021-03-20 13:29:25 +00:00
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hina_tieji_append:'<span style="font-family: yuanli">她成为神明的那一天,世界走向毁灭。</span>',
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2021-03-08 11:10:12 +00:00
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hina_shenji:'神机',
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hina_shenji_info:'若你拥有技能〖神现〗,则你可以于准备阶段发动〖归心〗,并可于结束阶段发动〖神愤〗。',
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hina_guixin:'归心',
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hina_shenfen:'神愤',
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extra_feng:'神话再临·风',
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extra_huo:'神话再临·火',
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extra_lin:'神话再临·林',
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extra_shan:'神话再临·山',
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extra_yin:'神话再临·阴',
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extra_lei:'神话再临·雷',
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extra_key:'神话再临·论外',
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extra_ol:'神话再临OL',
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extra_offline:'神话再临·线下',
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extra_mini:'欢乐三国杀',
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},
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};
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2017-04-14 23:35:56 +00:00
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});
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