noname/mode/guozhan.js

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JavaScript
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2019-08-30 15:10:11 +00:00
'use strict';
game.import('mode',function(lib,game,ui,get,ai,_status){
return {
name:'guozhan',
startBefore:function(){
var playback=localStorage.getItem(lib.configprefix+'playback');
for(var i in lib.characterPack.mode_guozhan){
if(!get.config('onlyguozhan')&&!playback){
if(lib.character[i.slice(3)]) continue;
}
lib.character[i]=lib.characterPack.mode_guozhan[i];
if(!lib.character[i][4]){
lib.character[i][4]=[];
}
if(!lib.translate[i]){
lib.translate[i]=lib.translate[i.slice(3)];
}
}
for(var i in lib.character){
if(lib.character[i][1]=='shen'){
if(lib.character[i][4]&&lib.group.contains(lib.character[i][4][0])){
lib.character[i][1]=lib.character[i][4][0];
}
else{
lib.character[i][1]='qun';
}
}
}
lib.card.sha.complexTarget=true;
},
onreinit:function(){
var pack=lib.characterPack.mode_guozhan;
for(var i in pack){
if(!lib.configOL.onlyguozhan){
if(lib.character[i.slice(3)]) continue;
}
lib.character[i]=pack[i];
if(!lib.character[i][4]){
lib.character[i][4]=[];
}
if(!lib.translate[i]){
lib.translate[i]=lib.translate[i.slice(3)];
}
}
},
start:function(){
"step 0"
var playback=localStorage.getItem(lib.configprefix+'playback');
if(playback){
ui.create.me();
ui.arena.style.display='none';
ui.system.style.display='none';
_status.playback=playback;
localStorage.removeItem(lib.configprefix+'playback');
var store=lib.db.transaction(['video'],'readwrite').objectStore('video');
store.get(parseInt(playback)).onsuccess=function(e){
if(e.target.result){
game.playVideoContent(e.target.result.video);
}
else{
alert('播放失败:找不到录像');
game.reload();
}
}
event.finish();
}
else if(_status.connectMode){
game.waitForPlayer();
}
else{
if(get.config('guozhanpile')){
lib.card.list=lib.guozhanPile.slice(0);
game.fixedPile=true;
}
game.prepareArena();
// game.delay();
game.showChangeLog();
}
if(!_status.connectMode){
_status.mode=get.config('guozhan_mode');
if(_status.brawl&&_status.brawl.submode){
_status.mode=_status.brawl.submode;
}
}
"step 1"
if(_status.connectMode){
if(lib.configOL.guozhanpile){
lib.card.list=lib.guozhanPile.slice(0);
game.fixedPile=true;
}
game.broadcastAll(function(pack){
for(var i=0;i<game.players.length;i++){
game.players[i].node.name.hide();
game.players[i].node.name2.hide();
}
lib.characterPack.mode_guozhan=pack;
for(var i in pack){
if(!lib.configOL.onlyguozhan){
if(lib.character[i.slice(3)]) continue;
}
lib.character[i]=pack[i];
if(!lib.character[i][4]){
lib.character[i][4]=[];
}
if(!lib.translate[i]){
lib.translate[i]=lib.translate[i.slice(3)];
}
}
},lib.characterPack.mode_guozhan);
game.randomMapOL();
}
else{
for(var i=0;i<game.players.length;i++){
game.players[i].node.name.hide();
game.players[i].node.name2.hide();
game.players[i].getId();
}
if(_status.brawl&&_status.brawl.chooseCharacterBefore){
_status.brawl.chooseCharacterBefore();
}
game.chooseCharacter();
}
"step 2"
game.broadcast(function(cardtag){
_status.cardtag=cardtag;
},_status.cardtag);
if(ui.coin){
_status.coinCoeff=get.coinCoeff([game.me.name1,game.me.name2]);
}
var player;
if(_status.cheat_seat){
var seat=_status.cheat_seat.link;
if(seat==0){
player=game.me;
}
else{
player=game.players[game.players.length-seat];
}
if(!player) player=game.me;
delete _status.cheat_seat;
}
else{
player=game.players[Math.floor(Math.random()*game.players.length)];
}
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event.playerx=player;
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event.trigger('gameStart');
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"step 3"
game.gameDraw(event.playerx);
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game.broadcastAll(function(player){
for(var i=0;i<game.players.length;i++){
game.players[i].name='unknown'+get.distance(player,game.players[i],'absolute');
game.players[i].node.name_seat=ui.create.div('.name.name_seat',get.verticalStr(lib.translate[game.players[i].name]),game.players[i]);
// if(game.players[i]==game.me){
// lib.translate[game.players[i].name]+='(你)';
// }
}
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},event.playerx);
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var players=get.players(lib.sort.position);
var info=[];
for(var i=0;i<players.length;i++){
info.push({
name:game.players[i].name,
translate:lib.translate[game.players[i].name],
name1:players[i].name1,
name2:players[i].name2,
});
}
_status.videoInited=true,
game.addVideo('init',null,info);
if(_status.mode=='mingjiang'){
game.showIdentity(true);
}
else{
for(var i=0;i<game.players.length;i++){
game.players[i].ai.shown=0;
}
}
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if(_status.connectMode&&lib.configOL.change_card) game.replaceHandcards(game.players.slice(0));
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game.phaseLoop(event.playerx);
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},
card:{
junling1:{
type:'junling',
vanish:true,
derivation:'guozhan',
},
junling2:{
type:'junling',
vanish:true,
derivation:'guozhan',
},
junling3:{
type:'junling',
vanish:true,
derivation:'guozhan',
},
junling4:{
type:'junling',
vanish:true,
derivation:'guozhan',
},
junling5:{
type:'junling',
vanish:true,
derivation:'guozhan',
},
junling6:{
type:'junling',
vanish:true,
derivation:'guozhan',
},
},
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aozhanRank:{
'8':[],
'7':[],
'6':[],
'5':[
'gz_lukang','gz_caoren','gz_lvfan',
'gz_machao','gz_ganfuren','gz_madai',
'gz_jiling','gz_pangde',
],
'4':[
'gz_re_lidian','gz_yuejin','gz_huangzhong',
'gz_menghuo','gz_sunshangxiang','gz_lvmeng',
'gz_lvbu',
],
'3':[
'gz_simayi','gz_luxun','gz_wuguotai',
'gz_caiwenji',
],
'2':[
'gz_re_lusu','gz_zhangzhang',
],
'1':[
'gz_caocao','gz_guojia','gz_xiahoudun',
'gz_xunyu','gz_caopi','gz_liubei',
'gz_fazheng','gz_dongzhuo','gz_yuji',
'gz_liqueguosi','gz_huanggai',
],
},
guozhanRank:{
'8':[
'gz_xunyou','gz_re_lidian','gz_caopi',
'gz_shamoke','gz_lifeng','gz_wangping',
'gz_xiaoqiao','gz_zhoutai','gz_lvfan',
'gz_beimihu','gz_mateng','gz_jiaxu',
],
'7':[
'gz_zhanghe','gz_jianggan','gz_simayi',
'gz_weiyan','gz_huangyueying','gz_zhugeliang',
'gz_lingtong','gz_sunshangxiang','gz_sunce',
'gz_re_yuanshao','gz_yuanshu','gz_hetaihou',
],
'6':[
'gz_zhenji','gz_guojia','gz_yujin',
'gz_jiangwei','gz_zhangfei','gz_sp_zhugeliang',
'gz_zhouyu','gz_lingcao','gz_daqiao',
'gz_yuji','gz_caiwenji','gz_diaochan',
],
'5':[
'gz_zhangliao','gz_caocao','gz_xuhuang',
'gz_liushan','gz_pangtong','gz_zhaoyun',
'gz_re_lusu','gz_sunquan','gz_ganning',
'gz_zhangxiu','gz_liqueguosi','gz_huatuo',
],
'4':[
'gz_dianwei','gz_dengai','gz_xunyu',
'gz_madai','gz_liubei','gz_mifuren',
'gz_wuguotai','gz_luxun','gz_taishici',
'gz_zhangjiao','gz_zuoci','gz_pangde',
],
'3':[
'gz_xiahoudun','gz_yuejin','gz_caoren',
'gz_machao','gz_masu','gz_fazheng',
'gz_zhangzhang','gz_lvmeng','gz_huanggai',
'gz_jiling','gz_lvbu','gz_dongzhuo',
],
'2':[
'gz_cuimao','gz_xiahouyuan','gz_caohong',
'gz_zhurong','gz_zhurong','gz_jiangfei',
'gz_xusheng','gz_dingfeng','gz_sunjian',
'gz_zhangren','gz_kongrong','gz_yanwen',
],
'1':[
'gz_zangba','gz_bianfuren','gz_xuzhu',
'gz_menghuo','gz_ganfuren','gz_guanyu',
'gz_lukang','gz_jiangqing','gz_chendong',
'gz_zoushi','gz_panfeng','gz_tianfeng',
],
},
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characterSort:{
mode_guozhan:{
guozhan_default:["gz_caocao","gz_simayi","gz_xiahoudun","gz_zhangliao","gz_xuzhu","gz_guojia","gz_zhenji","gz_xiahouyuan","gz_zhanghe","gz_xuhuang","gz_caoren","gz_dianwei","gz_xunyu","gz_caopi","gz_yuejin","gz_liubei","gz_guanyu","gz_zhangfei","gz_zhugeliang","gz_zhaoyun","gz_machao","gz_huangyueying","gz_huangzhong","gz_weiyan","gz_pangtong","gz_sp_zhugeliang","gz_liushan","gz_menghuo","gz_zhurong","gz_ganfuren","gz_sunquan","gz_ganning","gz_lvmeng","gz_huanggai","gz_zhouyu","gz_daqiao","gz_luxun","gz_sunshangxiang","gz_sunjian","gz_xiaoqiao","gz_taishici","gz_zhoutai","gz_re_lusu","gz_zhangzhang","gz_dingfeng","gz_huatuo","gz_lvbu","gz_diaochan","gz_re_yuanshao","gz_yanwen","gz_jiaxu","gz_pangde","gz_zhangjiao","gz_caiwenji","gz_mateng","gz_kongrong","gz_jiling","gz_tianfeng","gz_panfeng","gz_zoushi",],
guozhan_zhen:["gz_dengai","gz_caohong","gz_jiangfei","gz_jiangwei","gz_xusheng","gz_jiangqing","gz_hetaihou","gz_yuji"],
guozhan_shi:[,"gz_re_lidian","gz_zangba","gz_madai","gz_mifuren","gz_sunce","gz_chendong","gz_sp_dongzhuo","gz_zhangren"],
guozhan_bian:["gz_liqueguosi","gz_zuoci","gz_bianfuren","gz_xunyou","gz_lingtong","gz_lvfan","gz_masu","gz_shamoke",],
guozhan_quan:["gz_cuimao","gz_yujin","gz_wangping","gz_fazheng","gz_wuguotai","gz_lukang","gz_yuanshu","gz_zhangxiu"],
guozhan_jun:["gz_jun_caocao","gz_jun_sunquan","gz_jun_liubei","gz_jun_zhangjiao"],
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guozhan_others:["gz_lingcao","gz_lifeng","gz_beimihu","gz_jianggan"],
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}
},
characterPack:{
mode_guozhan:{
gz_shibing1wei:['male','wei',0,[],['unseen']],
gz_shibing2wei:['female','wei',0,[],['unseen']],
gz_shibing1shu:['male','shu',0,[],['unseen']],
gz_shibing2shu:['female','shu',0,[],['unseen']],
gz_shibing1wu:['male','wu',0,[],['unseen']],
gz_shibing2wu:['female','wu',0,[],['unseen']],
gz_shibing1qun:['male','qun',0,[],['unseen']],
gz_shibing2qun:['female','qun',0,[],['unseen']],
gz_caocao:['male','wei',4,['jianxiong']],
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gz_simayi:['male','wei',3,['fankui','guicai']],
gz_xiahoudun:['male','wei',4,['reganglie']],
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gz_zhangliao:['male','wei',4,['new_retuxi']],
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gz_xuzhu:['male','wei',4,['luoyi']],
gz_guojia:['male','wei',3,['tiandu','new_yiji'],['gzskin']],
gz_zhenji:['female','wei',3,['luoshen','qingguo'],['gzskin']],
gz_xiahouyuan:['male','wei',4,['shensu']],
gz_zhanghe:['male','wei',4,['qiaobian']],
gz_xuhuang:['male','wei',4,['new_duanliang']],
gz_caoren:['male','wei',4,['new_jushou']],
gz_dianwei:['male','wei',4,['qiangxi']],
gz_xunyu:['male','wei',3,['quhu','new_jieming']],
gz_caopi:['male','wei',3,['xingshang','new_fangzhu'],['gzskin']],
gz_yuejin:['male','wei',4,['gzxiaoguo'],['gzskin']],
gz_liubei:['male','shu',4,['rerende']],
gz_guanyu:['male','shu',5,['wusheng']],
gz_zhangfei:['male','shu',4,['new_paoxiao']],
gz_zhugeliang:['male','shu',3,['guanxing','new_kongcheng'],['gzskin']],
gz_zhaoyun:['male','shu',4,['new_longdan']],
gz_machao:['male','shu',4,['mashu','new_tieji']],
gz_huangyueying:['female','shu',3,['jizhi','qicai'],['gzskin']],
gz_huangzhong:['male','shu',4,['liegong']],
gz_weiyan:['male','shu',4,['xinkuanggu']],
gz_pangtong:['male','shu',3,['lianhuan','oldniepan']],
gz_sp_zhugeliang:['male','shu',3,['huoji','bazhen','kanpo'],['gzskin']],
gz_liushan:['male','shu',3,['xiangle','fangquan']],
gz_menghuo:['male','shu',4,['huoshou','zaiqi']],
gz_zhurong:['female','shu',4,['juxiang','lieren']],
gz_ganfuren:['female','shu',3,['new_shushen','shenzhi'],['gzskin']],
gz_yuji:['male','qun',3,['qianhuan'],['gzskin']],
gz_sunquan:['male','wu',4,['gzzhiheng']],
gz_ganning:['male','wu',4,['qixi']],
gz_lvmeng:['male','wu',4,['new_keji','new_mouduan']],
gz_huanggai:['male','wu',4,['new_kurou']],
gz_zhouyu:['male','wu',3,['reyingzi','refanjian'],['gzskin']],
gz_daqiao:['female','wu',3,['guose','liuli']],
gz_luxun:['male','wu',3,['gzqianxun','duoshi'],['gzskin']],
gz_sunshangxiang:['female','wu',3,['jieyin','gzxiaoji']],
gz_sunjian:['male','wu',5,['gzyinghun']],
gz_xiaoqiao:['female','wu',3,['retianxiang','hongyan'],['gzskin']],
gz_taishici:['male','wu',4,['tianyi']],
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gz_zhoutai:['male','wu',4,['buqu','new_fenji']],
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gz_re_lusu:['male','wu',3,['haoshi','dimeng']],
gz_zhangzhang:['male','wu',3,['zhijian','guzheng']],
gz_dingfeng:['male','wu',4,['fenxun','duanbing'],['gzskin']],
gz_huatuo:['male','qun',3,['new_chuli','jijiu']],
gz_lvbu:['male','qun',5,['wushuang'],['gzskin']],
gz_diaochan:['female','qun',3,['lijian','biyue'],['gzskin']],
gz_re_yuanshao:['male','qun',4,['new_luanji'],['gzskin']],
gz_yanwen:['male','qun',4,['shuangxiong']],
gz_jiaxu:['male','qun',3,['wansha','luanwu','gzweimu'],['gzskin']],
gz_pangde:['male','qun',4,['mashu','jianchu']],
gz_zhangjiao:['male','qun',3,['leiji','guidao']],
gz_caiwenji:['female','qun',3,['beige','gzduanchang']],
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gz_mateng:['male','qun',4,['mashu2','xiongyi']],
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gz_kongrong:['male','qun',3,['gzmingshi','lirang']],
gz_jiling:['male','qun',4,['shuangren']],
gz_tianfeng:['male','qun',3,['sijian','gzsuishi']],
gz_panfeng:['male','qun',4,['kuangfu'],['gzskin']],
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gz_zoushi:['female','qun',3,['huoshui','new_qingcheng']],
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gz_dengai:['male','wei',4,['tuntian','ziliang','gzjixi'],['gzskin','die_audio']],
gz_caohong:['male','wei',4,['huyuan','heyi'],['gzskin']],
gz_jiangfei:['male','shu',3,['shengxi','gzshoucheng']],
gz_jiangwei:['male','shu',4,['tiaoxin','yizhi','tianfu'],['gzskin']],
gz_xusheng:['male','wu',4,['yicheng'],['gzskin']],
gz_jiangqing:['male','wu',4,['gzshangyi','niaoxiang']],
gz_hetaihou:['female','qun',3,['zhendu','qiluan'],['gzskin']],
gz_re_lidian:['male','wei',3,['xunxun','wangxi']],
gz_zangba:['male','wei',4,['hengjiang']],
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gz_madai:['male','shu',4,['mashu2','qianxi'],['gzskin']],
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gz_mifuren:['female','shu',3,['gzguixiu','gzcunsi']],
gz_sunce:['male','wu',4,['jiang','yingyang','baka_hunshang'],['gzskin']],
gz_chendong:['male','wu',4,['duanxie','fenming']],
gz_sp_dongzhuo:['male','qun',4,['hengzheng','baoling']],
gz_zhangren:['male','qun',4,['chuanxin','fengshi']],
gz_jun_liubei:['male','shu',4,['zhangwu','jizhao','shouyue','wuhujiangdaqi']],
gz_jun_zhangjiao:['male','qun',4,['wuxin','hongfa','wendao','huangjintianbingfu']],
gz_jun_sunquan:['male','wu',4,['jiahe','lianzi','jubao','yuanjiangfenghuotu']],
gz_liqueguosi:['male','qun',4,['gzxiongsuan']],
gz_zuoci:['male','qun',3,['yigui','jihun'],['gzskin']],
gz_bianfuren:['female','wei',3,['wanwei','gzyuejian']],
gz_xunyou:['male','wei',3,['gzqice','zhiyu'],['gzskin']],
gz_lingtong:['male','wu',4,['xuanlve','yongjin'],['gzskin']],
gz_lvfan:['male','wu',3,['xindiaodu','gzdiancai']],
gz_masu:['male','shu',3,['sanyao','gzzhiman'],['gzskin']],
gz_shamoke:['male','shu',4,['gzjili'],['gzskin']],
gz_lingcao:['male','wu',4,['dujin']],
gz_lifeng:['male','shu',3,['tunchu','shuliang']],
gz_beimihu:["female","qun",3,["hmkguishu","hmkyuanyu"]],
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gz_jianggan:["male","wei",3,["weicheng","daoshu"]],
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gz_cuimao:['male','wei',3,['gzzhengbi','gzfengying'],[]],
gz_yujin:['male','wei',4,['gzjieyue'],['gzskin']],
gz_wangping:['male','shu',4,['jianglue'],['gzskin']],
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gz_fazheng:['male','shu',3,['gzxuanhuo','gzenyuan'],['gzskin']],
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gz_wuguotai:['female','wu',3,['gzbuyi','ganlu'],['gzskin']],
gz_lukang:['male','wu',3,['keshou','zhuwei'],['gzskin']],
gz_yuanshu:['male','qun',4,['gzweidi','gzyongsi'],['gzskin']],
gz_zhangxiu:['male','qun',4,['gzfudi','congjian'],['gzskin']],
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gz_jun_caocao:['male','wei',4,['jianan','huibian','gzzongyu','wuziliangjiangdao'],[]],
}
},
skill:{
yigui:{
init:function (player,skill){
if(!player.storage.skill) player.storage[skill]={
character:[],
used:[],
}
},
enable:"chooseToUse",
filter:function (event,player){
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if(event.type=='wuxie'||event.type=='respondShan') return false;
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var storage=player.storage.yigui;
if(!storage||!storage.character.length) return false;
if(event.type=='dying'){
if((!event.filterCard({name:'tao'},player,event)||storage.used.contains('tao'))&&
(!event.filterCard({name:'jiu'},player,event)||storage.used.contains('jiu'))) return false;
var target=event.dying;
if(target.group=='unknown') return true;
for(var i=0;i<storage.character.length;i++){
var group=lib.character[storage.character[i]][1];
if(target.group==group) return true;
}
return false;
}
else return true;
},
chooseButton:{
select:2,
dialog:function (event,player){
var dialog=ui.create.dialog('役鬼','hidden');
dialog.add([player.storage.yigui.character,'character']);
var list=[
'sha','tao','jiu',
'taoyuan','wugu','juedou','huogong','jiedao','tiesuo','guohe','shunshou','wuzhong','wanjian','nanman',
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'xietianzi','shuiyanqijunx','lulitongxin','lianjunshengyan','chiling','diaohulishan','yuanjiao','huoshaolianying','zhibi'
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];
var list2=[];
for(var i=0;i<list.length;i++){
if(i==0){
list2.push(['基本','','sha']);
list2.push(['基本','','sha','fire']);
list2.push(['基本','','sha','thunder']);
}
else if(i<3){
list2.push(['基本','',list[i]]);
}
else{
list2.push(['锦囊','',list[i]]);
}
}
dialog.add([list2,'vcard']);
return dialog;
},
check:function(button){
if(ui.selected.buttons.length){
var evt=_status.event.getParent('chooseToUse');
var name=button.link[2];
var group=lib.character[ui.selected.buttons[0].link][1];
var player=_status.event.player;
if(evt.type=='dying'){
if(evt.dying!=player&&get.effect(evt.dying,{name:name},player,player)<=0) return 0;
if(name=='jiu') return 2.1;
return 2;
}
if(!['tao','juedou','guohe','shunshou','wuzhong','xietianzi','yuanjiao','taoyuan','wugu','wanjian','nanman','huoshaolianying'].contains(name)) return 0;
if(['taoyuan','wugu','wanjian','nanman','huoshaolianying'].contains(name)){
var list=game.filterPlayer(function(current){
return (current.group=='unknown'||current.group==group)&&player.canUse({name:name},current);
});
var num=0;
for(var i=0;i<list.length;i++){
num+=get.effect(list[i],{name:name},player,player);
}
if(num<=0) return 0;
if(list.length>1) return (1.7+Math.random())*Math.max(num,1);
}
}
return 1+Math.random();
},
filter:function (button,player){
var evt=_status.event.getParent('chooseToUse');
if(!ui.selected.buttons.length){
if(typeof button.link!='string') return false;
if(evt.type=='dying'){
if(evt.dying.group=='unknown') return true;
return evt.dying.group==lib.character[button.link][1];
}
return true;
}
else{
if(typeof ui.selected.buttons[0].link!='string') return false;
if(typeof button.link!='object') return false;
var name=button.link[2];
if(player.storage.yigui.used.contains(name)) return false;
var card={name:name};
if(button.link[3]) card.nature=button.link[3];
var info=get.info(card);
var group=lib.character[ui.selected.buttons[0].link][1];
if(evt.type=='dying'){
return evt.filterCard(card,player,evt);
}
if(!lib.filter.filterCard(card,player,evt)) return false;
else if(evt.filterCard&&!evt.filterCard(card,player,evt)) return false;
if(info.changeTarget){
var list=game.filterPlayer(function(current){
return player.canUse(card,current);
});
for(var i=0;i<list.length;i++){
var giveup=false;
var targets=[list[i]];
info.changeTarget(player,targets);
for(var j=0;j<targets.length;j++){
if(targets[j].group!='unknown'&&targets[j].group!=group){
giveup=true;
break;
}
}
if(giveup) continue;
if(giveup==false) return true;
}
return false;
}
else return game.hasPlayer(function(current){
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return evt.filterTarget(card,player,current)&&(current.group=='unknown'||current.group==group);
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});
}
},
backup:function(links,player){
var name=links[1][2];
var nature=links[1][3]||null;
var character=links[0];
var group=lib.character[character][1];
var evt=_status.event;
var next={
character:character,
group:group,
filterCard:function(){
return false;
},
selectCard:-1,
complexCard:true,
check:function(){return 1},
popname:true,
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audio:"huashen1",
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viewAs:{
name:name,
nature:nature,
},
filterTarget:function(card,player,target){
var xx=lib.skill.yigui_backup;
var evt=_status.event;
var group=xx.group;
var info=get.info(card);
if((!(info.singleCard&&ui.selected.targets.length))&&target.group!='unknown'&&target.group!=group) return false;
if(info.changeTarget){
var targets=[target];
info.changeTarget(player,targets);
for(var i=0;i<targets.length;i++){
if(targets[i].group!='unknown'&&targets[i].group!=group) return false;
}
}
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//if(evt.type=='dying') return target==evt.dying;
if(xx.filterTargetx) return xx.filterTargetx(card,player,target);
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return lib.filter.filterTarget(card,player,target);
},
onuse:function(result,player){
player.logSkill('yigui');
var character=lib.skill.yigui_backup.character;
player.flashAvatar('yigui',character);
player.storage.yigui.character.remove(character);
_status.characterlist.add(character);
game.log(player,'从「魂」中移除了','#g'+get.translation(character));
player.syncStorage('yigui');
player.updateMarks('yigui');
player.storage.yigui.used.add(result.card.name);
},
};
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if(evt.filterTarget) next.filterTargetx=get.filter(evt.filterTarget);
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return next;
},
prompt:function(links,player){
var name=links[1][2];
var character=links[0];
var nature=links[1][3];
return '移除「'+get.translation(character)+'」并视为使用'+(get.translation(nature)||'')+get.translation(name);
},
},
group:["yigui_init","yigui_refrain"],
ai:{
save:true,
order:function(){
return 1+10*Math.random();
},
result:{
player:1,
},
},
mark:true,
marktext:'魂',
intro:{
onunmark:function(storage,player){
_status.characterlist.addArray(storage.character);
storage.character=[];
},
mark:function(dialog,storage,player){
if(storage&&storage.character.length){
if(player.isUnderControl(true)){
dialog.addSmall([storage.character,'character']);
}
else{
return '共有'+get.cnNumber(storage.character.length)+'张“魂”'
}
}
else{
return '没有魂';
}
},
content:function(storage,player){
return '共有'+get.cnNumber(storage.character.length)+'张“魂”'
},
markcount:function(storage,player){
if(storage&&storage.character) return storage.character.length;
return 0;
},
},
},
"yigui_init":{
audio:"huashen",
trigger:{
player:'showCharacterAfter',
},
forced:true,
filter:function(event,player){
return event.toShow.contains('gz_zuoci')&&!player.storage.yigui_init;
},
content:function(){
player.storage.yigui_init=true;
var list=_status.characterlist.randomRemove(2);
if(list.length){
player.storage.yigui.character.addArray(list);
lib.skill.gzhuashen.drawCharacter(player,list);
player.syncStorage('yigui');
player.updateMarks('yigui');
game.log(player,'获得了'+get.cnNumber(list.length)+'张「魂」');
}
},
},
"yigui_refrain":{
trigger:{global:'phaseBefore'},
forced:true,
silent:true,
popup:false,
content:function(){
player.storage.yigui.used=[];
},
},
jihun:{
trigger:{
player:'damageEnd',
global:'dyingAfter',
},
audio:"xinsheng",
frequent:true,
filter:function(event,player){
return event.name=='damage'||(event.player.isAlive()&&!event.player.isFriendOf(player))
},
content:function(){
var num=trigger.num||1;
var list=_status.characterlist.randomRemove(num);
if(list.length){
player.storage.yigui.character.addArray(list);
lib.skill.gzhuashen.drawCharacter(player,list);
player.syncStorage('yigui');
player.updateMarks('yigui');
game.log(player,'获得了'+get.cnNumber(list.length)+'张「魂」');
}
},
},
xindiaodu:{
audio:"diaodu",
global:"xindiaodu_use",
subfrequent:['use'],
subSkill:{
use:{
trigger:{
player:"useCard",
},
popup:false,
frequent:true,
prompt:'是否发动【调度】摸一张牌?',
filter:function (event,player){
return get.type(event.card)=='equip'&&game.hasPlayer(function(current){
return current.hasSkill('xindiaodu')&&current.isFriendOf(player);
});
},
content:function (){
var logger=game.findPlayer(function(current){
return current.isFriendOf(player)&&current.hasSkill('xindiaodu');
});
logger.line(player,'green');
logger.logSkill('xindiaodu');
player.draw('nodelay');
},
ai:{
reverseEquip:true,
skillTagFilter:function (player){
if(!game.hasPlayer(function(current){
return current.isFriendOf(player)&&current.hasSkill('xindiaodu');
})){
return false;
}
},
effect:{
target:function (card,player,target,current){
if(get.type(card)=='equip'&&game.hasPlayer(function(current){
return current.isFriendOf(player)&&current.hasSkill('xindiaodu');
})) return [1,3];
},
},
},
},
},
trigger:{
player:"phaseUseBegin",
},
filter:function (event,player){
return game.hasPlayer(function(current){
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return current.isFriendOf(player)&&current.countGainableCards(player,'e')>0;
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});
},
direct:true,
content:function (){
'step 0'
player.chooseTarget(get.prompt2('xindiaodu'),function(card,player,current){
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return current.isFriendOf(player)&&current.countGainableCards(player,'e')>0;
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}).ai=function(target){
var num=1;
if(target.hasSkill('gzxiaoji')) num+=2.5;
if(target.isDamaged()&&target.getEquip('baiyin')) num+=2.5;
if(target.hasSkill('xuanlve')) num+=2;
return num;
};
'step 1'
if(result.bool){
event.target1=result.targets[0];
player.logSkill('xindiaodu',event.target1);
player.line(event.target1,'xindiaodu');
player.gainPlayerCard(event.target1,'e',true);
}
else event.finish();
'step 2'
if(result.bool){
event.card=result.cards[0];
player.chooseTarget('是否将'+get.translation(event.card)+'交给一名其他角色?',function(card,player,current){
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return current!=player&&current!=_status.event.target1&&current.isFriendOf(player);
}).set('target1',event.target1);
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}
else event.finish();
'step 3'
if(result.bool){
var target=result.targets[0];
player.line(target,'green');
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target.gain(card,player,'give');
}
},
},
gzbuyi:{
trigger:{global:'dyingAfter'},
usable:1,
filter:function(event,player){
if(!(event.player&&event.player.isAlive()&&event.source&&event.source.isAlive())) return false;
return event.player.isFriendOf(player)&&event.reason&&event.reason.name=='damage';
},
check:function(event,player){return get.attitude(player,event.player)>0},
logTarget:'source',
content:function(){
'step 0'
player.chooseJunlingFor(trigger.source);
'step 1'
event.junling=result.junling;
event.targets=result.targets;
var choiceList=[];
choiceList.push('执行该军令');
choiceList.push('令'+get.translation(trigger.player)+(trigger.player==trigger.source?'(你)':'')+'回复一点体力');
trigger.source.chooseJunlingControl(player,result.junling,result.targets).set('prompt','补益').set('choiceList',choiceList).set('ai',function(){
return (get.attitude(trigger.source,trigger.player)<0&&get.junlingEffect(player,result.junling,trigger.source,result.targets,trigger.source)>=-2)?1:0;
return 0;
});
'step 2'
if(result.index==0) trigger.source.carryOutJunling(player,event.junling,targets);
else trigger.player.recover(player);
},
audio:['buyi',2],
},
keshou:{
trigger:{player:'damageBegin3'},
direct:true,
filter:function(event,player){
return event.num>0;
},
content:function(){
'step 0'
var check=(player.countCards('h',{color:'red'})>1||player.countCards('h',{color:'black'})>1);
player.chooseCard(get.prompt2('keshou'),'he',2,function(card){
if(ui.selected.cards.length) return get.color(card)==get.color(ui.selected.cards[0]);
return true;
}).set('complexCard',true).set('ai',function(card){
if(!_status.event.check) return 0;
var player=_status.event.player;
if(player.hp==1){
if(!player.countCards('h',function(card){return get.tag(card,'save')})&&!player.hasSkillTag('save',true)) return 10-get.value(card);
return 7-get.value(card);
}
return 6-get.value(card);
}).set('check',check);
'step 1'
if(result.cards){
player.logSkill('keshou');
player.discard(result.cards);
trigger.num--;
if(trigger.num<=0) trigger.cancel();
if(!game.hasPlayer(function(current){
return current!=player&&current.isFriendOf(player);
})) player.judge(function(card){
if(get.color(card)=='red') return 1;
return 0;
});
}
else event.finish();
'step 2'
if(result.judge>0) player.draw();
}
},
zhuwei:{
trigger:{player:'judgeEnd'},
filter:function(event){
if(get.owner(event.result.card)) return false;
if(event.nogain&&event.nogain(event.result.card)) return false;
return event.result.card.name=='sha'||event.result.card.name=='juedou';
},
content:function(){
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'step 0'
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player.gain(trigger.result.card,'gain2');
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player.chooseBool('是否令当前回合角色获得【筑围】的加成效果?').ai=function(){
return get.attitude(player,_status.currentPhase)>0;
};
'step 1'
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if(result.bool){
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var target=_status.currentPhase;
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if(!target.hasSkill('zhuwei_eff')){
target.addTempSkill('zhuwei_eff');
target.storage.zhuwei_eff=1;
}
else target.storage.zhuwei_eff++;
target.updateMarks();
}
},
subSkill:{
eff:{
sub:true,
mod:{
cardUsable:function(card,player,num){
if(card.name=='sha') return num+player.storage.zhuwei_eff;
},
maxHandcard:function(player,num){return num+player.storage.zhuwei_eff}
},
mark:true,
intro:{
content:function(storage){if(storage) return '使用【杀】的次数上限+'+storage+',手牌上限+'+storage}
}
}
}
},
gzweidi:{
init:function(player){player.storage.gzweidi=[]},
enable:'phaseUse',
usable:1,
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filter:function(event,player){
return player.storage.gzweidi.length>0
},
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filterTarget:function(card,player,target){return target!=player&&player.storage.gzweidi.contains(target)},
content:function(){
'step 0'
player.chooseJunlingFor(target);
'step 1'
event.junling=result.junling;
event.targets=result.targets;
var choiceList=['执行该军令'];
if(target!=player) choiceList.push('令'+get.translation(player)+'获得你所有手牌,然后交给你等量的牌');
else choiceList.push('不执行该军令');
target.chooseJunlingControl(player,result.junling,result.targets).set('prompt','伪帝').set('choiceList',choiceList).set('ai',function(){
if(get.attitude(target,player)>=0) return get.junlingEffect(player,result.junling,target,result.targets,target)>=0?0:1;
return get.junlingEffect(player,result.junling,target,result.targets,target)>=-1?0:1;
});
'step 2'
if(result.index==0) target.carryOutJunling(player,event.junling,targets);
else if(target!=player&&target.countCards('h')) {
event.num=target.countCards('h');
player.gain(target.getCards('h'),target,'giveAuto');
player.chooseCard('交给'+get.translation(target)+get.cnNumber(event.num)+'张牌','he',event.num,true).set('ai',function(card){
return -get.value(card);
});
}
else event.finish();
'step 3'
if(result.cards){
target.gain(result.cards,player,'giveAuto');
}
},
group:['gzweidi_ft','gzweidi_ftc'],
ai:{
order:3,
result:{
player:1,
}
},
subSkill:{
ft:{
sub:true,
trigger:{global:'gainBefore'},
silent:true,
filter:function(event,player){
if(player==event.player||player.storage.gzweidi.contains(event.player)||_status.currentPhase!=player) return false;
if(event.cards.length){
if(event.getParent().name=='draw') return true;
for(var i=0;i<event.cards.length;i++) if(get.position(event.cards[i])=='c'||(!get.position(event.cards[i])&&event.cards[i].original=='c')) return true;
}
return false;
},
content:function(){player.storage.gzweidi.push(trigger.player)}
},
ftc:{
sub:true,
trigger:{global:'phaseAfter'},
silent:true,
filter:function(event,player){return event.player==player},
content:function(){player.storage.gzweidi=[]},
}
},
audio:['weidi',2]
},
gzyongsi:{
group:['gzyongsi_eff1','gzyongsi_eff2','gzyongsi_eff3'],
ai:{
threaten:function(player,target){
if(game.hasPlayer(function(current){
return current!=target&&current.getEquip('yuxi');
})) return 0.5;
return 2;
}
},
subSkill:{
eff1:{
sub:true,
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equipSkill:true,
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noHidden:true,
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trigger:{global:'phaseDrawBegin2'},
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//priority:8,
forced:true,
filter:function(event,player){
if(event.player!=player||event.num<=0||player.isDisabled(5)) return false;
return !game.hasPlayer(function(current){
return current.getEquip('yuxi');
})
},
content:function(){trigger.num++},
audio:['yongsi',2]
},
eff2:{
sub:true,
trigger:{global:'phaseUseBegin'},
//priority:8,
forced:true,
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noHidden:true,
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equipSkill:true,
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filter:function(event,player){
if(event.player!=player||player.isDisabled(5)) return false;
return game.hasPlayer(function(current){
return player.canUse('zhibi',current);
})&&!game.hasPlayer(function(current){
return current.getEquip('yuxi');
});
},
content:function(){
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player.chooseUseTarget('玉玺(庸肆):选择知己知彼的目标',{name:'zhibi'});
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},
audio:['yongsi',2]
},
eff3:{
sub:true,
trigger:{global:'useCardToTargeted'},
//priority:16,
forced:true,
filter:function(event,player){
return event.target&&event.target==player&&event.card&&event.card.name=='zhibi'
},
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check:function(){return false},
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content:function(){
player.showHandcards();
}
}
}
},
gzfudi:{
trigger:{global:'damageEnd'},
direct:true,
filter:function(event,player){return event.source&&event.source.isAlive()&&event.source!=player&&event.player==player&&player.countCards('h')&&event.num>0},
content:function(){
'step 0'
event.players=game.filterPlayer(function(current){
return current.isFriendOf(trigger.source)&&current.hp>=player.hp&&!game.hasPlayer(function(current2){
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return current2.hp>current.hp&&current2.isFriendOf(current);
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})
});
var str=event.players.length?',然后对'+get.translation(event.players)+(event.players.length==1?'':'中的一名角色')+'造成一点伤害':'';
var check=true;
if(!event.players.length) check=false;
else{
if(get.attitude(player,trigger.source)>=0) check=false;
else if(!player.countCards('h',function(card){return get.value(card)<9})) check=false;
}
player.chooseCard('附敌</br></br><div class="center text">交给'+get.translation(trigger.source)+'一张手牌'+str+'</div>').set('aicheck',check).set('ai',function(card){
if(!_status.event.aicheck) return 0;
return 9-get.value(card);
});
'step 1'
if(result.cards){
player.logSkill('gzfudi',trigger.source);
trigger.source.gain(result.cards,player,'giveAuto');
if(event.players.length==1) event.target=event.players[0];
else if(event.players.length) player.chooseTarget('附敌</br></br><div class="center text">对'+get.translation(event.players)+'中的一名角色造成一点伤害</div>',function(card,player,target){
return target.isFriendOf(trigger.source)&&target.hp>=player.hp
},true).set('ai',function(target){return get.damageEffect(target,player,player)});
else event.finish();
}
else event.finish();
'step 2'
var target=event.target||result.targets[0];
if(target){
player.line(target,'green');
target.damage(player);
}
},
ai:{
maixie:true,
maixie_defend:true,
effect:{
target:function(card,player,target){
if(get.tag(card,'damage')){
if(player.hasSkillTag('jueqing',false,target)) return [1,-2];
if(!target.countCards('h')) return [1,-1];
if(game.countPlayer(function(current){return current.isFriendOf(player)&&current.hp>=target.hp-1})) return [1,0,0,-2];
}
}
}
}
},
congjian:{
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trigger:{
player:'damageBegin3',
source:'damageBegin1',
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},
forced:true,
filter:function(event,player,name){
if(event.num<=0) return false;
if(name=='damageBegin1'&&_status.currentPhase!=player&&event.notLink()) return true;
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if(name=='damageBegin3'&&_status.currentPhase==player) return true;
return false;
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},
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check:function(event,player){
return _status.currentPhase!=player;
},
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content:function(){trigger.num++},
ai:{
//damageBones:true,
}
},
jianan:{
audio:2,
unique:true,
forceunique:true,
group:'wuziliangjiangdao',
derivation:'wuziliangjiangdao',
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global:'g_jianan',
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},
g_jianan:{
trigger:{
player:['phaseZhunbeiBegin','phaseBefore','dieBegin'],
},
audio:'jianan',
forceaudio:true,
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filter:function(event,player,name){
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if(name!='phaseZhunbeiBegin') return get.is.jun(player)&&player.identity=='wei';
2019-10-31 04:43:12 +00:00
return this.filter2.apply(this,arguments);
},
filter2:function(event,player){
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if(!get.zhu(player,'jianan')) return false;
if(!player.countCards('he')) return false;
return !player.isUnseen();
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},
direct:true,
content:function(){
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'step 0'
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if(event.triggername!='phaseZhunbeiBegin'){
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event.trigger('jiananUpdate');
event.finish();
return;
}
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var skills=['new_retuxi','qiaobian','gzxiaoguo','gzjieyue','new_duanliang'];
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game.countPlayer(function(current){
if(current==player) return;
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if(current.hasSkill('new_retuxi')) skills.remove('new_retuxi');
if(current.hasSkill('qiaobian')) skills.remove('qiaobian');
if(current.hasSkill('gzxiaoguo')) skills.remove('gzxiaoguo');
if(current.hasSkill('gzjieyue')) skills.remove('gzjieyue');
if(current.hasSkill('new_duanliang')) skills.remove('new_duanliang');
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});
if(!skills.length) event.finish();
else{
event.skills=skills;
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var next=player.chooseToDiscard('he');
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var str='';
for(var i=0;i<skills.length;i++){
str+='、【';
str+=get.translation(skills[i]);
str+='】';
}
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next.set('prompt','是否发动【五子良将纛】?')
next.set('prompt2',get.translation('弃置一张牌并暗置一张武将牌,获得以下技能中的一个直到下回合开始:'+str.slice(1)));
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next.logSkill='g_jianan';
next.skills=skills;
next.ai=function(card){
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var skills=_status.event.skills;
var player=_status.event.player;
var rank=0;
if(skills.contains('new_retuxi')&&game.countPlayer(function(current){
return get.attitude(player,current)<0&&current.countGainableCards(player,'h')
})>1) rank=4;
if(skills.contains('gzjieyue')&&player.countCards('h',function(card){
return get.value(card)<7;
})>1) rank=5;
if(skills.contains('qiaobian')&&player.countCards('h')>4) rank=6;
if((get.guozhanRank(player.name1)<rank&&!player.isUnseen(0))||(get.guozhanRank(player.name2)<rank&&!player.isUnseen(1))) return rank+1-get.value(card);
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return -1;
};
}
'step 1'
if(!result.bool) event.finish();
else{
var list=["主将","副将"];
if(player.isUnseen(0)||get.is.jun(player)) list.remove("主将");
if(player.isUnseen(1)) list.remove("副将");
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if(!list.length) event.goto(3);
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else if(list.length<2) event._result={control:list[0]};
else{
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player.chooseControl(list).set('ai',function(){
return get.guozhanRank(player.name1)<get.guozhanRank(player.name2)?'主将':'副将';
}).prompt="请选择暗置一张武将牌";
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}
}
'step 2'
if(!result.control) event.finish();
else{
var num=result.control=='主将'?0:1;
player.hideCharacter(num);
}
'step 3'
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player.chooseControl(event.skills).set('ai',function(){
var skills=event.skills;
if(skills.contains('qiaobian')&&player.countCards('h')>3) return 'qiaobian';
if(skills.contains('gzjieyue')&&player.countCards('h',function(card){
return get.value(card)<7;
})) return 'gzjieyue';
if(skills.contains('new_retuxi')) return 'new_retuxi';
return skills.randomGet();
}).set("prompt","选择获得其中的一个技能直到君主的回合开始");
'step 4'
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var link=result.control;
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player.addTempSkill(link,"jiananUpdate");
player.addTempSkill("jianan_eff","jiananUpdate");
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game.log(player,"获得了技能","#g【"+get.translation(result.control)+"】");
},
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},
jianan_eff:{
ai:{nomingzhi:true}
},
huibian:{
enable:'phaseUse',
audio:2,
usable:1,
filter:function(event,player){
return game.countPlayer(function(current){
return current.identity=='wei';
})>1&&game.hasPlayer(function(current){
return current.isDamaged()&&current.identity=='wei';
});
},
filterTarget:function(card,player,target){
if(ui.selected.targets.length) return target.isDamaged()&&target.identity=='wei';
return target.identity=='wei';
},
selectTarget:2,
multitarget:true,
targetprompt:['受到伤害</br>然后摸牌','回复体力'],
content:function(){
'step 0'
targets[0].damage(player);
'step 1'
if(targets[0].isAlive()) targets[0].draw(2);
targets[1].recover();
},
ai:{
threaten:1.2,
order:9,
result:{
target:function(player,target){
if(ui.selected.targets.length) return 1;
if(get.damageEffect(target,player,player)>0) return 2;
if(target.hp>2) return 1;
if(target.hp==1) return -1;
return 0.1;
}
},
}
},
gzzongyu:{
audio:2,
unique:true,
forceunique:true,
group:['gzzongyu_others','gzzongyu_player'],
ai:{
threaten:1.2,
},
subSkill:{
others:{
trigger:{global:'equipAfter'},
direct:true,
filter:function(event,player){
if(event.player==player||!player.countCards('e',{subtype:['equip3','equip4']})) return false;
return event.card.name=='liulongcanjia';
},
check:function(event,player){
if(get.attitude(player,target)<=0) return player.countCards('e',{subtype:['equip4','equip4']})<2;
return true;
},
content:function(){
'step 0'
player.chooseBool('是否发动【总御】,与'+get.translation(trigger.player)+'交换装备区内坐骑牌?');
'step 1'
if(result.bool){
player.logSkill('gzzongyu',trigger.player);
event.cards=[player.getCards('e',{subtype:['equip3','equip4']}),trigger.player.getCards('e',{name:'liulongcanjia'})];
player.lose(event.cards[0],ui.special);
trigger.player.lose(event.cards[1],ui.special);
if(event.cards[0].length) player.$give(event.cards[0],trigger.player);
if(event.cards[1].length) trigger.player.$give(event.cards[1],player);
}
else event.finish();
'step 2'
for(var i=0;i<event.cards[1].length;i++) player.equip(event.cards[1][i]);
for(var i=0;i<event.cards[0].length;i++) trigger.player.equip(event.cards[0][i]);
},
},
player:{
audio:'gzzongyu',
trigger:{player:'equipAfter'},
forced:true,
filter:function(event,player){
if(!['equip3','equip4'].contains(get.subtype(event.card))) return false;
for(var i=0;i<ui.discardPile.childElementCount;i++){
if(ui.discardPile.childNodes[i].name=='liulongcanjia') return true;
}
return game.hasPlayer(function(current){
return current!=player&&current.countCards('ej','liulongcanjia');
});
},
content:function(){
var list=[];
for(var i=0;i<ui.discardPile.childElementCount;i++){
if(ui.discardPile.childNodes[i].name=='liulongcanjia'){
list.add(ui.discardPile.childNodes[i]);
}
}
game.countPlayer(function(current){
if(current!=player){
var ej=current.getCards('ej','liulongcanjia');
if(ej.length){
list.addArray(ej);
}
}
});
if(list.length){
var card=list.randomGet();
var owner=get.owner(card);
if(owner){
player.line(owner,'green');
owner.lose(card,ui.special);
owner.$give(card,player);
}
else player.$gain(card,'log');
player.equip(card);
}
}
},
}
},
wuziliangjiangdao:{
nopop:true,
unique:true,
forceunique:true,
mark:true,
intro:{content:function(){return get.translation('wuziliangjiangdao_info')}},
},
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gzzhengbi:{
trigger:{player:'phaseUseBegin'},
filter:function(event,player){
//if(event.player!=player) return false;
return game.hasPlayer(function(current){return current!=player&&current.identity=='unknown'})||player.countCards('h',{type:'basic'});
},
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check:function(event,player){
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if(player.countCards('h',function(card){return get.value(card)<7})){
if(player.isUnseen()) return Math.random()>0.7;
return true;
}
},
content:function(){
'step 0'
var choices=[];
if(game.hasPlayer(function(current){return current.isUnseen()})) choices.push('选择一名未确定势力的角色');
if(game.hasPlayer(function(current){return current!=player&&!current.isUnseen()})&&player.countCards('h',{type:'basic'})) choices.push('交给一名已确定势力角色一张基本牌');
player.chooseControl(choices).set('ai',function(){
if(choices.length>1){
var player=_status.event.player;
if(!game.hasPlayer(function(current){
return !current.isUnseen()&&current.getEquip('yuxi')||current.hasSkill('gzyongsi')&&!game.hasPlayer(function(current){
return current.getEquip('yuxi');
});
})&&game.hasPlayer(function(current){return current!=player&&current.isUnseen()})){
var identity;
for(var i=0;i<game.players;i++){
if(game.players[i].isMajor()){identity=game.players[i].identity;break;}
}
}
if(!player.isUnseen()&&player.identity!=identity&&get.population(player.identity)+1>=get.population(identity)) return 0;
return 1;
}
return 0;
}).set('prompt','征辟</br></br><div class="center text">选择一项</div>');
'step 1'
if(result.control=='选择一名未确定势力的角色') player.chooseTarget('征辟</br></br><div class="center text">选择一名未确定势力角色,你对其使用牌没有次数和距离限制直到回合结束</div>',function(card,player,target){
return target!=player&&target.identity=='unknown'
},true);
else player.chooseCardTarget({
prompt:'征辟</br></br><div class="center text">交给一名已确定势力角色一张基本牌,然后该角色交给你一张非基本牌或两张基本牌</div>',
position:'h',
filterCard:function(card){return get.type(card)=='basic'},
filterTarget:function(card,player,target){
return target!=player&&target.identity!='unknown';
},
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ai1:function(card){return 5-get.value(card)},
ai2:function(target){
var player=_status.event.player;
var att=get.attitude(player,target);
if(att>0) return 0;
return -(att-1)/target.countCards('h');
}
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}).set('forced',true);
'step 2'
event.target=result.targets[0];
player.line(result.targets,'green');
if(result.cards.length){
event.cards=result.cards;
result.targets[0].gain(result.cards,player,'give');
}
else{
player.storage.gzzhengbi_eff1=result.targets[0];
player.addTempSkill('gzzhengbi_eff1');
event.finish();
}
'step 3'
var choices=[];
if(target.countCards('he',{type:['trick','delay','equip']})) choices.push('一张非基本牌');
if(target.countCards('h',{type:'basic'})>1) choices.push('两张基本牌');
if(choices.length) target.chooseControl(choices).set('ai',function(event,player){
if(choices.length>1){
if(player.countCards('he',{type:['trick','delay','equip']},function(card){return get.value(card)<7})) return 0;
return 1;
}
return 0;
}).set('prompt','征辟</br></br><div class="center text">交给'+get.translation(player)+'</div>');
else{
if(target.countCards('h')){
var cards=target.getCards('h');
player.gain(cards,target,'giveAuto');
event.finish();
}
else event.finish();
}
'step 4'
var check=(result.control=='一张非基本牌');
target.chooseCard('he',(check?1:2),{type:(check?['trick','delay','equip']:'basic')},true);
'step 5'
if(result.cards){
player.gain(result.cards,target,'giveAuto');
}
},
subSkill:{
eff1:{
sub:true,
mod:{
targetInRange:function (card,player,target){
if(target==player.storage.gzzhengbi_eff1) return true;
},
cardUsable:function (card,player,num){
if(typeof num=='number'&&player.storage.gzzhengbi_eff1.isAlive()&&player.storage.gzzhengbi_eff1.isUnseen()) return num+100;
},
playerEnabled:function (card,player,target){
if(player.storage.gzzhengbi_eff1.isAlive()&&player.storage.gzzhengbi_eff1.isUnseen()&&target!=player.storage.gzzhengbi_eff1){
var num=player.getCardUsable(card)-100;
if(num<=0) return false;
}
},
},
onremove:true,
},
eff2:{sub:true},
}
},
gzfengying:{
limited:true,
enable:'phaseUse',
position:'h',
filterCard:true,
selectCard:-1,
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filter:function(event,player){
return !player.storage.gzfengying&&player.countCards('h')>0;
},
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filterTarget:function(card,player,target){
return target==player;
},
selectTarget:-1,
discard:false,
lose:false,
content:function(){
'step 0'
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player.awakenSkill('gzfengying');
player.storage.gzfengying=true;
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player.useCard({name:'xietianzi'},cards,target);
'step 1'
var list=game.filterPlayer(function(current){
return current.isFriendOf(player)&&current.countCards('h')<current.maxHp;
});
list.sort(lib.sort.seat);
player.line(list,'thunder');
game.asyncDraw(list,function(current){
return current.maxHp-current.countCards('h');
});
},
skillAnimation:'epic',
animationColor:'gray',
ai:{
order:0.1,
result:{
player:function(player){
var value=0;
var cards=player.getCards('h');
if(cards.length>=4) return 0;
for(var i=0;i<cards.length;i++){
value+=Math.max(0,get.value(cards[i],player,'raw'));
}
var targets=game.filterPlayer(function(current){return current.isFriendOf(player)&&current!=player});
var eff=0;
for(var i=0;i<targets.length;i++){
var num=targets[i].countCards('h')<targets[i].maxHp;
if(num<=0) continue;
eff+=num;
}
return 5*eff-value
}
}
},
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},
junling4_eff:{
mod:{
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cardEnabled2:function(card){
if(get.position(card)=='h') return false
},
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},
mark:true,
marktext:'令',
intro:{
content:'不能使用或打出手牌'
}
},
junling5_eff:{
trigger:{player:"recoverBefore"},
priority:44,
forced:true,
silent:true,
popup:false,
content:function(){trigger.cancel()},
mark:true,
marktext:'令',
intro:{
content:'不能回复体力'
},
ai:{
effect:{
target:function (card,player,target){
if(get.tag(card,'recover')) return 'zeroplayertarget';
},
},
}
},
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gzjieyue:{
trigger:{player:'phaseZhunbeiBegin'},
filter:function(event,player){
return player.countCards('h')&&game.hasPlayer(function(current){
return current!=player&&current.identity!='wei';
});
},
direct:true,
content:function(){
'step 0'
player.chooseCardTarget({
prompt:get.prompt2('gzjieyue'),
position:'h',
filterCard:true,
filterTarget:function(card,player,target){
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return target.identity!='wei'&&target!=player;
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},
ai1:function(card,player,target){
if(get.attitude(player,target)>0) return 11-get.value(card);
return 7-get.value(card);
},
ai2:function(card,player,target){
var att=get.attitude(player,target);
if(att<0) return -att;
return 1;
}
});
'step 1'
if(result.bool){
event.target=result.targets[0];
player.logSkill('gzjieyue',result.targets);
result.targets[0].gain(result.cards[0],player,'giveAuto');
player.chooseJunlingFor(result.targets[0]);
}
else event.finish();
'step 2'
event.junling=result.junling;
event.targets=result.targets;
var choiceList=[];
choiceList.push('执行该军令,然后'+get.translation(player)+'摸一张牌');
choiceList.push('令'+get.translation(player)+'摸牌阶段额外摸三张牌');
target.chooseJunlingControl(player,result.junling,result.targets).set('prompt','节钺').set('choiceList',choiceList).set('ai',function(){
if(get.attitude(target,player)>0) return get.junlingEffect(player,result.junling,target,result.targets,target)>1?0:1;
return get.junlingEffect(player,result.junling,target,result.targets,target)>=-1?0:1;
});
'step 3'
if(result.index==0){
target.carryOutJunling(player,event.junling,targets);
player.draw();
}
else player.addTempSkill('gzjieyue_eff');
},
ai:{threaten:2},
subSkill:{
eff:{
sub:true,
trigger:{global:'phaseDrawBegin2'},
filter:function(event,player){
if(event.player!=player) return false;
return event.num>0;
},
silent:true,
content:function(){
trigger.num+=3;
}
}
},
audio:['jieyue',2],
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},
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jianglue:{
limited:true,
enable:'phaseUse',
prepare:function(cards,player){
var targets=game.filterPlayer(function(current){
return current.isFriendOf(player)||current.isUnseen();
});
player.line(targets,'fire');
},
content:function(){
'step 0'
player.awakenSkill('jianglue');
player.addTempSkill('jianglue_count');
player.chooseJunlingFor(player).set('prompt','选择一张军令牌,令与你势力相同的其他角色选择是否执行');
'step 1'
event.junling=result.junling;
event.targets=result.targets;
event.players=game.filterPlayer(function(current){
if(current==player) return false;
return current.isFriendOf(player)||current.isUnseen();
}).sort(lib.sort.seat);
event.num=0;
'step 2'
if(num<event.players.length) event.current=event.players[num];
if(event.current&&event.current.isAlive()){
event.showCharacter=false;
var choiceList=['执行该军令,增加一点体力上限,然后回复一点体力','不执行该军令'];
if(event.current.isFriendOf(player)) event.current.chooseJunlingControl(player,event.junling,targets).set('prompt','将略').set('choiceList',choiceList).set('ai',function(){return 0});
else if(event.current._group==player.identity&&event.current.wontYe()){
event.showCharacter=true;
choiceList[0]='明置一张武将牌以'+choiceList[0];
choiceList[1]='不明置武将牌且'+choiceList[1];
event.current.chooseJunlingControl(player,event.junling,targets).set('prompt','将略').set('choiceList',choiceList).set('ai',function(){return 0});
}
else event.current.chooseJunlingControl(player,event.junling,targets).set('prompt','将略').set('controls',['ok']);
}
else event.goto(4);
'step 3'
event.carry=false;
if(result.index==0&&result.control!='ok'){
event.carry=true;
if(event.showCharacter) event.current.chooseControl(['主将','副将']).set('ai',function(){return Math.round()>0.5?0:1;}).prompt='选择并展示一张武将牌,然后执行军令';
}
'step 4'
if(!event.list) event.list=[player];
if(event.carry){
if(event.showCharacter) event.current.showCharacter(result.index);
event.current.carryOutJunling(player,event.junling,targets);
event.list.push(event.current);
}
event.num++;
if(event.num<event.players.length) event.goto(2);
'step 5'
event.num=0;
player.storage.jianglue_count=0;
'step 6'
if(event.list[num].isAlive()){
event.list[num].gainMaxHp(true);
event.list[num].recover();
}
event.num++;
'step 7'
if(event.num<event.list.length) event.goto(6);
else if(player.storage.jianglue_count>0) player.draw(player.storage.jianglue_count);
},
marktext:'略',
skillAnimation:'epic',
animationColor:'soil',
ai:{
order:4,
result:{
player:function(player){
if(player.isUnseen()&&player.wontYe()){
if(get.population(player._group)>=game.players.length/4) return 1;
return Math.random()>0.7?1:0;
}
else return 1;
}
}
},
subSkill:{
count:{
sub:true,
trigger:{global:'recoverAfter'},
silent:true,
filter:function(event){return event.getParent('jianglue')},
content:function(){player.storage.jianglue_count++}
}
}
},
gzxuanhuo:{
global:'gzxuanhuo_others',
derivation:['wusheng','new_paoxiao','new_longdan','new_tieji','liegong','xinkuanggu'],
ai:{
threaten:function(player,target){
if(game.hasPlayer(function(current){
return current!=target&&current.isFriendOf(target);
})) return 1.5;
return 0.5;
},
},
subSkill:{
others:{
enable:'phaseUse',
usable:1,
filter:function(event,player){
return (!player.isUnseen())&&player.countCards('he')>2&&game.hasPlayer(function(current){
return current!=player&&current.hasSkill('gzxuanhuo')&&player.isFriendOf(current);
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});
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},
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prompt:function(){
var player=_status.event.player;
var list=game.filterPlayer(function(current){
return current!=player&&current.hasSkill('gzxuanhuo')&&player.isFriendOf(current);
});
var str='选择两张牌。将第一张牌交给'+get.translation(list);
if(list.length>1) str+='中的一人';
str+=',并弃置第二张牌';
return str;
},
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position:'he',
filterCard:true,
selectCard:2,
complexSelect:true,
complexCard:true,
check:function(card,player,target){
if(get.position(card)=='h') return 8-get.value(card);
return 6-get.value(card);
},
filterTarget:function(card,player,target){return target!=player&&target.hasSkill('gzxuanhuo')&&target.isFriendOf(player)},
discard:false,
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lose:false,
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content:function(){
'step 0'
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target.gain(cards[0],player);
player.$giveAuto(cards[0],target);
player.discard(cards[1]);
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'step 1'
var list=['wusheng','new_paoxiao','new_longdan','new_tieji','liegong','xinkuanggu'];
for(var i=0;i<list.length;i++){
2019-08-30 15:10:11 +00:00
if(game.hasPlayer(function(current){
return current.hasSkill(list[i]);
2020-02-04 05:31:47 +00:00
})) list.remove(list[i--]);
}
if(!list.length) event.finish();
2019-08-30 15:10:11 +00:00
else player.chooseControl(list).set('ai',function(){
return list.randomGet();
}).set('prompt','选择并获得一项技能直到回合结束');
'step 2'
player.popup(result.control);
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player.addTempSkill(result.control);
game.log(player,'获得了技能','#g【'+get.translation(result.control)+'】');
game.delay();
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},
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forceaudio:true,
audio:['xuanhuo',2],
},
//used:{},
},
audio:['xuanhuo',2],
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},
gzenyuan:{
locked:true,
audio:['enyuan',2],
group:['gzenyuan_gain','gzenyuan_damage'],
ai:{
maixie_defend:true,
effect:{
target:function(card,player,target){
if(player.hasSkillTag('jueqing',false,target)) return [1,-1.5];
if(!target.hasFriend()) return;
if(get.tag(card,'damage')) return [1,0,0,-0.7];
}
}
},
subSkill:{
gain:{
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trigger:{target:'useCardToTargeted'},
2019-08-30 15:10:11 +00:00
forced:true,
filter:function(event,player){
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return event.card.name=='tao'&&event.player!=player;
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},
logTarget:'player',
content:function(){trigger.player.draw()},
audio:'enyuan1',
},
damage:{
trigger:{player:'damageEnd'},
forced:true,
filter:function(event,player){
return event.source&&event.source!=player&&event.num>0;
},
content:function(){
'step 0'
event.num=trigger.num;
'step 1'
event.num--;
player.logSkill('enyuan_damage',trigger.source);
trigger.source.chooseCard('交给'+get.translation(player)+'一张手牌,或失去一点体力','h').set('ai',function(card){
if(get.attitude(_status.event.player,_status.event.getParent().player)>0) return 11-get.value(card);
return 7-get.value(card);
});
'step 2'
if(result.bool){
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player.gain(result.cards[0],trigger.source,'giveAuto');
2019-08-30 15:10:11 +00:00
}
else trigger.source.loseHp();
if(event.num>0) event.goto(1);
},
audio:'enyuan2',
},
}
},
"new_jushou":{
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audio:"xinjushou",
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trigger:{
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player:"phaseJieshuBegin",
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},
content:function (){
'step 0'
event.num=game.countGroup();
player.draw(event.num);
if(event.num>2) player.turnOver();
'step 1'
player.chooseCard('h',true,'弃置一张手牌,若以此法弃置的是装备牌,则你改为使用之').set('ai',function(card){
if(get.type(card)=='equip'){
return 5-get.value(card);
}
return -get.value(card);
}).set('filterCard',lib.filter.cardDiscardable);
'step 2'
if(result.bool&&result.cards.length){
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if(get.type(result.cards[0])=='equip'&&player.hasUseTarget(result.cards[0])){
player.chooseUseTarget(result.cards[0],true,'nopopup');
2019-08-30 15:10:11 +00:00
}
else{
player.discard(result.cards[0]);
}
}
},
ai:{
effect:{
target:function (card,player,target){
if(card.name=='guiyoujie') return [0,1];
},
},
},
},
"new_duanliang":{
subSkill:{
off:{
sub:true,
},
},
mod:{
targetInRange:function (card,player,target){
if(card.name=='bingliang'){
return true;
}
},
},
audio:"duanliang1",
enable:"chooseToUse",
filterCard:function (card){
if(get.type(card)!='basic'&&get.type(card)!='equip') return false;
return get.color(card)=='black';
},
filter:function (event,player){
if(player.hasSkill('new_duanliang_off')) return false;
return player.countCards('he',{type:['basic','equip'],color:'black'})
},
position:"he",
viewAs:{
name:"bingliang",
},
onuse:function (result,player){
if(get.distance(player,result.targets[0])>2) player.addTempSkill('new_duanliang_off');
},
prompt:"将一黑色的基本牌或装备牌当兵粮寸断使用",
check:function (card){return 6-get.value(card)},
ai:{
order:9,
basic:{
order:1,
useful:1,
value:4,
},
result:{
target:function (player,target){
if(target.hasJudge('caomu')) return 0;
return -1.5/Math.sqrt(target.countCards('h')+1);
},
},
tag:{
skip:"phaseDraw",
},
},
},
"new_shushen":{
audio:"shushen",
trigger:{
player:"recoverAfter",
},
direct:true,
content:function (){
'step 0'
event.num=trigger.num||1;
"step 1"
player.chooseTarget(get.prompt2('new_shushen'),function(card,player,target){
return target!=player;
}).set('ai',function(target){
return get.attitude(_status.event.player,target);
});
"step 2"
if(result.bool){
player.logSkill('new_shushen',result.targets);
result.targets[0].draw();
if(event.num>1){
event.num--;
event.goto(1);
}
}
},
ai:{
threaten:0.8,
expose:0.1,
},
},
"new_fenji":{
audio:"fenji",
trigger:{
global:"phaseAfter",
},
filter:function (event,player){
if(event.player.countCards('h')==0&&event.player.isAlive()) return true;
return false;
},
check:function (event,player){
return get.attitude(player,event.player)>2;
},
content:function (){
player.line(trigger.player,'green');
trigger.player.draw(2);
player.loseHp();
},
},
"new_luanji":{
audio:"luanji",
enable:"phaseUse",
viewAs:{
name:"wanjian",
},
filterCard:function (card,player){
if(!player.storage.new_luanji) return true;
return !player.storage.new_luanji.contains(get.suit(card));
},
selectCard:2,
check:function (card){
var player=_status.event.player;
var targets=game.filterPlayer(function(current){
return player.canUse('wanjian',current);
});
var num=0;
for(var i=0;i<targets.length;i++){
var eff=get.sgn(get.effect(targets[i],{name:'wanjian'},player,player));
if(targets[i].hp==1){
eff*=1.5;
}
num+=eff;
}
if(!player.needsToDiscard(-1)){
if(targets.length>=7){
if(num<2) return 0;
}
else if(targets.length>=5){
if(num<1.5) return 0;
}
}
return 6-get.value(card);
},
group:["new_luanji_count","new_luanji_reset","new_luanji_respond"],
subSkill:{
reset:{
trigger:{
player:"phaseAfter",
},
silent:true,
filter:function (event,player){
return player.storage.new_luanji?true:false;
},
content:function (){
delete player.storage.new_luanji;
},
sub:true,
forced:true,
popup:false,
},
count:{
trigger:{
player:"useCard",
},
silent:true,
filter:function (event){
return event.skill=='new_luanji';
},
content:function (){
if(!player.storage.new_luanji){
player.storage.new_luanji=[];
}
for(var i=0;i<trigger.cards.length;i++){
player.storage.new_luanji.add(get.suit(trigger.cards[i]));
}
},
sub:true,
forced:true,
popup:false,
},
respond:{
trigger:{
global:"respond",
},
silent:true,
filter:function (event){
if(event.player.isUnseen()) return false;
return event.getParent(2).skill=='new_luanji'&&event.player.sameIdentityAs(_status.currentPhase);
},
content:function (){
trigger.player.draw();
},
sub:true,
forced:true,
popup:false,
},
},
},
"new_qingcheng":{
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audio:'qingcheng',
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enable:"phaseUse",
filter:function (event,player){
return player.countCards('he',{color:'black'})&&game.hasPlayer(function(current){
return current!=player&&!current.isUnseen(2);
});
},
filterCard:{
color:"black",
},
position:"he",
filterTarget:function (card,player,target){
return !target.isUnseen(2);
},
check:function (card){
return 6-get.value(card,_status.event.player);
},
content:function (){
'step 0'
event.target=target;
event.done=false;
'step 1'
if(get.is.jun(event.target)){
event._result={control:'副将'};
}
else{
var choice='主将';
var skills=lib.character[event.target.name2][3];
for(var i=0;i<skills.length;i++){
var info=get.info(skills[i]);
if(info&&info.ai&&info.ai.maixie){
choice='副将';break;
}
}
if(event.target.name=='gz_zhoutai'){
choice='主将';
}
else if(event.target.name2=='gz_zhoutai'){
choice='副将';
}
player.chooseControl('主将','副将',function(){
return _status.event.choice;
}).set('prompt','暗置'+get.translation(event.target)+'的一张武将牌').set('choice',choice);
}
'step 2'
if(result.control=='主将'){
event.target.hideCharacter(0);
}
else{
event.target.hideCharacter(1);
}
event.target.addTempSkill('qingcheng_ai');
if(get.type(cards[0])=='equip'&&!event.done){
2019-12-09 15:03:35 +00:00
player.chooseTarget('是否暗置一名武将牌均为暗置的角色的一张武将牌?',function(card,player,target){
2019-08-30 15:10:11 +00:00
return target!=player&&!target.isUnseen(2);
}).set('ai',function(target){
return -get.attitude(_status.event.player,target);
});
}
else event.finish();
'step 3'
if(result.bool&&result.targets&&result.targets.length){
player.line(result.targets[0],'green');
event.done=true;
event.target=result.targets[0];
event.goto(1);
}
},
ai:{
order:8,
result:{
target:function (player,target){
if(target.hp<=0) return -5;
if(player.getStat().skill.qingcheng) return 0;
if(!target.hasSkillTag('maixie')) return 0;
if(get.attitude(player,target)>=0) return 0;
if(player.hasCard(function(card){
return get.tag(card,'damage')&&player.canUse(card,target,true,true);
})){
if(target.maxHp>3) return -0.5;
return -1;
}
return 0;
},
},
},
},
"new_kongcheng":{
init:function (player){
if(player.storage.new_kongcheng==undefined) player.storage.new_kongcheng=[];
},
2020-03-09 13:12:08 +00:00
fixedGain:function(){
'step 0'
if(cards){
var owner=event.source||get.owner(cards[0]);
if(owner){
var next=owner.lose(cards,ui.special,'toStorage').set('type','gain').set('forceDie',true);
if(event.animate=='give'||event.visible==true) next.visible=true;
event.relatedLose=next;
}
player.storage.new_kongcheng.addArray(cards);
player.markSkill('new_kongcheng');
}
else{
event.finish();
}
'step 1'
if(event.animate=='draw'){
player.$draw(cards.length);
game.pause();
setTimeout(function(){
game.resume();
},get.delayx(500,500));
}
else if(event.animate=='gain'){
player.$gain(cards);
game.pause();
setTimeout(function(){
game.resume();
},get.delayx(700,700));
}
else if(event.animate=='gain2'||event.animate=='draw2'){
var gain2t=300;
if(player.$gain2(cards)&&player==game.me){
gain2t=500;
}
game.pause();
setTimeout(function(){
game.resume();
},get.delayx(gain2t,gain2t));
}
else if(event.source&&(event.animate=='give'||event.animate=='giveAuto')){
if(event.animate=='give') event.source['$'+event.animate](cards,player);
else{
var givemap={hs:[],ots:[]};
for(var i=0;i<cards.length;i++){
givemap[cards[i].original=='h'?'hs':'ots'].push(cards[i]);
}
if(givemap.hs.length) event.source.$giveAuto(givemap.hs,player);
if(givemap.ots.length) event.source.$give(givemap.ots,player);
}
game.pause();
setTimeout(function(){
game.resume();
},get.delayx(500,500));
}
},
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group:["new_kongcheng_gain","new_kongcheng_got"],
subSkill:{
gain:{
audio:"kongcheng",
trigger:{
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player:"gainBegin",
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},
filter:function (event,player){
2020-03-09 13:12:08 +00:00
return event.source&&event.source!=player&&player!=_status.currentPhase&&!event.bySelf&&player.countCards('h')==0;
2019-08-30 15:10:11 +00:00
},
content:function (){
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trigger.setContent(lib.skill.new_kongcheng.fixedGain);
2019-08-30 15:10:11 +00:00
},
sub:true,
forced:true,
},
got:{
trigger:{
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player:"phaseDrawBegin1",
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},
filter:function (event,player){
return player.storage.new_kongcheng.length>0;
},
content:function (){
player.gain(player.storage.new_kongcheng,'draw','fromStorage');
player.storage.new_kongcheng=[];
game.addVideo('storage',player,['new_kongcheng',get.cardsInfo(player.storage.new_kongcheng),'cards']);
player.unmarkSkill('new_kongcheng');
},
sub:true,
forced:true,
},
},
audio:"kongcheng",
trigger:{
2019-10-24 04:55:01 +00:00
target:"useCardToTarget",
2019-08-30 15:10:11 +00:00
},
forced:true,
check:function (event,player){
return get.effect(event.target,event.card,event.player,player)<0;
},
filter:function (event,player){
return player.countCards('h')==0&&(event.card.name=='sha'||event.card.name=='juedou');
},
content:function (){
2019-10-24 04:55:01 +00:00
trigger.getParent().targets.remove(player);
2019-08-30 15:10:11 +00:00
},
ai:{
effect:{
target:function (card,player,target,current){
if(target.countCards('h')==0&&(card.name=='sha'||card.name=='juedou')) return 'zeroplayertarget';
},
},
},
intro:{
2020-02-08 03:39:33 +00:00
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;
}
},
2019-08-30 15:10:11 +00:00
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)+'张牌';
}
}
},
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)+'张牌';
}
},
},
},
"new_keji":{
audio:"keji",
group:["new_keji_count","new_keji_reset","new_keji_judge"],
subSkill:{
reset:{
trigger:{
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player:"phaseAfter",
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},
priority:1,
silent:true,
content:function (){
player.storage.keji_type=[];
player.storage.keji_color=[];
player.storage.keji_suit=[];
},
sub:true,
forced:true,
popup:false,
},
count:{
trigger:{
player:"useCard",
},
silent:true,
content:function (){
if(!player.storage.keji_type){
player.storage.keji_type=[];
}
if(!player.storage.keji_color){
player.storage.keji_color=[];
}
if(!player.storage.keji_suit){
player.storage.keji_suit=[];
}
player.storage.keji_type.add(get.type(trigger.card));
player.storage.keji_color.add(get.color(trigger.card));
player.storage.keji_suit.add(get.suit(trigger.card));
},
sub:true,
forced:true,
popup:false,
},
judge:{
audio:"keji",
forced:true,
trigger:{
player:"phaseDiscardBefore",
},
filter:function (event,player){
return !player.storage.keji_color||player.storage.keji_color.length<2;
},
content:function (){
player.addTempSkill('keji_add','phaseAfter');
},
sub:true,
},
},
},
"keji_add":{
mod:{
maxHandcard:function (player,num){
return num+4;
},
},
},
"new_mouduan":{
trigger:{
2019-11-22 05:21:06 +00:00
player:"phaseJieshuBegin",
2019-08-30 15:10:11 +00:00
},
2019-11-22 05:21:06 +00:00
//priority:2,
2019-12-09 15:03:35 +00:00
audio:"botu",
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filter:function (event,player){
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var history=player.getHistory('useCard');
var suits=[];
var types=[];
for(var i=0;i<history.length;i++){
var suit=get.suit(history[i].card);
if(suit) suits.add(suit);
types.add(get.type(history[i].card))
}
return suits.length>=4||types.length>=3;
2019-08-30 15:10:11 +00:00
},
check:function(event,player){
return player.canMoveCard(true);
},
content:function (){
player.moveCard();
},
},
"new_longdan":{
group:["new_longdan_sha","new_longdan_shan","new_longdan_draw","new_longdan_shamiss","new_longdan_shanafter"],
subSkill:{
shanafter:{
sub:true,
2020-02-23 05:45:11 +00:00
audio:"longdan_sha",
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trigger:{
2019-12-16 04:55:19 +00:00
player:"useCard",
2019-08-30 15:10:11 +00:00
},
2019-11-22 05:21:06 +00:00
//priority:1,
2019-08-30 15:10:11 +00:00
filter:function (event,player){
return event.skill=='new_longdan_shan'&&event.getParent(2).name=='sha';
},
direct:true,
content:function (){
"step 0"
player.chooseTarget("是否发动【龙胆】令一名其他角色回复1点体力",function(card,player,target){
2019-12-16 04:55:19 +00:00
return target!=_status.event.source&&target!=player&&target.isDamaged();
2019-08-30 15:10:11 +00:00
}).set('ai',function(target){
return get.attitude(_status.event.player,target);
2019-12-16 04:55:19 +00:00
}).set('source',trigger.getParent(2).player);
2019-08-30 15:10:11 +00:00
"step 1"
if(result.bool&&result.targets&&result.targets.length){
player.line(result.targets[0],'green');
result.targets[0].recover();
}
},
},
shamiss:{
sub:true,
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audio:"longdan_sha",
2019-08-30 15:10:11 +00:00
trigger:{
player:"shaMiss",
},
direct:true,
filter:function (event,player){
return event.skill=='new_longdan_sha';
},
content:function (){
"step 0"
player.chooseTarget("是否发动【龙胆】对一名其他角色造成1点伤害",function(card,player,target){
2019-12-16 04:55:19 +00:00
return target!=_status.event.target&&target!=player;
2019-08-30 15:10:11 +00:00
}).set('ai',function(target){
return -get.attitude(_status.event.player,target);
2019-12-16 04:55:19 +00:00
}).set('target',trigger.target);
2019-08-30 15:10:11 +00:00
"step 1"
if(result.bool&&result.targets&&result.targets.length){
player.line(result.targets[0],'green');
result.targets[0].damage();
}
},
},
draw:{
trigger:{
player:["useCard","respond"],
},
2020-02-23 05:45:11 +00:00
audio:"longdan_sha",
2019-08-30 15:10:11 +00:00
forced:true,
filter:function (event,player){
if(!get.zhu(player,'shouyue')) return false;
return event.skill=='new_longdan_sha'||event.skill=='new_longdan_shan';
},
content:function (){
player.draw();
//player.storage.fanghun2++;
},
sub:true,
},
sha:{
audio:"longdan_sha",
enable:["chooseToUse","chooseToRespond"],
filterCard:{
name:"shan",
},
viewAs:{
name:"sha",
},
viewAsFilter:function (player){
if(!player.countCards('h','shan')) return false;
},
prompt:"将一张闪当杀使用或打出",
check:function (){return 1},
ai:{
effect:{
target:function (card,player,target,current){
if(get.tag(card,'respondSha')&&current<0) return 0.6
},
},
respondSha:true,
skillTagFilter:function (player){
if(!player.countCards('h','shan')) return false;
},
order:function (){
return get.order({name:'sha'})+0.1;
},
},
sub:true,
},
shan:{
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audio:"longdan_sha",
2019-12-05 15:18:46 +00:00
enable:['chooseToRespond','chooseToUse'],
2019-08-30 15:10:11 +00:00
filterCard:{
name:"sha",
},
viewAs:{
name:"shan",
},
2019-12-05 15:18:46 +00:00
prompt:"将一张杀当闪使用或打出",
2019-08-30 15:10:11 +00:00
check:function (){return 1},
viewAsFilter:function (player){
if(!player.countCards('h','sha')) return false;
},
ai:{
respondShan:true,
skillTagFilter:function (player){
if(!player.countCards('h','sha')) return false;
},
effect:{
target:function (card,player,target,current){
if(get.tag(card,'respondShan')&&current<0) return 0.6
},
},
},
sub:true,
},
},
},
"new_paoxiao":{
audio:"paoxiao",
trigger:{
player:"useCard",
},
filter:function (event,player){
if(_status.currentPhase!=player) return false;
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if(event.card.name!='sha') return false;
var history=player.getHistory('useCard',function(evt){
return evt.card.name=='sha';
});
return history&&history.indexOf(event)==1;
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},
forced:true,
content:function (){
player.draw();
},
mod:{
cardUsable:function (card,player,num){
if(card.name=='sha') return Infinity;
},
},
ai:{
unequip:true,
skillTagFilter:function (player,tag,arg){
if(!get.zhu(player,'shouyue')) return false;
if(arg&&arg.name=='sha') return true;
return false;
},
},
},
"new_kurou":{
audio:"rekurou",
enable:"phaseUse",
usable:1,
filterCard:true,
check:function (card){
return 8-get.value(card);
},
position:"he",
content:function (){
player.loseHp();
player.draw(3);
player.addTempSkill('kurou_effect','phaseAfter');
},
ai:{
order:8,
result:{
player:function (player){
if(player.hp<=2) return player.countCards('h')==0?1:0;
if(player.countCards('h',{name:'sha',color:'red'})) return 1;
return player.countCards('h')<=player.hp?1:0;
},
},
},
},
"kurou_effect":{
mod:{
cardUsable:function (card,player,num){
if(card.name=='sha') return num+1;
},
},
},
"new_chuli":{
audio:"chulao",
enable:"phaseUse",
usable:1,
filterTarget:function (card,player,target){
if(player==target) return false;
for(var i=0;i<ui.selected.targets.length;i++){
if(ui.selected.targets[i].isFriendOf(target)) return false;
}
return target.countCards('he')>0;
},
filter:function (event,player){
return player.countCards('he')>0;
},
filterCard:true,
position:"he",
selectTarget:[1,3],
check:function (card){
if(get.suit(card)=='spade') return 8-get.value(card);
return 5-get.value(card);
},
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contentBefore:function(){
var evt=event.getParent();
evt.draw=[];
if(get.suit(cards[0])=='spade') evt.draw.push(player);
},
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content:function (){
"step 0"
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player.discardPlayerCard(target,'he',true);
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"step 1"
if(result.bool){
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if(get.suit(result.cards[0])=='spade') event.getParent().draw.push(target);
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}
},
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contentAfter:function(){
'step 0'
var list=event.getParent().draw;
if(!list.length) event.finish();
else game.asyncDraw(list);
'step 1'
game.delay();
},
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ai:{
result:{
target:-1,
},
threaten:1.2,
order:3,
},
},
"baka_hunshang":{
skillAnimation:true,
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animationColor:'wood',
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audio:"hunshang",
derivation:["reyingzi","gzyinghun"],
viceSkill:true,
init:function (player){
if(player.checkViceSkill('baka_hunshang')&&!player.viceChanged){
player.removeMaxHp();
}
},
trigger:{
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player:"phaseZhunbeiBegin",
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},
filter:function (event,player){
return player.hp<=1;
},
forced:true,
//priority:3,
content:function (){
player.addTempSkill('baka_yingzi','phaseAfter');
player.addTempSkill('baka_yinghun','phaseAfter');
},
ai:{
threaten:function (player,target){
if(target.hp==1) return 2;
return 0.5;
},
maixie:true,
effect:{
target:function (card,player,target){
if(!target.hasFriend()) return;
if(get.tag(card,'damage')==1&&target.hp==2&&!target.isTurnedOver()&&
_status.currentPhase!=target&&get.distance(_status.currentPhase,target,'absolute')<=3) return [0.5,1];
},
},
},
},
"baka_yinghun":{
inherit:"gzyinghun",
filter:function (event,player){
return player.isDamaged();
},
//priority:2,
audio:"yinghun",
audioname:["sunce"],
trigger:{
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player:"phaseZhunbeiBegin",
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},
direct:true,
content:function (){
"step 0"
player.chooseTarget(get.prompt2('gzyinghun'),function(card,player,target){
return player!=target;
}).set('ai',function(target){
var player=_status.event.player;
if(player.maxHp-player.hp==1&&target.countCards('he')==0){
return 0;
}
if(get.attitude(_status.event.player,target)>0){
return 10+get.attitude(_status.event.player,target);
}
if(player.maxHp-player.hp==1){
return -1;
}
return 1;
});
"step 1"
if(result.bool){
event.num=player.maxHp-player.hp;
player.logSkill(event.name,result.targets);
event.target=result.targets[0];
if(event.num==1){
event.directcontrol=true;
}
else{
var str1='摸'+get.cnNumber(event.num,true)+'弃一';
var str2='摸一弃'+get.cnNumber(event.num,true);
player.chooseControl(str1,str2,function(event,player){
return _status.event.choice;
}).set('choice',get.attitude(player,event.target)>0?str1:str2);
event.str=str1;
}
}
else{
event.finish();
}
"step 2"
if(event.directcontrol||result.control==event.str){
event.target.draw(event.num);
event.target.chooseToDiscard(true,'he');
}
else{
event.target.draw();
event.target.chooseToDiscard(event.num,true,'he');
}
},
ai:{
threaten:function (player,target){
if(target.hp==target.maxHp) return 0.5;
if(target.hp==1) return 2;
if(target.hp==2) return 1.5;
return 0.5;
},
maixie:true,
effect:{
target:function (card,player,target){
if(target.maxHp<=3) return;
if(get.tag(card,'damage')){
if(target.hp==target.maxHp) return [0,1];
}
if(get.tag(card,'recover')&&player.hp>=player.maxHp-1) return [0,0];
},
},
},
},
"baka_yingzi":{
mod:{
maxHandcard:function (player,num){
if(!player.hasSkill('reyingzi')&&player.hp<player.maxHp) return num+player.maxHp-player.hp;
},
},
audio:"reyingzi",
audioname:["sunce"],
trigger:{
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player:"phaseDrawBegin2",
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},
frequent:true,
content:function (){
trigger.num++;
},
ai:{
threaten:1.3,
},
},
"new_yiji":{
audio:"yiji",
trigger:{
player:"damageEnd",
},
frequent:true,
filter:function (event){
return (event.num>0)
},
content:function (){
"step 0"
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event.cards=game.cardsGotoOrdering(get.cards(2)).cards;
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"step 1"
if(event.cards.length>1){
player.chooseCardButton('将“遗计”牌分配给任意角色',true,event.cards,[1,event.cards.length]).set('ai',function(button){
if(ui.selected.buttons.length==0) return 1;
return 0;
});
}
else if(event.cards.length==1){
event._result={links:event.cards.slice(0),bool:true};
}
else{
event.finish();
}
"step 2"
if(result.bool){
for(var i=0;i<result.links.length;i++){
event.cards.remove(result.links[i]);
}
event.togive=result.links.slice(0);
player.chooseTarget('将'+get.translation(result.links)+'交给一名角色',true).set('ai',function(target){
var att=get.attitude(_status.event.player,target);
if(_status.event.enemy){
return -att;
}
else if(att>0){
return att/(1+target.countCards('h'));
}
else{
return att/100;
}
}).set('enemy',get.value(event.togive[0])<0);
}
"step 3"
if(result.targets.length){
result.targets[0].gain(event.togive,'draw');
player.line(result.targets[0],'green');
game.log(result.targets[0],'获得了'+get.cnNumber(event.togive.length)+'张牌');
event.goto(1);
}
},
ai:{
maixie:true,
"maixie_hp":true,
effect:{
target:function (card,player,target){
if(get.tag(card,'damage')){
if(player.hasSkillTag('jueqing',false,target)) return [1,-2];
if(!target.hasFriend()) return;
var num=1;
if(get.attitude(player,target)>0){
if(player.needsToDiscard()){
num=0.7;
}
else{
num=0.5;
}
}
if(target.hp>=4) return [1,num*2];
if(target.hp==3) return [1,num*1.5];
if(target.hp==2) return [1,num*0.5];
}
},
},
},
},
"new_jieming":{
audio:"jieming",
trigger:{
player:"damageEnd",
},
direct:true,
content:function (){
"step 0"
player.chooseTarget(get.prompt('new_jieming'),'令一名角色将手牌补至X张X为其体力上限且至多为5',function(card,player,target){
return target.countCards('h')<Math.min(target.maxHp,5);
}).set('ai',function(target){
var att=get.attitude(_status.event.player,target);
if(att>2){
return Math.min(5,target.maxHp)-target.countCards('h');
}
return att/3;
});
"step 1"
if(result.bool){
player.logSkill('new_jieming',result.targets);
for(var i=0;i<result.targets.length;i++){
result.targets[i].draw(Math.min(5,result.targets[i].maxHp)-result.targets[i].countCards('h'));
}
}
},
ai:{
maixie:true,
"maixie_hp":true,
effect:{
target:function (card,player,target,current){
if(get.tag(card,'damage')&&target.hp>1){
if(player.hasSkillTag('jueqing',false,target)) return [1,-2];
var max=0;
var players=game.filterPlayer();
for(var i=0;i<players.length;i++){
if(get.attitude(target,players[i])>0){
max=Math.max(Math.min(5,players[i].hp)-players[i].countCards('h'),max);
}
}
switch(max){
case 0:return 2;
case 1:return 1.5;
case 2:return [1,2];
default:return [0,max];
}
}
if((card.name=='tao'||card.name=='caoyao')&&
target.hp>1&&target.countCards('h')<=target.hp) return [0,0];
},
},
},
},
"new_fangzhu":{
audio:"fangzhu",
trigger:{
player:"damageEnd",
},
direct:true,
content:function (){
"step 0"
player.chooseTarget(get.prompt2('new_fangzhu'),function(card,player,target){
return player!=target
}).ai=function(target){
if(target.hasSkillTag('noturn')) return 0;
var player=_status.event.player;
if(get.attitude(_status.event.player,target)==0) return 0;
if(get.attitude(_status.event.player,target)>0){
if(target.classList.contains('turnedover')) return 1000-target.countCards('h');
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if(player.getDamagedHp()<3) return -1;
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return 100-target.countCards('h');
}
else{
if(target.classList.contains('turnedover')) return -1;
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if(player.getDamagedHp()>=3) return -1;
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return 1+target.countCards('h');
}
}
"step 1"
if(result.bool){
player.logSkill('new_fangzhu',result.targets);
event.target=result.targets[0]
event.target.chooseToDiscard('he').set('ai',function(card){
var player=_status.event.player;
if(player.isTurnedOver()) return -1;
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return (player.hp*player.hp)-Math.max(1,get.value(card));
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}).set('prompt','弃置一张手牌并失去一点体力;或选择不弃置,将武将牌翻面并摸'+(player.getDamagedHp())+'张牌。');
2019-08-30 15:10:11 +00:00
}
else event.finish();
"step 2"
if(result.bool){
event.target.loseHp();
}
else{
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event.target.draw(player.getDamagedHp());
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event.target.turnOver();
}
},
ai:{
maixie:true,
"maixie_hp":true,
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;
if(!target.hasFriend()) return;
var hastarget=false;
var turnfriend=false;
var players=game.filterPlayer();
for(var i=0;i<players.length;i++){
if(get.attitude(target,players[i])<0&&!players[i].isTurnedOver()){
hastarget=true;
}
if(get.attitude(target,players[i])>0&&players[i].isTurnedOver()){
hastarget=true;
turnfriend=true;
}
}
if(get.attitude(player,target)>0&&!hastarget) return;
if(turnfriend||target.hp==target.maxHp) return [0.5,1];
if(target.hp>1) return [1,0.5];
}
},
},
},
},
"fengyin_main":{
init:function (player,skill){
var skills=lib.character[player.name1][3];
for(var i=0;i<skills.length;i++){
if(get.is.locked(skills[i])){
skills.splice(i--,1);
}
}
player.disableSkill(skill,skills);
},
onremove:function (player,skill){
player.enableSkill(skill);
},
marktext:"主",
locked:true,
mark:true,
intro:{
content:"主武将牌上的全部非锁定技失效",
},
},
"fengyin_vice":{
init:function (player,skill){
var skills=lib.character[player.name2][3];
for(var i=0;i<skills.length;i++){
if(get.is.locked(skills[i])){
skills.splice(i--,1);
}
}
player.disableSkill(skill,skills);
},
onremove:function (player,skill){
player.enableSkill(skill);
},
locked:true,
mark:true,
marktext:"副",
intro:{
content:"副武将牌上的全部非锁定技失效",
},
},
"new_tieji":{
audio:"retieji",
trigger:{
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player:"useCardToPlayered",
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},
check:function (event,player){
return get.attitude(player,event.target)<0;
},
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filter:function(event){
return event.card.name=='sha';
},
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logTarget:"target",
content:function (){
"step 0"
var target=trigger.target;
var controls=[];
if(get.zhu(player,'shouyue')){
if(!target.isUnseen(0)) target.addTempSkill('fengyin_main');
if(!target.isUnseen(1)) target.addTempSkill('fengyin_vice');
event.goto(2);
}
if(!target.isUnseen(0)&&!target.hasSkill('fengyin_main')) controls.push("主将");
if(!target.isUnseen(1)&&!target.hasSkill('fengyin_vice')) controls.push("副将");
if(controls.length>0){
if(controls.length==1) event._result={control:controls[0]};
else{
player.chooseControl(controls).set('ai',function(){
var choice='主将';
var skills=lib.character[target.name2][3];
for(var i=0;i<skills.length;i++){
var info=get.info(skills[i]);
if(info&&info.ai&&info.ai.maixie){
choice='副将';break;
}
}
return choice;
}).set('prompt','请选择一个武将牌,令'+get.translation(target)+'该武将牌上的非锁定技全部失效。');
}
}
else event.goto(2);
"step 1"
if(result.control){
player.popup(result.control,'fire');
var target=trigger.target;
if(result.control=="主将") target.addTempSkill("fengyin_main");
else target.addTempSkill("fengyin_vice");
}
"step 2"
player.judge(function(){return 0});
"step 3"
var suit=get.suit(result.card);
var target=trigger.target;
var num=target.countCards('h','shan');
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){
return get.suit(card)==_status.event.suit;
}).set('ai',function(card){
var num=_status.event.num;
if(num==0) return 0;
if(card.name=='shan') return num>1?2:0;
return 8-get.value(card);
}).set('num',num).set('suit',suit);
"step 4"
if(!result.bool){
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trigger.getParent().directHit.add(trigger.target);
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}
},
},
hmkyuanyu:{
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audio:'zongkui',
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trigger:{
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player:"damageBegin4",
2019-08-30 15:10:11 +00:00
},
forced:true,
filter:function (event,player){
if(event.num<=0||!event.source) return false;
var n1=player.getNext();
var p1=player.getPrevious();
if(event.source!=n1&&event.source!=p1) return true;
},
content:function (){
trigger.cancel();
},
ai:{
effect:{
target:function (card,player,target){
if(player.hasSkillTag('jueqing',false,target)) return;
if(player==target.getNext()||player==target.getPrevious()) return;
var num=get.tag(card,'damage');
if(num){
return 0;
}
},
},
},
},
hmkguishu:{
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audio:'bmcanshi',
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enable:"phaseUse",
filter:function (event,player){
return player.countCards('h',{suit:'spade'})>0;
},
init:function (player){
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if(!player.storage.hmkguishu) player.storage.hmkguishu=0;
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},
chooseButton:{
dialog:function (event,player){
var list=['yuanjiao','zhibi'];
for(var i=0;i<list.length;i++){
list[i]=['锦囊','',list[i]];
}
return ui.create.dialog('鬼术',[list,'vcard']);
},
filter:function (button,player){
var name=button.link[2];
if(player.storage.hmkguishu==1&&name=='yuanjiao') return false;
if(player.storage.hmkguishu==2&&name=='zhibi') return false;
return lib.filter.filterCard({name:name},player,_status.event.getParent());
},
check:function (button){
var player=_status.event.player;
if(button.link=='yuanjiao'){
return 3;
}
if(button.link=='zhibi'){
if(player.countCards('h',{suit:'spade'})>2) return 1;
return 0;
}
},
backup:function (links,player){
return {
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audio:'bmcanshi',
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filterCard:function (card,player){
return get.suit(card)=='spade';
},
position:"h",
selectCard:1,
popname:true,
ai:function(card){
return 6-ai.get.value(card);
},
viewAs:{name:links[0][2]},
onuse:function(result,player){
player.logSkill('hmkguishu');
if(result.card.name=='yuanjiao') player.storage.hmkguishu=1;
else player.storage.hmkguishu=2;
},
}
},
prompt:function (links,player){
return '将一张手牌当作'+get.translation(links[0][2])+'使用';
},
},
ai:{
order:4,
result:{
player:function (player){
return 2;
},
},
threaten:1.6,
},
},
"_mingzhisuodingji":{
mode:["guozhan"],
enable:"phaseUse",
filter:function (event,player){
var bool=false;
var skillm=lib.character[player.name1][3];
var skillv=lib.character[player.name2][3];
if(player.isUnseen(0)){
for(var i=0;i<skillm.length;i++){
if(get.is.locked(skillm[i])){
bool=true;
}
}
}
if(player.isUnseen(1)){
for(var i=0;i<skillv.length;i++){
if(get.is.locked(skillv[i])){
bool=true;
}
}
}
return bool;
},
popup:false,
content:function (){
"step 0"
var choice=[];
var skillm=lib.character[player.name1][3];
var skillv=lib.character[player.name2][3];
if(player.isUnseen(0)){
for(var i=0;i<skillm.length;i++){
if(get.is.locked(skillm[i])&&!choice.contains('明置主将')){
choice.push("明置主将");
}
}
}
if(player.isUnseen(1)){
for(var i=0;i<skillv.length;i++){
if(get.is.locked(skillv[i])&&!choice.contains('明置副将')){
choice.push("明置副将");
}
}
}
if(choice.length==2) choice.push('全部明置')
player.chooseControl(choice);
"step 1"
if(result.control){
switch(result.control){
case "取消":break;
case "明置主将":player.showCharacter(0);break;
case "明置副将":player.showCharacter(1);break;
case "全部明置":player.showCharacter(2);break;
}
}
},
ai:{
order:11,
result:{
player:-99,
},
},
},
/*----分界线----*/
_viewnext:{
trigger:{
global:"gameDrawBefore",
},
silent:true,
popup:false,
forced:true,
filter:function (){
if(_status.connectMode&&!lib.configOL.viewnext) return false;
else if(!_status.connectMode&&!get.config('viewnext')) return false;
return game.players.length>1;
},
content:function (){
var target=player.getNext();
player.viewCharacter(target,1);
},
},
_aozhan_judge:{
trigger:{
player:"phaseBefore",
},
forced:true,
priority:22,
filter:function (event,player){
if(get.mode()!='guozhan') return false;
if(_status.connectMode&&!lib.configOL.aozhan) return false;
else if(!_status.connectMode&&!get.config('aozhan')) return false;
if(_status._aozhan) return false;
if(game.players.length>4) return false;
if(game.players.length>3&&game.players.length+game.dead.length<=7) return false;
for(var i=0;i<lib.group.length;i++){
var num=get.population(lib.group[i]);
if(num>1) return false;
}
return true;
},
content:function (){
var color=get.groupnature(player.group,"raw");
if(player.isUnseen()) color='fire';
player.$fullscreenpop('鏖战模式',color);
game.broadcastAll(function(){
_status._aozhan=true;
ui.aozhan=ui.create.div('.touchinfo.left',ui.window);
ui.aozhan.innerHTML='鏖战模式';
if(ui.time3) ui.time3.style.display='none';
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ui.aozhanInfo=ui.create.system('鏖战模式',null,true);
lib.setPopped(ui.aozhanInfo,function(){
var uiintro=ui.create.dialog('hidden');
uiintro.add('鏖战模式');
var list=[
'当游戏中仅剩四名或更少角色时(七人以下游戏时改为三名或更少),若此时全场没有超过一名势力相同的角色,则从一个新的回合开始,游戏进入鏖战模式直至游戏结束。',
'在鏖战模式下,任何角色均不是非转化的【桃】的合法目标。【桃】可以被当做【杀】或【闪】使用或打出。',
'进入鏖战模式后,即使之后有两名或者更多势力相同的角色出现,仍然不会取消鏖战模式。'
];
var intro='<ul style="text-align:left;margin-top:0;width:450px">';
for(var i=0;i<list.length;i++){
intro+='<li>'+list[i];
}
intro+='</ul>'
uiintro.add('<div class="text center">'+intro+'</div>');
var ul=uiintro.querySelector('ul');
if(ul){
ul.style.width='180px';
}
uiintro.add(ui.create.div('.placeholder'));
return uiintro;
},250);
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game.playBackgroundMusic();
});
game.countPlayer(function(current){current.addSkill('aozhan')});
},
},
"xianqu_skill":{
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ruleSkill:true,
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enable:"phaseUse",
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//filter:function (event,player){
//return player.countCards('h')<4;
//},
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usable:1,
mark:true,
intro:{
content:"◇出牌阶段,你可以弃置此标记,然后将手牌摸至四张并观看一名其他角色的一张武将牌。",
},
content:function (){
"step 0"
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var num=4-player.countCards('h');
if(num) player.draw(num);
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player.chooseTarget('是否观看一名其他角色的一张暗置武将牌?',function(card,player,target){
return target!=player&&target.isUnseen(2);
}).set('ai',function(target){
if(target.isUnseen()){
var next=_status.event.player.getNext();
if (target!=next) return 10;
return 9;
}
return -get.attitude(_status.event.player,target);
});
"step 1"
if(result.bool){
event.target=result.targets[0];
player.line(event.target,'green');
var controls=[];
if(event.target.isUnseen(0)) controls.push('主将');
if(event.target.isUnseen(1)) controls.push('副将');
if(controls.length>1){
player.chooseControl(controls);
}
if(controls.length==0) event.finish();
}
else{
player.removeSkill('xianqu_skill');
event.finish();
}
"step 2"
if(result.control){
if(result.control=='主将'){
player.viewCharacter(event.target,0);
}
else{
player.viewCharacter(event.target,1);
}
}
else if(target.isUnseen(0)){
player.viewCharacter(event.target,0);
}
else{
player.viewCharacter(event.target,1);
}
player.removeSkill('xianqu_skill');
},
ai:{
order:1,
result:{
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player:function(player){
if(4-player.countCards('h')<2) return 0;
return 1;
},
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},
},
},
"zhulianbihe_skill":{
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ruleSkill:true,
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group:["zhulianbihe_skill_draw","zhulianbihe_skill_tao"],
mark:true,
intro:{
content:"◇出牌阶段,你可以弃置此标记 然后摸两张牌。<br>◇你可以将此标记当做【桃】使用。",
},
},
"yinyang_skill":{
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ruleSkill:true,
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group:["yinyang_skill_draw","yinyang_skill_add"],
mark:true,
intro:{
content:"◇出牌阶段,你可以弃置此标记,然后摸一张牌。<br>◇弃牌阶段,你可以弃置此标记,然后本回合手牌上限+2。",
},
},
"zhulianbihe_skill_draw":{
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ruleSkill:true,
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enable:"phaseUse",
usable:1,
content:function (){
player.draw(2);
player.removeSkill('zhulianbihe_skill');
},
ai:{
order:function (item,player){
var cards=player.getCards('h');
if(player.hp>=3){
if(cards.length>=3){
for(var i=0;i<cards.length;i++){
if(get.tag(cards[i],'recover')>=1) return 7.2;
}
return 1;
}
else return 7.2;
}
if(player.hp=2){
if(cards.length<2){
for(var i=0;i<cards.length;i++){
if(get.tag(cards[i],'recover')>=1) return 7.2;
}
return 1;
}
}
return 1;
},
result:{
player:2,
},
},
},
"zhulianbihe_skill_tao":{
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ruleSkill:true,
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enable:"chooseToUse",
viewAs:{
name:"tao",
},
filterCard:function (){return false},
selectCard:-1,
precontent:function (){
player.removeSkill('zhulianbihe_skill');
},
ai:{
save:true,
respondTao:true,
},
},
"yinyang_skill_draw":{
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ruleSkill:true,
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enable:"phaseUse",
usable:1,
content:function (){
player.draw();
player.removeSkill('yinyang_skill');
},
ai:{
order:function (item,player){
if(player.countCards('h')<player.getHandcardLimit()){
return 7.2;
}
else return 1;
},
result:{
player:function (player){
if(player.countCards('h')>player.getHandcardLimit()) return 0;
return 1;
},
},
},
},
"yinyang_skill_add":{
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ruleSkill:true,
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trigger:{
player:"phaseDiscardBefore",
},
filter:function (event,player){
return player.needsToDiscard();
},
prompt:"是否弃置【阴阳鱼】标记,使本回合的手牌上限+2",
content:function (){
player.addTempSkill('yinyang_add','phaseAfter');
player.removeSkill('yinyang_skill');
},
},
"yinyang_add":{
mod:{
maxHandcard:function (player,num){
return num+2;
},
},
},
/*----分界线----*/
_lianheng:{
mode:['guozhan'],
enable:'phaseUse',
usable:1,
prompt:'将至多三张可合纵的牌交给一名与你势力不同的角色,或未确定势力的角色,若你交给与你势力不同的角色,则你摸等量的牌',
filter:function(event,player){
return (player.getCards('h',function(card){
return card.hasTag('lianheng');
}).length);
},
filterCard:function(card){
return card.hasTag('lianheng');
},
filterTarget:function(card,player,target){
if(target==player) return false;
if(player.isUnseen()) return target.isUnseen();
if(player.identity=='ye') return true;
return target.identity!=player.identity;
},
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check:function(card){
if(card.name=='tao') return 0;
return 5-get.value(card);
},
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selectCard:[1,3],
prepare:'give',
discard:false,
// delay:0.5,
content:function(){
"step 0"
target.gain(cards,player);
"step 1"
if(!target.isUnseen()){
player.draw(cards.length);
}
},
ai:{
basic:{
order:2
},
result:{
player:function(player,target){
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var huoshao=false;
for(var i=0;i<ui.selected.cards.length;i++){
if(ui.selected.cards[i].name=='huoshaolianying'){huoshao=true;break}
}
if(huoshao&&player.inline(target.getNext())) return -3;
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if(target.isUnseen()) return 0;
if(player.isMajor()) return 0;
return 0.5;
},
target:function(player,target){
if(target.isUnseen()) return 0;
return 1;
}
},
}
},
qianhuan:{
group:['qianhuan_add','qianhuan_use'],
init:function(player){
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if(!player.storage.qianhuan) player.storage.qianhuan=[];
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},
intro:{
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content:'cards',
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;
}
},
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},
ai:{
threaten:1.8
},
audio:2,
subSkill:{
add:{
trigger:{global:'damageEnd'},
filter:function(event,player){
var suits=[];
for(var i=0;i<player.storage.qianhuan.length;i++){
suits.add(get.suit(player.storage.qianhuan[i]));
}
return player.sameIdentityAs(event.player)&&player.countCards('he',function(card){
return !suits.contains(get.suit(card));
});
},
direct:true,
content:function(){
'step 0'
var suits=[];
for(var i=0;i<player.storage.qianhuan.length;i++){
suits.add(get.suit(player.storage.qianhuan[i]));
}
player.chooseCard('he',get.prompt2('qianhuan'),function(card){
return !_status.event.suits.contains(get.suit(card));
}).set('ai',function(card){
if(!_status.event.temp){
return 9-get.value(card);
}
return 0;
}).set('temp',!player.hasStockSkill('qianhuan')).set('suits',suits);
'step 1'
if(result.bool){
var card=result.cards[0]
player.storage.qianhuan.add(card);
player.lose(card,ui.special);
2020-02-04 05:31:47 +00:00
player.$give(card,player,false);
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player.markSkill('qianhuan',true);
player.logSkill('qianhuan');
}
}
},
use:{
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trigger:{global:'useCardToTarget'},
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filter:function(event,player){
if(!['basic','trick'].contains(get.type(event.card,'trick'))) return false;
return event.target&&player.sameIdentityAs(event.target)&&event.targets.length==1&&player.storage.qianhuan.length;
},
direct:true,
content:function(){
'step 0'
var goon=get.effect(trigger.target,trigger.card,trigger.player,player)<0;
if(goon){
if(['tiesuo','diaohulishan','lianjunshengyan','zhibi','chiling','lulitongxin'].contains(trigger.card.name)){
goon=false;
}
else if(trigger.card.name=='sha'){
if(trigger.target.mayHaveShan()||trigger.target.hp>=3){
goon=false;
}
}
else if(trigger.card.name=='guohe'){
if(trigger.target.countCards('he')>=3||!trigger.target.countCards('h')){
goon=false;
}
}
else if(trigger.card.name=='shuiyanqijunx'){
if(trigger.target.countCards('e')<=1||trigger.target.hp>=3){
goon=false;
}
}
else if(get.tag(trigger.card,'damage')&&trigger.target.hp>=3){
goon=false;
}
}
player.chooseButton().set('goon',goon).set('ai',function(button){
if(_status.event.goon) return 1;
return 0;
}).set('createDialog',[get.prompt('qianhuan'),'<div class="text center">移去一张“千幻”牌令'+
get.translation(trigger.player)+'对'+get.translation(trigger.target)+'的'+get.translation(trigger.card)+'失效</div>',player.storage.qianhuan]);
'step 1'
if(result.bool){
var card=result.links[0];
player.storage.qianhuan.remove(card);
if(player.storage.qianhuan.length){
player.updateMarks('qianhuan');
}
else{
player.unmarkSkill('qianhuan');
}
game.cardsDiscard(card);
player.$throw(card);
player.logSkill('qianhuan',trigger.player);
2019-10-24 04:55:01 +00:00
trigger.getParent().targets.remove(trigger.target);
2019-08-30 15:10:11 +00:00
}
}
}
}
},
gzzhiman:{
audio:'zhiman',
inherit:'zhiman',
content:function(){
'step 0'
if(trigger.player.countGainableCards(player,'ej')){
player.gainPlayerCard(trigger.player,'ej',true);
}
trigger.cancel();
'step 1'
if(player.sameIdentityAs(trigger.player)){
trigger.player.mayChangeVice();
}
}
},
gzdiancai:{
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audio:'diancai',
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trigger:{global:'phaseUseEnd'},
filter:function(event,player){
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if(_status.currentPhase==player) return false;
var num=0;
player.getHistory('lose',function(evt){
if(evt.cards2&&evt.getParent('phaseUse')==event) num+=evt.cards2.length;
});
return num>=player.hp;
2019-08-30 15:10:11 +00:00
},
content:function(){
'step 0'
var num=player.maxHp-player.countCards('h');
if(num>0){
player.draw(num);
}
'step 1'
player.mayChangeVice();
},
},
/*diaodu:{
enable:'phaseUse',
audio:2,
usable:1,
filterTarget:function(card,player,target){
return player.sameIdentityAs(target);
},
selectTarget:-1,
content:function(){
'step 0'
var use=target.countCards('h',{type:'equip'})>0;
var move=false;
var es=target.getCards('e');
if(es.length&&target.identity!='ye'){
move=game.hasPlayer(function(current){
if(current!=target&&target.identity!=current.identity){
for(var i=0;i<es.length;i++){
if(current.canEquip(es[i])){
return true;
}
}
}
return false;
});
}
if(move&&use){
target.chooseControlList(['使用一张装备牌','将装备区里的一张牌移动至另一名与你势力相同的角色的装备区里']);
}
else if(move){
event.goto(3);
}
else if(use){
event.goto(2);
}
else{
event.finish();
}
'step 1'
if(result.index==0){
event.goto(2);
}
else if(result.index==1){
event.goto(3);
}
'step 2'
target.chooseToUse('使用一张装备牌',function(card,player){
return get.type(card)=='equip'&&lib.filter.filterCard(card,player);
});
event.finish();
'step 3'
target.chooseCardButton(target.getCards('e'),'移动一件装备').set('filterButton',function(button){
var player=_status.event.player;
return game.hasPlayer(function(current){
return current!=player&&current.canEquip(button.link);
});
}).set('ai',function(button){
return Math.random();
});
'step 4'
if(result.bool){
var card=result.links[0];
target.chooseTarget(function(card,player,target){
var player=_status.event.player;
var card=_status.event.card;
return player!=target&&player.identity==target.identity&&target.canEquip(card);
}).set('card',card).set('ai',function(target){
var att=get.attitude(_status.event.player,target);
if(target.hasSkillTag('noe')) att+=2;
return att;
});
event.card=card;
}
else{
event.finish();
}
'step 5'
if(result.bool){
event.toequip=result.targets[0];
target.line(event.toequip,'green');
target.$give(event.card,event.toequip);
game.delayx();
}
else{
event.finish();
}
'step 6'
event.toequip.equip(event.card);
},
ai:{
order:7,
result:{
player:function(player){
if(game.hasPlayer(function(current){
return current!=player&&current.sameIdentityAs(player);
})){
return 1;
}
return 0;
}
}
}
},*/
yongjin:{
unique:true,
limited:true,
skillAnimation:true,
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animationColor:'wood',
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enable:'phaseUse',
content:function(){
'step 0'
player.awakenSkill('yongjin');
event.count=3;
'step 1'
player.moveCard().nojudge=true;
event.count--;
'step 2'
if(event.count&&result.bool) event.goto(1);
},
ai:{
order:7,
result:{
player:function(player){
var num=0;
var friends=game.filterPlayer(function(current){
return get.attitude(player,current)>=4;
});
var vacancies={
equip1:0,
equip2:0,
equip3:0,
equip4:0,
equip5:0
};
for(var i=0;i<friends.length;i++){
for(var j=1;j<=5;j++){
if(friends[i].canEquip(j)){
vacancies['equip'+j]++;
}
}
}
var sources=game.filterPlayer(function(current){
return get.attitude(player,current)<0&&current.countCards('e');
});
for(var i=0;i<sources.length;i++){
var es=sources[i].getCards('e');
for(var j=0;j<es.length;j++){
var type=get.subtype(es[j]);
if(vacancies[type]){
num++;
if(num>=3){
return 1;
}
vacancies[type]--;
}
}
}
if(num&&player.hp==1){
return 0.5;
}
return 0;
}
}
}
},
xuanlve:{
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trigger:{player:'loseAfter'},
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direct:true,
filter:function(event,player){
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return event.es&&event.es.length>0;
2019-08-30 15:10:11 +00:00
},
content:function(){
'step 0'
player.chooseTarget(get.prompt('xuanlve'),'弃置一名其他角色的一张牌',function(card,player,target){
return target!=player&&target.countDiscardableCards(player,'he');
}).set('ai',function(target){
return -get.attitude(_status.event.player,target);
});
'step 1'
if(result.bool){
player.logSkill('xuanlve',result.targets);
player.discardPlayerCard(result.targets[0],'he',true);
}
},
ai:{
noe:true,
reverseEquip:true,
effect:{
target:function(card,player,target,current){
if(get.type(card)=='equip') return [1,1];
}
}
}
},
lianzi:{
enable:'phaseUse',
usable:1,
audio:2,
filterCard:true,
check:function(card){
if(get.type(card)=='equip') return 0;
var player=_status.event.player;
var num=game.countPlayer(function(current){
if(current.identity=='wu'){
return current.countCards('e');
}
})+player.storage.yuanjiangfenghuotu.length;
if(num>=5){
return 8-get.value(card);
}
if(num>=3){
return 7-get.value(card);
}
if(num>=2){
return 3-get.value(card);
}
return 0;
},
content:function(){
'step 0'
var num=game.countPlayer(function(current){
if(current.identity=='wu'){
return current.countCards('e');
}
})+player.storage.yuanjiangfenghuotu.length;
if(num){
event.shown=get.cards(num);
player.showCards(event.shown,get.translation('lianzi'));
}
else{
event.finish();
return;
}
'step 1'
var list=[];
var discards=[];
var type=get.type(cards[0],'trick');
for(var i=0;i<event.shown.length;i++){
if(get.type(event.shown[i],'trick')==type){
list.push(event.shown[i]);
}
else{
discards.push(event.shown[i]);
}
}
game.cardsDiscard(discards);
if(list.length){
player.gain(list,'gain2');
if(list.length>=3&&player.hasStockSkill('lianzi')){
player.removeSkill('lianzi');
player.addSkill('gzzhiheng');
}
}
},
ai:{
order:7,
result:{
player:1
}
}
},
jubao:{
mod:{
canBeGained:function(card){
if(get.position(card)=='e'&&get.subtype(card)=='equip5') return false;
}
},
2019-11-22 05:21:06 +00:00
trigger:{player:'phaseJieshuBegin'},
2019-08-30 15:10:11 +00:00
audio:2,
forced:true,
unique:true,
filter:function(event,player){
if(game.hasPlayer(function(current){
return current.countCards('ej',function(card){
return card.name=='dinglanyemingzhu';
});
})){
return true;
}
for(var i=0;i<ui.discardPile.childElementCount;i++){
if(ui.discardPile.childNodes[i].name=='dinglanyemingzhu'){
return true;
}
}
return false;
},
content:function(){
'step 0'
player.draw();
'step 1'
var target=game.findPlayer(function(current){
return current!=player&&current.countCards('e','dinglanyemingzhu');
});
if(target&&target.countGainableCards(player,'he')){
player.line(target,'green');
player.gainPlayerCard(target,true);
}
},
ai:{
threaten:1.5
}
},
jiahe:{
unique:true,
forceunique:true,
audio:2,
derivation:'yuanjiangfenghuotu',
mark:true,
global:['jiahe_put','jiahe_skill'],
init:function(player){
2020-02-08 03:39:33 +00:00
if(!player.storage.yuanjiangfenghuotu) player.storage.yuanjiangfenghuotu=[];
2019-08-30 15:10:11 +00:00
},
ai:{
threaten:2
},
trigger:{player:'damageEnd'},
forced:true,
filter:function(event,player){
return event.card&&(event.card.name=='sha'||get.type(event.card,'trick'))&&player.storage.yuanjiangfenghuotu.length>0;
},
content:function(){
'step 0'
player.chooseCardButton('将一张“烽火”置入弃牌堆',player.storage.yuanjiangfenghuotu,true);
'step 1'
if(result.bool){
player.$throw(result.links);
var card=result.links[0];
game.cardsDiscard(card);
player.storage.yuanjiangfenghuotu.remove(card);
player.syncStorage('yuanjiangfenghuotu');
player.updateMarks('yuanjiangfenghuotu');
}
}
},
jiahe_put:{
enable:'phaseUse',
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audio:2,
forceaudio:true,
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filter:function(event,player){
var zhu=get.zhu(player,'jiahe');
if(zhu&&zhu.storage.yuanjiangfenghuotu){
return player.countCards('he',{type:'equip'})>0;
}
return false;
},
filterCard:{type:'equip'},
position:'he',
usable:1,
check:function(card){
var zhu=get.zhu(_status.event.player,'jiahe');
if(!zhu) return 0;
var num=7-get.value(card);
if(get.position(card)=='h'){
if(zhu.storage.yuanjiangfenghuotu>=5){
return num-3;
}
return num+3;
}
else{
var player=_status.event.player;
var zhu=get.zhu(player,'jiahe');
if(zhu.storage.yuanjiangfenghuotu>=5&&!player.hasSkillTag('noe')){
return num-5;
}
}
return num;
},
discard:false,
lose:true,
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toStorage:true,
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prepare:function(cards,player){
var zhu=get.zhu(player,'jiahe');
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player.$give(cards,zhu,false);
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player.line(zhu);
},
content:function(){
var zhu=get.zhu(player,'jiahe');
zhu.storage.yuanjiangfenghuotu.add(cards[0]);
zhu.syncStorage('yuanjiangfenghuotu');
zhu.updateMarks('yuanjiangfenghuotu');
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//event.trigger('addCardToStorage');
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},
ai:{
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order:10,
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result:{
player:1
}
}
},
jiahe_skill:{
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trigger:{player:'phaseZhunbeiBegin'},
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direct:true,
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audio:"jiahe_put",
forceaudio:true,
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filter:function(event,player){
var zhu=get.zhu(player,'jiahe');
if(zhu&&zhu.storage.yuanjiangfenghuotu&&zhu.storage.yuanjiangfenghuotu.length){
return true;
}
return false;
},
content:function(){
'step 0'
var zhu=get.zhu(player,'jiahe');
event.num=zhu.storage.yuanjiangfenghuotu.length;
'step 1'
var list=[];
if(event.num>=1&&!player.hasSkill('reyingzi')) list.push('reyingzi');
if(event.num>=2&&!player.hasSkill('haoshi')) list.push('haoshi');
if(event.num>=3&&!player.hasSkill('shelie')) list.push('shelie');
if(event.num>=4&&!player.hasSkill('duoshi')) list.push('duoshi');
if(!list.length){
event.finish();
return;
}
var prompt2='你可以获得下列一项技能直到回合结束';
if(list.length>=5){
if(event.done){
prompt2+=' (2/2)';
}
else{
prompt2+=' (1/2)';
}
}
list.push('cancel2');
player.chooseControl(list).set('prompt',get.translation('yuanjiangfenghuotu')).
set('prompt2',prompt2).set('centerprompt2',true).set('ai',function(evt,player){
var controls=_status.event.controls;
if(controls.contains('haoshi')){
var nh=player.countCards('h');
if(player.hasSkill('reyingzi')){
if(nh==0) return 'haoshi';
}
else{
if(nh<=1) return 'haoshi';
}
}
if(controls.contains('shelie')){
return 'shelie';
}
if(controls.contains('reyingzi')){
return 'reyingzi';
}
if(controls.contains('duoshi')){
return 'duoshi';
}
return controls.randomGet();
});
'step 2'
if(result.control!='cancel2'){
player.addTempSkill(result.control);
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if(!event.done) player.logSkill('jiahe_put');
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game.log(player,'获得了技能','【'+get.translation(result.control)+'】');
if(event.num>=5&&!event.done){
event.done=true;
event.goto(1);
}
}
}
},
yuanjiangfenghuotu:{
unique:true,
forceunique:true,
nopop:true,
mark:true,
intro:{
content:'cards',
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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;
}
},
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mark:function(dialog,content,player){
if(content&&content.length){
dialog.addSmall(content);
}
dialog.addText('<ul style="margin-top:5px;padding-left:22px;"><li>每名吴势力角色的出牌阶段限一次,该角色可以将一张装备牌置于“缘江烽火图”上,称之为“烽火”。<li>根据“烽火”的数量,所有吴势力角色可于其准备阶段开始时选择并获得其中一个技能直到回合结束:一张以上~英姿;两张以上~好施;三张以上~涉猎;四张以上~度势;五张以上~可额外选择一项。<li>锁定技,当你受到【杀】或锦囊牌造成的伤害后,你将一张“烽火”置入弃牌堆。',false)
}
}
},
gzqice:{
enable:'phaseUse',
usable:1,
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audio:"qice_backup",
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filter:function(event,player){
return player.countCards('h')>0
},
group:'gzqice_change',
subSkill:{
change:{
trigger:{player:'useCardAfter'},
filter:function(event,player){
return event.skill=='gzqice_backup';
},
silent:true,
content:function(){
player.mayChangeVice();
event.skill='gzqice';
event.trigger('skillAfter');
}
}
},
chooseButton:{
dialog:function(){
var list=[
'taoyuan','wugu','juedou','huogong','jiedao','tiesuo','guohe','shunshou','wuzhong','wanjian','nanman',
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'xietianzi','shuiyanqijunx','lulitongxin','lianjunshengyan','chiling','diaohulishan','yuanjiao','huoshaolianying','zhibi',
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];
for(var i=0;i<list.length;i++){
list[i]=['锦囊','',list[i]];
}
return ui.create.dialog(get.translation('gzqice'),[list,'vcard']);
},
filter:function(button,player){
var card={name:button.link[2]};
var info=get.info(card);
var num=player.countCards('h');
if(get.tag(card,'multitarget')&&get.select(info.selectTarget)[1]==-1){
if(game.countPlayer(function(current){
return player.canUse(card,current)
})>num){
return false;
}
}
else if(info.changeTarget){
var giveup=true;
var list=game.filterPlayer(function(current){
return player.canUse(card,current);
});
for(var i=0;i<list.length;i++){
var targets=[list[i]];
info.changeTarget(player,targets);
if(targets.length<=num){
giveup=false;break;
}
}
if(giveup){
return false;
}
}
return lib.filter.filterCard(card,player,_status.event.getParent());
},
check:function(button){
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if(['chiling','xietianzi','tiesuo','lulitongxin','diaohulishan','jiedao'].contains(button.link[2])) return 0;
return _status.event.player.getUseValue(button.link[2]);
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},
backup:function(links,player){
return {
filterCard:true,
audio:"qice",
selectCard:-1,
selectTarget:function(){
var select=get.select(get.info(get.card()).selectTarget);
var nh=_status.event.player.countCards('h');
if(select[1]>nh){
select[1]=nh;
}
return select;
},
filterTarget:function(card,player,target){
var info=get.info(card);
if(info.changeTarget){
var targets=[target];
info.changeTarget(player,targets);
if(targets.length>player.countCards('h')){
return false;
}
}
return lib.filter.filterTarget(card,player,target);
},
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audio:'qice_backup',
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popname:true,
viewAs:{name:links[0][2]},
ai1:function(){
return 1;
}
}
},
prompt:function(links,player){
return '将全部手牌当作'+get.translation(links[0][2])+'使用';
}
},
ai:{
order:1,
result:{
player:function(player){
var num=0;
var cards=player.getCards('h');
if(cards.length>=3&&player.hp>=3) return 0;
for(var i=0;i<cards.length;i++){
num+=Math.max(0,get.value(cards[i],player,'raw'));
}
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return 16-num;
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}
},
threaten:1.6,
}
},
gzyuejian:{
trigger:{global:'phaseDiscardBegin'},
audio:'yuejian',
filter:function(event,player){
if(player.sameIdentityAs(event.player)){
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return event.player.getHistory('useCard',function(evt){
if(evt.targets){
var targets=evt.targets.slice(0);
while(targets.contains(event.player)) targets.remove(event.player);
return targets.length!=0;
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}
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return false;
})==0;
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}
return false;
},
content:function(){
trigger.player.addTempSkill('gzyuejian_num');
},
logTarget:'player',
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forced:true,
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subSkill:{
num:{
mod:{
maxHandcard:function(player,num){
return num+player.maxHp-player.hp;
}
}
},
}
},
gzxinsheng:{
trigger:{player:'damageEnd'},
// frequent:true,
content:function(){
game.log(player,'获得了一张','#g化身');
lib.skill.gzhuashen.addCharacter(player,_status.characterlist.randomGet(),true);
game.delayx();
}
},
gzhuashen:{
unique:true,
group:['gzhuashen_add','gzhuashen_swap','gzhuashen_remove','gzhuashen_disallow','gzhuashen_flash'],
init:function(player){
player.storage.gzhuashen=[];
player.storage.gzhuashen_removing=[];
player.storage.gzhuashen_trigger=[];
player.storage.gzhuashen_map={};
},
onremove:function(player){
delete player.storage.gzhuashen;
delete player.storage.gzhuashen_removing;
delete player.storage.gzhuashen_trigger;
delete player.storage.gzhuashen_map;
},
ondisable:true,
mark:true,
intro:{
mark:function(dialog,storage,player){
if(storage&&storage.length){
if(player.isUnderControl(true)){
dialog.addSmall([storage,'character']);
var skills=[];
for(var i in player.storage.gzhuashen_map){
skills.addArray(player.storage.gzhuashen_map[i]);
}
dialog.addText('可用技能:'+(skills.length?get.translation(skills):'无'));
}
else{
return '共有'+get.cnNumber(storage.length)+'张“化身”'
}
}
else{
return '没有化身';
}
},
content:function(storage,player){
if(player.isUnderControl(true)){
var skills=[];
for(var i in player.storage.gzhuashen_map){
skills.addArray(player.storage.gzhuashen_map[i]);
}
return get.translation(storage)+';可用技能:'+(skills.length?get.translation(skills):'无');
}
else{
return '共有'+get.cnNumber(storage.length)+'张“化身”'
}
}
},
filterSkill:function(name){
var skills=lib.character[name][3].slice(0);
for(var i=0;i<skills.length;i++){
var info=lib.skill[skills[i]];
if(info.unique||info.limited||info.mainSkill||info.viceSkill||get.is.locked(skills[i])){
skills.splice(i--,1);
}
}
return skills;
},
addCharacter:function(player,name,show){
var skills=lib.skill.gzhuashen.filterSkill(name);
if(skills.length){
player.storage.gzhuashen_map[name]=skills;
for(var i=0;i<skills.length;i++){
player.addAdditionalSkill('hidden:gzhuashen',skills[i],true);
}
}
player.storage.gzhuashen.add(name);
player.updateMarks('gzhuashen');
_status.characterlist.remove(name);
if(show){
lib.skill.gzhuashen.drawCharacter(player,[name]);
}
},
drawCharacter:function(player,list){
game.broadcastAll(function(player,list){
if(player.isUnderControl(true)){
var cards=[];
for(var i=0;i<list.length;i++){
var cardname='huashen_card_'+list[i];
lib.card[cardname]={
fullimage:true,
image:'character:'+list[i]
}
lib.translate[cardname]=lib.translate[list[i]];
cards.push(game.createCard(cardname,'',''));
}
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player.$draw(cards,'nobroadcast');
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}
},player,list);
},
removeCharacter:function(player,name){
var skills=lib.skill.gzhuashen.filterSkill(name);
if(skills.length){
delete player.storage.gzhuashen_map[name];
for(var i=0;i<skills.length;i++){
var remove=true;
for(var j in player.storage.gzhuashen_map){
if(j!=name&&game.expandSkills(player.storage.gzhuashen_map[j].slice(0)).contains(skills[i])){
remove=false;break;
}
}
if(remove){
player.removeAdditionalSkill('hidden:gzhuashen',skills[i]);
player.storage.gzhuashen_removing.remove(skills[i]);
}
}
}
player.storage.gzhuashen.remove(name);
player.updateMarks('gzhuashen');
_status.characterlist.add(name);
},
getSkillSources:function(player,skill){
if(player.getStockSkills().contains(skill)) return [];
var sources=[];
for(var i in player.storage.gzhuashen_map){
if(game.expandSkills(player.storage.gzhuashen_map[i].slice(0)).contains(skill)) sources.push(i);
}
return sources;
},
subfrequent:['add'],
subSkill:{
add:{
trigger:{player:'phaseBeginStart'},
frequent:true,
filter:function(event,player){
return player.storage.gzhuashen.length<2;
},
content:function(){
'step 0'
var list=_status.characterlist.randomGets(5);
if(!list.length){
event.finish();
return;
}
player.chooseButton([1,2]).set('ai',function(button){
return get.rank(button.link,true);
}).set('createDialog',['选择至多两张武将牌作为“化身”',[list,'character']]);
'step 1'
if(result.bool){
for(var i=0;i<result.links.length;i++){
lib.skill.gzhuashen.addCharacter(player,result.links[i]);
}
lib.skill.gzhuashen.drawCharacter(player,result.links.slice(0));
game.delayx();
player.addTempSkill('gzhuashen_triggered');
game.log(player,'获得了'+get.cnNumber(result.links.length)+'张','#g化身');
}
}
},
swap:{
trigger:{player:'phaseBeginStart'},
direct:true,
filter:function(event,player){
if(player.hasSkill('gzhuashen_triggered')) return false;
return player.storage.gzhuashen.length>=2;
},
content:function(){
'step 0'
var list=player.storage.gzhuashen.slice(0);
if(!list.length){
event.finish();
return;
}
player.chooseButton().set('ai',function(){
return Math.random()-0.3;
}).set('createDialog',['是否替换一张“化身”?',[list,'character']]);
'step 1'
if(result.bool){
player.logSkill('gzhuashen');
game.log(player,'替换了一张','#g化身');
lib.skill.gzhuashen.addCharacter(player,_status.characterlist.randomGet(),true);
lib.skill.gzhuashen.removeCharacter(player,result.links[0]);
game.delayx();
}
}
},
triggered:{},
flash:{
hookTrigger:{
log:function(player,skill){
var sources=lib.skill.gzhuashen.getSkillSources(player,skill);
if(sources.length){
player.flashAvatar('gzhuashen',sources.randomGet());
player.storage.gzhuashen_removing.add(skill);
}
}
},
trigger:{player:['useSkillBegin','useCard','respond']},
silent:true,
filter:function(event,player){
return event.skill&&lib.skill.gzhuashen.getSkillSources(player,event.skill).length>0;
},
content:function(){
lib.skill.gzhuashen_flash.hookTrigger.log(player,trigger.skill);
}
},
clear:{
trigger:{player:'phaseAfter'},
silent:true,
content:function(){
player.storage.gzhuashen_trigger.length=0;
}
},
disallow:{
hookTrigger:{
block:function(event,player,name,skill){
for(var i=0;i<player.storage.gzhuashen_trigger.length;i++){
var info=player.storage.gzhuashen_trigger[i];
if(info[0]==event&&info[1]==name&&
lib.skill.gzhuashen.getSkillSources(player,skill).length>0){
return true;
}
}
return false;
}
}
},
remove:{
trigger:{player:['useSkillAfter','useCardAfter','respondAfter','triggerAfter','skillAfter']},
hookTrigger:{
after:function(event,player){
if(event._direct&&!player.storage.gzhuashen_removing.contains(event.skill)) return false;
if(lib.skill[event.skill].silent) return false;
return lib.skill.gzhuashen.getSkillSources(player,event.skill).length>0;
}
},
silent:true,
filter:function(event,player){
return event.skill&&lib.skill.gzhuashen.getSkillSources(player,event.skill).length>0;
},
content:function(){
'step 0'
if(trigger.name=='trigger'){
player.storage.gzhuashen_trigger.push([trigger._trigger,trigger.triggername]);
}
var sources=lib.skill.gzhuashen.getSkillSources(player,trigger.skill);
if(sources.length==1){
event.directresult=sources[0];
}
else{
player.chooseButton(true).set('createDialog',['移除一张“化身”牌',[sources,'character']]);
}
'step 1'
if(!event.directresult&&result&&result.links[0]){
event.directresult=result.links[0];
}
var name=event.directresult;
lib.skill.gzhuashen.removeCharacter(player,name);
game.log(player,'移除了化身牌','#g'+get.translation(name));
}
}
},
ai:{
nofrequent:true,
skillTagFilter:function(player,tag,arg){
if(arg&&player.storage.gzhuashen){
if(lib.skill.gzhuashen.getSkillSources(player,arg).length>0){
return true;
}
}
return false;
}
}
},
gzxiongsuan:{
limited:true,
audio:'xiongsuan',
enable:'phaseUse',
filterCard:true,
filter:function(event,player){
return player.countCards('h');
},
filterTarget:function(card,player,target){
return target.sameIdentityAs(player);
},
check:function(card){
return 7-get.value(card);
},
content:function(){
'step 0'
player.awakenSkill('gzxiongsuan');
target.damage('nocard');
'step 1'
player.draw(3);
var list=[];
var skills=target.getOriginalSkills();
for(var i=0;i<skills.length;i++){
if(lib.skill[skills[i]].limited&&target.awakenedSkills.contains(skills[i])){
list.push(skills[i]);
}
}
if(list.length==1){
target.storage.gzxiongsuan_restore=list[0];
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target.addTempSkill('gzxiongsuan_restore','phaseZhunbeiBegin');
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event.finish();
}
else if(list.length>1){
player.chooseControl(list).set('prompt','选择一个限定技在回合结束后重置之');
}
else{
event.finish();
}
'step 2'
target.storage.gzxiongsuan_restore=result.control;
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target.addTempSkill('gzxiongsuan_restore','phaseZhunbeiBegin');
2019-08-30 15:10:11 +00:00
},
subSkill:{
restore:{
trigger:{global:'phaseAfter'},
silent:true,
content:function(){
player.restoreSkill(player.storage.gzxiongsuan_restore);
}
}
},
ai:{
order:4,
damage:true,
result:{
target:function(player,target){
if(target.hp>1){
var skills=target.getOriginalSkills();
for(var i=0;i<skills.length;i++){
if(lib.skill[skills[i]].limited&&target.awakenedSkills.contains(skills[i])){
return 8;
}
}
}
if(target!=player) return 0;
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if(get.damageEffect(target,player,player)>=0) return 10;
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if(target.hp>=4) return 5;
if(target.hp==3){
if(player.countCards('h')<=2&&game.hasPlayer(function(current){
return current.hp<=1&&get.attitude(player,current)<0;
})){
return 3;
}
}
return 0;
}
}
}
},
gzsuishi:{
audio:'suishi',
trigger:{global:'dying'},
forced:true,
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//priority:6.5,
2019-08-30 15:10:11 +00:00
check:function(){
return false;
},
filter:function(event,player){
return event.player!=player&&event.parent.name=='damage'&&event.parent.source&&event.parent.source.isFriendOf(player);
},
content:function(){
player.draw();
},
group:'gzsuishi2'
},
gzsuishi2:{
audio:'suishi',
trigger:{global:'dieAfter'},
forced:true,
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check:function(){return false},
2019-08-30 15:10:11 +00:00
filter:function(event,player){
return event.player.isFriendOf(player);
},
content:function(){
player.loseHp();
}
},
hongfa_respond:{
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audio:'huangjintianbingfu',
forceaudio:true,
2019-08-30 15:10:11 +00:00
trigger:{player:'chooseToRespondBegin'},
direct:true,
filter:function(event,player){
if(event.responded) return false;
if(!event.filterCard({name:'sha'})) return false;
var zhu=get.zhu(player,'hongfa');
if(zhu&&zhu.storage.huangjintianbingfu&&zhu.storage.huangjintianbingfu.length>0){
return true;
}
return false;
},
content:function(){
"step 0"
var zhu=get.zhu(player,'hongfa');
player.chooseCardButton(get.prompt('huangjintianbingfu'),zhu.storage.huangjintianbingfu).set('ai',function(){
if(_status.event.goon) return 1;
return 0;
}).set('goon',player.countCards('h','sha')==0);
"step 1"
if(result.bool){
var card=result.links[0];
trigger.untrigger();
trigger.responded=true;
trigger.result={bool:true,card:{name:'sha'},cards:[card]};
var zhu=get.zhu(player,'hongfa');
zhu.storage.huangjintianbingfu.remove(card);
zhu.syncStorage('huangjintianbingfu');
zhu.updateMarks('huangjintianbingfu');
player.logSkill('hongfa_respond');
}
}
},
hongfa_use:{
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audio:'huangjintianbingfu',
forceaudio:true,
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enable:'chooseToUse',
filter:function(event,player){
if(!event.filterCard({name:'sha'},player)) return false;
var zhu=get.zhu(player,'hongfa');
if(zhu&&zhu.storage.huangjintianbingfu&&zhu.storage.huangjintianbingfu.length>0){
return true;
}
return false;
},
chooseButton:{
dialog:function(event,player){
var zhu=get.zhu(player,'hongfa');
return ui.create.dialog('黄巾天兵符',zhu.storage.huangjintianbingfu,'hidden');
},
backup:function(links,player){
return {
filterCard:function(){return false},
selectCard:-1,
viewAs:{name:'sha'},
cards:links,
onuse:function(result,player){
result.cards=lib.skill[result.skill].cards;
var card=result.cards[0];
var zhu=get.zhu(player,'hongfa');
zhu.storage.huangjintianbingfu.remove(card);
zhu.syncStorage('huangjintianbingfu');
zhu.updateMarks('huangjintianbingfu');
player.logSkill('hongfa_use',result.targets);
}
}
},
prompt:function(links,player){
return '选择杀的目标';
}
},
ai:{
respondSha:true,
skillTagFilter:function(player){
var zhu=get.zhu(player,'hongfa');
if(zhu&&zhu.storage.huangjintianbingfu&&zhu.storage.huangjintianbingfu.length>0){
return true;
}
return false;
},
order:function(){
return get.order({name:'sha'})-0.1;
},
result:{
player:function(player){
if(player.countCards('h','sha')) return 0;
return 1;
}
}
}
},
hongfa:{
audio:2,
init:function(player){
player.storage.huangjintianbingfu=[];
},
derivation:'huangjintianbingfu',
unique:true,
forceunique:true,
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trigger:{player:'phaseZhunbeiBegin'},
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forced:true,
filter:function(event,player){
return player.storage.huangjintianbingfu.length==0;
},
content:function(){
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var cards=get.cards(get.population('qun'));
player.storage.huangjintianbingfu.addArray(cards);
game.cardsGotoSpecial(cards);
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player.syncStorage('huangjintianbingfu');
player.updateMarks('huangjintianbingfu');
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//event.trigger('addCardToStorage');
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},
ai:{
threaten:2,
},
group:'hongfa_hp',
global:['hongfa_use','hongfa_respond'],
subSkill:{
hp:{
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audio:true,
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trigger:{player:'loseHpBefore'},
filter:function(event,player){
return player.storage.huangjintianbingfu.length>0;
},
direct:true,
content:function(){
'step 0'
player.chooseCardButton(get.prompt('hongfa'),player.storage.huangjintianbingfu).set('ai',function(){
return 1;
});
'step 1'
if(result.bool){
var card=result.links[0];
game.cardsDiscard(card);
player.storage.huangjintianbingfu.remove(card);
player.$throw(card,1000);
player.updateMarks('huangjintianbingfu');
player.syncStorage('huangjintianbingfu');
trigger.cancel();
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player.logSkill('hongfa_hp');
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game.delay();
}
}
}
}
},
wendao:{
audio:2,
unique:true,
forceunique:true,
enable:'phaseUse',
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filterCard:function(card){
return get.name(card)!='taipingyaoshu'&&get.color(card)=='red';
},
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position:'he',
check:function(card){
return 6-get.value(card);
},
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onChooseToUse:function(event){
if(game.online) return;
event.set('wendao',function(){
for(var i=0;i<ui.discardPile.childElementCount;i++){
if(ui.discardPile.childNodes[i].name=='taipingyaoshu') return true;
}
return game.hasPlayer(function(current){
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return current.countCards('ej','taipingyaoshu');
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});
}());
},
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filter:function(event,player){
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return event.wendao==true;
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},
content:function(){
var list=[];
for(var i=0;i<ui.discardPile.childElementCount;i++){
if(ui.discardPile.childNodes[i].name=='taipingyaoshu'){
list.add(ui.discardPile.childNodes[i]);
}
}
game.countPlayer(function(current){
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var ej=current.getCards('ej','taipingyaoshu');
if(ej.length){
list.addArray(ej);
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}
});
if(list.length){
var card=list.randomGet();
var owner=get.owner(card);
if(owner){
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player.gain(card,owner,'give');
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player.line(owner,'green');
}
else{
player.gain(card,'log');
player.$draw(card);
}
}
},
ai:{
order:8.5,
result:{
player:1
}
}
},
huangjintianbingfu:{
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audio:2,
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unique:true,
forceunique:true,
nopop:true,
mark:true,
intro:{
content:'cards',
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onunmark:function(storage,player){
if(storage&&storage.length){
player.$throw(storage,1000);
game.cardsDiscard(storage);
game.log(storage,'被置入了弃牌堆');
storage.length=0;
}
},
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mark:function(dialog,content,player){
if(content&&content.length){
dialog.addSmall(content);
}
dialog.addText('<ul style="margin-top:5px;padding-left:22px;"><li>当你计算群势力角色数时,每一张“天兵”均可视为一名群势力角色。<li>每当你失去体力时,你可改为将一张“天兵”置入弃牌堆。<li>与你势力相同的角色可将一张“天兵”当【杀】使用或打出。',false)
}
}
},
wuxin:{
// unique:true,
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trigger:{player:'phaseDrawBegin1'},
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// frequent:'check',
// check:function(event,player){
// var num=get.population('qun');
// if(player.hasSkill('huangjintianbingfu')){
// num+=player.storage.huangjintianbingfu.length;
// }
// return num>event.num;
// },
audio:2,
content:function(){
'step 0'
var num=get.population('qun');
if(player.hasSkill('huangjintianbingfu')){
num+=player.storage.huangjintianbingfu.length;
}
player.chooseCardButton(num,true,get.cards(num),'按顺将卡牌置于牌堆顶(先选择的在上)').set('ai',function(button){
return get.value(button.link);
});
'step 1'
if(result.bool){
var list=result.links.slice(0);
while(list.length){
ui.cardPile.insertBefore(list.pop(),ui.cardPile.firstChild);
}
}
}
},
zhangwu:{
audio:2,
unique:true,
forceunique:true,
ai:{
threaten:2,
},
group:['zhangwu_gain','zhangwu_clear','zhangwu_count1','zhangwu_count2','zhangwu_count3'],
subSkill:{
gain:{
audio:'zhangwu',
trigger:{global:['discardAfter','respondAfter','useCardAfter','equipAfter',
'judgeAfter','useSkillAfter','phaseDrawBegin','phaseAfter']},
forced:true,
filter:function(event,player){
if(player.storage.zhangwu){
for(var i=0;i<player.storage.zhangwu.length;i++){
if(get.owner(player.storage.zhangwu[i])==player) continue;
var position=get.position(player.storage.zhangwu[i]);
if(position&&position!='s'&&position!='c'){
return true;
}
}
}
if(event.name=='equip'&&player!=event.player&&event.card.name=='feilongduofeng') return true;
//if(game.hasPlayer(function(current){
// return current!=player&&current.getEquip('feilongduofeng');
//})){
// return true;
//}
if(['discard','respond','useCard'].contains(event.name)&&event.cards){
for(var i=0;i<event.cards.length;i++){
if(event.cards[i].name=='feilongduofeng'&&get.position(event.cards[i])=='d'){
return true;
}
}
}
for(var i=0;i<ui.discardPile.childElementCount;i++){
if(ui.discardPile.childNodes[i].name=='feilongduofeng') return true;
}
return false;
},
content:function(){
'step 0'
if(trigger.name=='equip'||trigger.name=='respond'||trigger.delay==false) game.delay();
'step 1'
var list=[];
/*game.countPlayer(function(current){
if(current!=player){
var es=current.getEquip('feilongduofeng');
if(es){
list.add(es);
}
}
});*/
if(trigger.name=='equip'&&player!=trigger.player) list.add(trigger.card);
if(['discard','respond','useCard'].contains(trigger.name)&&trigger.cards){
for(var i=0;i<trigger.cards.length;i++){
if(trigger.cards[i].name=='feilongduofeng'&&get.position(trigger.cards[i])=='d'){
trigger.cards[i].fix();
list.add(trigger.cards[i]);
ui.special.appendChild(trigger.cards[i]);
}
}
}
for(var i=0;i<ui.discardPile.childElementCount;i++){
if(ui.discardPile.childNodes[i].name=='feilongduofeng'){
list.add(ui.discardPile.childNodes[i]);
ui.special.appendChild(ui.discardPile.childNodes[i]);
}
}
var list2=[];
if(player.storage.zhangwu){
for(var i=0;i<list.length;i++){
if(player.storage.zhangwu.contains(list[i])){
player.storage.zhangwu.remove(list[i]);
list2.add(list[i]);
list.splice(i--,1);
}
}
for(var i=0;i<player.storage.zhangwu.length;i++){
if(get.owner(player.storage.zhangwu[i])==player) continue;
var position=get.position(player.storage.zhangwu[i]);
if(position&&position!='s'&&position!='c'){
list2.add(player.storage.zhangwu[i]);
}
}
}
if(list.length){
player.gain(list);
var owner=get.owner(list[0]);
if(trigger.name!='respond'&&owner){
player.line(owner,'green');
owner.$give(list,player);
}
else{
player.$gain2(list,true);
}
event.delay=true;
}
if(list2.length){
player.showCards(get.translation(player)+'发动了【章武】',list2);
for(var i=0;i<list2.length;i++){
var owner=get.owner(list2[i]);
if(owner){
owner.lose(list2[i],ui.special);
event.delay=true;
}
}
event.list2=list2;
}
'step 2'
if(event.delay){
game.delay();
}
'step 3'
if(event.list2&&event.list2.length){
for(var i=0;i<event.list2.length;i++){
event.list2[i].fix();
ui.cardPile.appendChild(event.list2[i]);
}
game.log(player,'将',event.list2,'置于牌堆底');
player.draw(2);
}
}
},
count1:{
trigger:{player:'loseAfter'},
silent:true,
filter:function(event,player){
if(event.type!='gain'&&event.type!='equip') return true;
if(event.parent.player==player) return true;
return false;
},
content:function(){
if(!player.storage.zhangwu){
player.storage.zhangwu=[];
}
for(var i=0;i<trigger.stockcards.length;i++){
if(trigger.stockcards[i].name=='feilongduofeng'){
player.storage.zhangwu.add(trigger.stockcards[i]);
}
}
}
},
count2:{
audio:'zhangwu',
trigger:{player:'loseAfter'},
forced:true,
filter:function(event,player){
if(lib.skill.zhangwu_count1.filter(event,player)){
return false;
}
for(var i=0;i<event.stockcards.length;i++){
if(event.stockcards[i].name=='feilongduofeng'){
return true;
}
}
},
content:function(){
'step 0'
var list=[];
for(var i=0;i<trigger.stockcards.length;i++){
if(trigger.stockcards[i].name=='feilongduofeng'){
list.add(trigger.stockcards[i]);
}
}
if(list.length){
if(trigger.type=='gain'){
for(var i=0;i<list.length;i++){
trigger.parent.cards.remove(list[i]);
}
}
else if(trigger.type=='equip'){
trigger.parent.cancelled=true;
}
player.showCards(get.translation(player)+'发动了【章武】',list);
event.list=list;
}
else{
event.finish();
}
'step 1'
for(var i=0;i<event.list.length;i++){
event.list[i].fix();
ui.cardPile.appendChild(event.list[i]);
}
game.log(player,'将',event.list,'置于牌堆底');
player.draw(2);
}
},
count3:{
audio:'zhangwu',
trigger:{global:'equipBefore'},
forced:true,
filter:function(event,player){
return event.card&&event.card.name=='feilongduofeng'&&event.player!=player&&
player.storage.zhangwu&&player.storage.zhangwu.contains(event.card);
},
content:function(){
'step 0'
trigger.cancel();
trigger.card.fix();
player.showCards(get.translation(player)+'发动了【章武】',[trigger.card]);
var owner=get.owner(trigger.card);
if(owner){
owner.lose(trigger.card,ui.special);
}
player.storage.zhangwu.remove(trigger.card);
'step 1'
trigger.card.fix();
ui.cardPile.appendChild(trigger.card);
game.log(player,'将',trigger.card,'置于牌堆底');
player.draw(2);
}
},
clear:{
trigger:{global:'phaseAfter'},
silent:true,
content:function(){
delete player.storage.zhangwu;
}
}
}
},
shouyue:{
unique:true,
forceunique:true,
group:'wuhujiangdaqi',
derivation:'wuhujiangdaqi',
mark:true,
},
wuhujiangdaqi:{
unique:true,
forceunique:true,
nopop:true,
mark:true,
intro:{
content:"@<div style=\"margin-top:-5px\"><div class=\"skill\">【武圣】</div><div class=\"skillinfo\">将“红色牌”改为“任意牌”</div><div class=\"skill\">【咆哮】</div><div class=\"skillinfo\">增加描述“你使用的【杀】无视其他角色的防具”</div><div class=\"skill\">【龙胆】</div><div class=\"skillinfo\">增加描述“你每发动一次‘龙胆’便摸一张牌”</div><div class=\"skill\">【烈弓】</div><div class=\"skillinfo\">增加描述“你的攻击范围+1”</div><div class=\"skill\">【铁骑】</div><div class=\"skillinfo\">将“一张明置的武将牌”改为“所有明置的武将牌”</div></div>",
}
},
jizhao:{
derivation:'rerende',
unique:true,
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audio:2,
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enable:'chooseToUse',
mark:true,
skillAnimation:true,
animationColor:'fire',
init:function(player){
player.storage.jizhao=false;
},
filter:function(event,player){
if(player.storage.jizhao) return false;
if(event.type=='dying'){
if(player!=event.dying) return false;
return true;
}
return false;
},
content:function(){
'step 0'
player.awakenSkill('jizhao');
player.storage.jizhao=true;
var num=player.maxHp-player.countCards('h');
if(num>0){
player.draw(num);
}
'step 1'
if(player.hp<2){
player.recover(2-player.hp);
}
'step 2'
player.removeSkill('shouyue');
player.removeSkill('wuhujiangdaqi');
player.addSkill('rerende');
},
ai:{
order:1,
skillTagFilter:function(player){
if(player.storage.jizhao) return false;
if(player.hp>0) return false;
},
save:true,
result:{
player:10
},
},
intro:{
content:'limited'
}
},
gzshoucheng:{
inherit:'shoucheng',
audio:'shoucheng',
filter:function(event,player){
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if(event.player.isDead()||event.player.countCards('h')) return false;
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if(!event.player.isFriendOf(player)) return false;
if(_status.currentPhase==event.player) return false;
for(var i=0;i<event.cards.length;i++){
if(event.cards[i].original=='h') return true;
}
return false;
},
},
yicheng:{
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audio:2,
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trigger:{global:'useCardToTargeted'},
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filter:function(event,player){
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return event.card.name=='sha'&&event.target.isFriendOf(player);
2019-08-30 15:10:11 +00:00
},
logTarget:'target',
content:function(){
'step 0'
trigger.target.draw();
'step 1'
trigger.target.chooseToDiscard('he',true);
}
},
gzjixi:{
inherit:'jixi',
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audio:'jixi',
2019-08-30 15:10:11 +00:00
mainSkill:true,
init:function(player){
if(player.checkMainSkill('gzjixi')){
player.removeMaxHp();
}
}
},
ziliang:{
audio:2,
trigger:{global:'damageEnd'},
filter:function(event,player){
return event.player.isIn()&&event.player.isFriendOf(player)&&player.storage.tuntian&&player.storage.tuntian.length;
},
init:function(player){
player.checkViceSkill('ziliang');
},
viceSkill:true,
direct:true,
content:function(){
'step 0'
player.chooseCardButton(get.prompt('ziliang',trigger.player),player.storage.tuntian).set('ai',function(button){
return get.value(button.link);
});
'step 1'
if(result.bool){
var card=result.links[0];
player.logSkill('ziliang',trigger.player);
player.storage.tuntian.remove(card);
player.syncStorage('tuntian');
if(!player.storage.tuntian.length){
player.unmarkSkill('tuntian');
}
else{
player.updateMarks('tuntian');
}
trigger.player.gain(card);
if(trigger.player==player){
player.$draw(card,true);
}
else{
player.$give(card,trigger.player);
}
}
}
},
huyuan:{
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audio:2,
2019-11-22 05:21:06 +00:00
trigger:{player:'phaseJieshuBegin'},
2019-08-30 15:10:11 +00:00
direct:true,
filter:function(event,player){
return player.countCards('he',{type:'equip'})>0;
},
content:function(){
"step 0"
player.chooseCardTarget({
filterCard:function(card){
return get.type(card)=='equip';
},
position:'he',
filterTarget:function(card,player,target){
return target.isEmpty(get.subtype(card));
},
ai1:function(card){
return 6-get.value(card);
},
ai2:function(target){
return get.attitude(_status.event.player,target)-3;
},
prompt:get.prompt2('huyuan')
});
"step 1"
if(result.bool){
var target=result.targets[0];
player.logSkill('huyuan',target);
event.current=target;
target.equip(result.cards[0]);
if(target!=player){
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player.$give(result.cards,target,false);
2020-02-23 05:45:11 +00:00
game.delay(2);
2019-08-30 15:10:11 +00:00
}
player.chooseTarget('弃置一名角色的一张牌',function(card,player,target){
var source=_status.event.source;
return get.distance(source,target)<=1&&source!=target&&target.countCards('he');
}).set('ai',function(target){
return -get.attitude(_status.event.player,target);
}).set('source',target);
}
else{
event.finish();
}
"step 2"
if(result.bool&&result.targets.length){
event.current.line(result.targets,'green');
player.discardPlayerCard(true,result.targets[0],'he');
}
},
},
heyi:{
zhenfa:'inline',
global:'heyi_distance'
},
heyi_distance:{
mod:{
globalTo:function(from,to,distance){
if(game.hasPlayer(function(current){
return current.hasSkill('heyi')&&current.inline(to)&&current!=to;
})){
return distance+1;
}
}
}
},
tianfu:{
init:function(player){
player.checkMainSkill('tianfu');
},
mainSkill:true,
inherit:'kanpo',
zhenfa:'inline',
viewAsFilter:function(player){
2020-02-23 05:45:11 +00:00
return _status.currentPhase&&_status.currentPhase.inline(player)&&!player.hasSkill('kanpo')&&player.countCards('h',{color:'black'})>0;
2019-08-30 15:10:11 +00:00
},
},
yizhi:{
init:function(player){
if(player.checkViceSkill('yizhi')&&!player.viceChanged){
player.removeMaxHp();
}
},
viceSkill:true,
inherit:'guanxing',
filter:function(event,player){
return !player.hasSkill('guanxing');
}
},
gzshangyi:{
audio:'shangyi',
enable:'phaseUse',
usable:1,
filter:function(event,player){
return player.countCards('h')>0;
},
filterTarget:function(card,player,target){
return player!=target&&(target.countCards('h')||target.isUnseen(2));
},
content:function(){
"step 0"
target.viewHandcards(player);
"step 1"
if(!target.countCards('h')){
event._result={index:1};
}
else if(!target.isUnseen(2)){
event._result={index:0};
}
else{
player.chooseControl().set('choiceList',[
'观看'+get.translation(target)+'的手牌并可以弃置其中的一张黑色牌',
'观看'+get.translation(target)+'的所有暗置的武将牌',
]);
}
"step 2"
if(result.index==0){
player.discardPlayerCard(target,'h').set('filterButton',function(button){
return get.color(button.link)=='black';
}).set('visible',true);
}
else{
player.viewCharacter(target,2);
}
},
ai:{
order:11,
result:{
target:function(player,target){
return -target.countCards('h');
}
},
threaten:1.1
},
},
niaoxiang:{
zhenfa:'siege',
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audio:'zniaoxiang',
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global:'niaoxiang_sha'
},
niaoxiang_sha:{
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trigger:{player:'useCardToPlayered'},
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filter:function(event,player){
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if(event.card.name!='sha') return false;
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if(game.countPlayer()<4) return false;
return player.siege(event.target)&&game.hasPlayer(function(current){
return current.hasSkill('niaoxiang')&&current.siege(event.target);
});
},
forced:true,
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audio:'zniaoxiang',
forceaudio:true,
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logTarget:'target',
content:function(){
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var id=trigger.target.playerid;
var map=trigger.getParent().customArgs;
if(!map[id]) map[id]={};
if(typeof map[id].shanRequired=='number'){
map[id].shanRequired++;
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}
else{
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map[id].shanRequired=2;
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}
}
},
fengshi:{
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audio:'zfengshi',
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zhenfa:'siege',
global:'fengshi_sha'
},
fengshi_sha:{
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audio:'zfengshi',
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forceaudio:true,
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trigger:{player:'useCardToPlayered'},
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filter:function(event,player){
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if(event.card.name!='sha'||game.countPlayer()<4) return false;
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return player.siege(event.target)&&game.hasPlayer(function(current){
return current.hasSkill('fengshi')&&current.siege(event.target);
})&&event.target.countCards('e');
},
logTarget:'target',
content:function(){
trigger.target.chooseToDiscard('e',true);
}
},
gzguixiu:{
audio:'guixiu',
trigger:{player:['showCharacterAfter','removeCharacterBefore']},
filter:function(event,player){
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if(event.name=='removeCharacter'||event.name=='changeVice') return event.toRemove=='gz_mifuren'&&player.isDamaged();
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return event.toShow.contains('gz_mifuren');
},
content:function(){
if(trigger.name=='showCharacter'){
player.draw(2);
}
else{
player.recover();
}
},
},
gzcunsi:{
derivation:'gzyongjue',
enable:'phaseUse',
audio:'cunsi',
filter:function(event,player){
return player.checkMainSkill('gzcunsi',false)||player.checkViceSkill('gzcunsi',false);
},
unique:true,
forceunique:true,
filterTarget:true,
skillAnimation:true,
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animationColor:'orange',
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content:function(){
'step 0'
if(player.checkMainSkill('gzcunsi',false)){
player.removeCharacter(0);
}
else{
player.removeCharacter(1);
}
'step 1'
target.addSkill('gzyongjue');
if(target!=player){
target.draw(2);
}
},
ai:{
order:9,
result:{
player:function(player,target){
var num=0;
if(player.isDamaged()&&target.isFriendOf(player)){
num++;
if(target.hasSkill('kanpo')) num+=0.5;
if(target.hasSkill('liegong')) num+=0.5;
if(target.hasSkill('tieji')) num+=0.5;
if(target.hasSkill('gzrende')) num+=1.2;
if(target.hasSkill('longdan')) num+=1.2;
if(target.hasSkill('paoxiao')) num+=1.2;
if(target.hasSkill('zhangwu')) num+=1.5;
if(target!=player) num+=0.5;
}
return num;
}
}
}
},
gzyongjue:{
audio:'yongjue',
trigger:{global:'useCardAfter'},
filter:function(event,player){
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if(event==event.player.getHistory('useCard')[0]&&event.card.name=='sha'&&_status.currentPhase==event.player&&event.player.isFriendOf(player)){
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for(var i=0;i<event.cards.length;i++){
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if(get.position(event.cards[i],true)=='o'){
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return true;
}
}
}
return false;
},
mark:true,
intro:{
content:'若与你势力相同的一名角色于其回合内使用的第一张牌为【杀】,则该角色可以在此【杀】结算完成后获得之'
},
content:function(){
var cards=[];
for(var i=0;i<trigger.cards.length;i++){
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if(get.position(trigger.cards[i],true)=='o'){
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cards.push(trigger.cards[i]);
}
}
trigger.player.gain(cards,'gain2');
},
global:'gzyongjue_ai'
},
gzyongjue_ai:{
ai:{
presha:true,
skillTagFilter:function(player){
if(!game.hasPlayer(function(current){
return current.isFriendOf(player)&&current.hasSkill('gzyongjue');
})){
return false;
}
}
}
},
baoling:{
trigger:{player:'phaseUseEnd'},
init:function(player){
player.checkMainSkill('baoling');
},
mainSkill:true,
forced:true,
filter:function(event,player){
return player.hasViceCharacter();
},
content:function(){
'step 0'
player.removeCharacter(1);
'step 1'
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player.removeSkill('baoling');
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player.gainMaxHp(3,true);
'step 2'
player.recover(3);
player.addSkill('benghuai');
},
derivation:'benghuai'
},
gzmingshi:{
audio:'mingshi',
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trigger:{player:'damageBegin3'},
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forced:true,
filter:function(event,player){
return event.num>0&&event.source&&event.source.isUnseen(2);
},
content:function(){
trigger.num--;
},
ai:{
effect:{
target:function(card,player,target){
if(player.hasSkillTag('jueqing',false,target)) return;
if(!player.isUnseen(2)) return;
var num=get.tag(card,'damage');
if(num){
if(num>1) return 0.5;
return 0;
}
}
}
},
},
hunshang:{
init:function(player){
if(player.checkViceSkill('hunshang')&&!player.viceChanged){
player.removeMaxHp();
}
},
group:['hunshang_yingzi','hunshang_yinghun'],
},
hunshang_yingzi:{
inherit:'yingzi',
filter:function(event,player){
return player.hp<=1&&!player.hasSkill('yingzi');
}
},
hunshang_yinghun:{
inherit:'gzyinghun',
filter:function(event,player){
return player.hp<=1&&player.isDamaged()&&!player.hasSkill('gzyinghun');
}
},
yingyang:{
trigger:{player:'compare',target:'compare'},
filter:function(event){
return !event.iwhile;
},
direct:true,
content:function(){
'step 0'
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player.chooseControl('点数+3','点数-3','cancel2').set('prompt',get.prompt2('yingyang')).set('ai',function(){
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if(_status.event.small) return 1;
else return 0;
}).set('small',trigger.small);
'step 1'
if(result.index!=2){
player.logSkill('yingyang');
if(result.index==0){
game.log(player,'拼点牌点数+3');
if(player==trigger.player){
trigger.num1+=3;
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if(trigger.num1>13) trigger.num1=13;
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}
else{
trigger.num2+=3;
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if(trigger.num2>13) trigger.num2=13;
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}
}
else{
game.log(player,'拼点牌点数-3');
if(player==trigger.player){
trigger.num1-=3;
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if(trigger.num1<1) trigger.num1=1;
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}
else{
trigger.num2-=3;
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if(trigger.num2<1) trigger.num2=1;
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}
}
}
}
},
gzqianxi:{
audio:'qianxi',
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trigger:{player:'phaseZhunbeiBegin'},
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content:function(){
"step 0"
player.judge();
"step 1"
event.color=result.color;
player.chooseTarget(function(card,player,target){
return player!=target&&get.distance(player,target)<=1;
},true).set('ai',function(target){
return -get.attitude(_status.event.player,target);
});
"step 2"
if(result.bool&&result.targets.length){
result.targets[0].storage.qianxi2=event.color;
result.targets[0].addSkill('qianxi2');
player.line(result.targets,'green');
game.addVideo('storage',result.targets[0],['qianxi2',event.color]);
}
},
},
gzduanchang:{
audio:'duanchang',
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trigger:{player:'die'},
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forced:true,
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forceDie:true,
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filter:function(event,player){
return event.source&&event.source.isIn()&&event.source!=player&&
(event.source.hasMainCharacter()||event.source.hasViceCharacter());
},
content:function(){
'step 0'
if(!trigger.source.hasViceCharacter()){
event._result={control:'主将'}
}
else if(!trigger.source.hasMainCharacter()){
event._result={control:'副将'}
}
else{
player.chooseControl('主将','副将',function(){
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return _status.event.choice;
}).set('prompt','令'+get.translation(trigger.source)+'失去一张武将牌的所有技能').set('forceDie',true).set('choice',function(){
var rank=get.guozhanRank(trigger.source.name1)-get.guozhanRank(trigger.source.name2);
if(rank==0) rank=Math.random()>0.5?1:-1;
return (rank*get.attitude(player,trigger.source))>0?'副将':'主将';
}());
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}
'step 1'
var skills;
if(result.control=='主将'){
trigger.source.showCharacter(0);
game.broadcastAll(function(player){
player.node.avatar.classList.add('disabled');
},trigger.source);
skills=lib.character[trigger.source.name][3];
game.log(trigger.source,'失去了主将技能');
}
else{
trigger.source.showCharacter(1);
game.broadcastAll(function(player){
player.node.avatar2.classList.add('disabled');
},trigger.source);
skills=lib.character[trigger.source.name2][3];
game.log(trigger.source,'失去了副将技能');
}
var list=[];
for(var i=0;i<skills.length;i++){
list.add(skills[i]);
var info=lib.skill[skills[i]];
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if(info.charlotte){list.splice(i--);continue};
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if(typeof info.derivation=='string'){
list.add(info.derivation);
}
else if(Array.isArray(info.derivation)){
list.addArray(info.derivation);
}
}
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trigger.source.removeSkill(list);
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trigger.source.syncSkills();
player.line(trigger.source,'green');
},
logTarget:'source',
ai:{
threaten:function(player,target){
if(target.hp==1) return 0.2;
return 1.5;
},
effect:{
target:function(card,player,target,current){
if(!target.hasFriend()) return;
if(target.hp<=1&&get.tag(card,'damage')) return [1,0,0,-2];
}
}
}
},
gzweimu:{
audio:'weimu',
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trigger:{target:'useCardToTarget',player:'addJudgeBefore'},
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forced:true,
priority:15,
check:function(event,player){
return event.name=='addJudge'||(event.card.name!='chiling'&&get.effect(event.target,event.card,event.player,player)<0);
},
filter:function(event,player){
return get.type(event.card,'trick')=='trick'&&get.color(event.card)=='black';
},
content:function(){
if(trigger.name=='addJudge'){
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trigger.cancel();
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for(var i=0;i<trigger.cards.length;i++){
trigger.cards[i].discard();
}
}
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else trigger.getParent().targets.remove(player);
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},
ai:{
effect:{
target:function(card,player,target,current){
if(get.type(card,'trick')=='trick'&&get.color(card)=='black') return 'zeroplayertarget';
},
}
}
},
gzqianxun:{
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audio:'qianxun',
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trigger:{target:'useCardToTarget',player:'addJudgeBefore'},
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forced:true,
priority:15,
check:function(event,player){
return event.name=='addJudge'||get.effect(event.target,event.card,event.player,player)<0;
},
filter:function(event,player){
return event.card.name=='shunshou'||event.card.name=='lebu';
},
content:function(){
if(trigger.name=='addJudge'){
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trigger.cancel();
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for(var i=0;i<trigger.cards.length;i++){
trigger.cards[i].discard();
}
}
2019-10-24 04:55:01 +00:00
else trigger.getParent().targets.remove(player);
2019-08-30 15:10:11 +00:00
},
ai:{
effect:{
target:function(card,player,target,current){
if(card.name=='shunshou'||card.name=='lebu') return 'zeroplayertarget';
},
}
}
},
gzkongcheng:{
audio:'kongcheng',
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trigger:{target:'useCardToTarget'},
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forced:true,
priority:15,
check:function(event,player){
return get.effect(event.target,event.card,event.player,player)<0;
},
filter:function(event,player){
return player.countCards('h')==0&&(event.card.name=='sha'||event.card.name=='juedou');
},
content:function(){
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trigger.getParent().targets.remove(player);
2019-08-30 15:10:11 +00:00
},
ai:{
effect:{
target:function(card,player,target,current){
if(target.countCards('h')==0&&(card.name=='sha'||card.name=='juedou')) return 'zeroplayertarget';
},
}
}
},
gzxiaoji:{
inherit:'xiaoji',
audio:'xiaoji',
content:function(){
player.draw(2);
}
},
gzrende:{
audio:'rende',
group:['gzrende1'],
enable:'phaseUse',
filterCard:true,
selectCard:[1,Infinity],
discard:false,
prepare:'give',
filterTarget:function(card,player,target){
return player!=target;
},
check:function(card){
if(ui.selected.cards.length>2) return 0;
if(ui.selected.cards.length&&ui.selected.cards[0].name=='du') return 0;
if(!ui.selected.cards.length&&card.name=='du') return 20;
var player=get.owner(card);
if(player.hp==player.maxHp||player.storage.gzrende<0||player.countCards('h')+player.storage.gzrende<=2){
if(ui.selected.cards.length){
return -1;
}
var players=game.filterPlayer();
for(var i=0;i<players.length;i++){
if(players[i].hasSkill('haoshi')&&
!players[i].isTurnedOver()&&
!players[i].hasJudge('lebu')&&
get.attitude(player,players[i])>=3&&
get.attitude(players[i],player)>=3){
return 11-get.value(card);
}
}
if(player.countCards('h')>player.hp) return 10-get.value(card);
if(player.countCards('h')>2) return 6-get.value(card);
return -1;
}
return 10-get.value(card);
},
content:function(){
target.gain(cards,player);
if(typeof player.storage.gzrende!='number'){
player.storage.gzrende=0;
}
if(player.storage.gzrende>=0){
player.storage.gzrende+=cards.length;
if(player.storage.gzrende>=3){
player.recover();
player.storage.gzrende=-1;
}
}
},
ai:{
order:function(skill,player){
if(player.hp==player.maxHp||player.storage.gzrende<0||player.countCards('h')+player.storage.gzrende<=2){
return 1;
}
return 10;
},
result:{
target:function(player,target){
if(ui.selected.cards.length&&ui.selected.cards[0].name=='du'){
return -10;
}
if(target.hasJudge('lebu')) return 0;
var nh=target.countCards('h');
var np=player.countCards('h');
if(player.hp==player.maxHp||player.storage.gzrende<0||player.countCards('h')+player.storage.gzrende<=2){
if(nh>=np-1&&np<=player.hp&&!target.hasSkill('haoshi')) return 0;
}
return Math.max(1,5-nh);
}
},
effect:{
target:function(card,player,target){
if(player==target&&get.type(card)=='equip'){
if(player.countCards('e',{subtype:get.subtype(card)})){
var players=game.filterPlayer();
for(var i=0;i<players.length;i++){
if(players[i]!=player&&get.attitude(player,players[i])>0){
return 0;
}
}
}
}
}
},
threaten:0.8
}
},
gzrende1:{
trigger:{player:'phaseUseBegin'},
silent:true,
content:function(){
player.storage.gzrende=0;
}
},
gzzhiheng:{
inherit:'zhiheng',
audio:'zhiheng',
selectCard:function(){
var player=_status.event.player;
var range1=[1,player.maxHp];
if(player.hasSkill('dinglanyemingzhu_skill')){
for(var i=0;i<ui.selected.cards.length;i++){
if(ui.selected.cards[i]==player.getEquip(5)) return range1;
}
return [1,Infinity]
}
return range1;
},
filterCard:function(card,player){
if(ui.selected.cards.length<player.maxHp||!player.hasSkill('dinglanyemingzhu_skill')) return true;
return card!=player.getEquip(5);
},
complexCard:true,
complexSelect:true,
prompt:function(){
var player=_status.event.player;
if(player.hasSkill('dinglanyemingzhu_skill')) return '出牌阶段限一次,你可以弃置任意张牌,然后摸等量的牌';
return '出牌阶段限一次你可以弃置至多X张牌X为你的体力上限然后摸等量的牌';
}
},
duoshi:{
enable:'chooseToUse',
viewAs:{name:'yiyi'},
usable:4,
filterCard:{color:'red'},
viewAsFilter:function(player){
return player.countCards('h',{color:'red'})>0;
},
check:function(card){
return 5-get.value(card);
}
},
gzxiaoguo:{
inherit:'xiaoguo',
audio:'xiaoguo',
content:function(){
"step 0"
var nono=(Math.abs(get.attitude(player,trigger.player))<3);
if(get.damageEffect(trigger.player,player,player)<=0){
nono=true;
}
var next=player.chooseToDiscard(get.prompt2('gzxiaoguo',trigger.player),{type:'basic'});
next.set('ai',function(card){
if(_status.event.nono) return 0;
return 8-get.useful(card);
});
next.set('logSkill',['gzxiaoguo',trigger.player]);
next.set('nono',nono);
"step 1"
if(result.bool){
var nono=(get.damageEffect(trigger.player,player,trigger.player)>=0);
trigger.player.chooseToDiscard('弃置一张装备牌,或受到一点伤害','he',{type:'equip'}).set('ai',function(card){
if(_status.event.nono){
return 0;
}
if(_status.event.player.hp==1) return 10-get.value(card);
return 9-get.value(card);
}).set('nono',nono);
}
else{
event.finish();
}
"step 2"
if(!result.bool){
trigger.player.damage();
}
},
},
_mingzhi1:{
trigger:{player:'phaseBeginStart'},
priority:19,
forced:true,
popup:false,
content:function(){
"step 0"
var choice=1;
for(var i=0;i<player.hiddenSkills.length;i++){
if(lib.skill[player.hiddenSkills[i]].ai){
var mingzhi=lib.skill[player.hiddenSkills[i]].ai.mingzhi;
if(mingzhi==false){
choice=0;break;
}
if(typeof mingzhi=='function'&&mingzhi(trigger,player)==false){
choice=0;break;
}
}
}
if(player.isUnseen()){
var group=lib.character[player.name1][1];
player.chooseControl('bumingzhi','明置'+get.translation(player.name1),
'明置'+get.translation(player.name2),'tongshimingzhi',true).ai=function(event,player){
var popu=get.population(lib.character[player.name1][1])
if(popu>=2||(popu==1&&game.players.length<=4)){
return Math.random()<0.5?3:(Math.random()<0.5?2:1);
}
if(choice==0) return 0;
if(get.population(group)>0&&player.wontYe()){
return Math.random()<0.2?(Math.random()<0.5?3:(Math.random()<0.5?2:1)):0;
}
var nming=0;
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=player&&game.players[i].identity!='unknown'){
nming++;
}
}
if(nming==game.players.length-1) return Math.random()<0.5?(Math.random()<0.5?3:(Math.random()<0.5?2:1)):0;
return (Math.random()<0.1*nming/game.players.length)?(Math.random()<0.5?3:(Math.random()<0.5?2:1)):0;
};
}
else{
if(Math.random()<0.5) choice=0;
if(player.isUnseen(0)){
player.chooseControl('bumingzhi','明置'+get.translation(player.name1),true).choice=choice;
}
else if(player.isUnseen(1)){
player.chooseControl('bumingzhi','明置'+get.translation(player.name2),true).choice=choice;
}
else{
event.finish();
}
}
"step 1"
switch(result.control){
case '明置'+get.translation(player.name1):player.showCharacter(0);break;
case '明置'+get.translation(player.name2):player.showCharacter(1);break;
case 'tongshimingzhi':player.showCharacter(2);break;
}
}
},
_mingzhi2:{
trigger:{player:'triggerHidden'},
forced:true,
2019-09-15 14:41:28 +00:00
forceDie:true,
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popup:false,
priority:10,
content:function(){
"step 0"
if(get.info(trigger.skill).silent){
event.finish();
}
else{
event.skillHidden=true;
var bool1=(game.expandSkills(lib.character[player.name1][3]).contains(trigger.skill));
var bool2=(game.expandSkills(lib.character[player.name2][3]).contains(trigger.skill));
var nai=function(){
var player=_status.event.player;
if(!_status.event.yes) return false;
if(player.identity!='unknown') return true;
if(Math.random()<0.5) return true;
var info=get.info(_status.event.hsskill);
if(info&&info.ai&&info.ai.mingzhi==true) return true;
if(info&&info.ai&&info.ai.maixie) return true;
var group=lib.character[player.name1][1];
var popu=get.population(lib.character[player.name1][1])
if(popu>=2||(popu==1&&game.players.length<=4)){
return true;
}
if(get.population(group)>0&&player.wontYe()){
return Math.random()<0.2?true:false;
}
var nming=0;
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=player&&game.players[i].identity!='unknown'){
nming++;
}
}
if(nming==game.players.length-1) return Math.random()<0.5?true:false;
return (Math.random()<0.1*nming/game.players.length)?true:false;
}
if(bool1&&bool2){
event.name=player.name1;
event.name2=player.name2;
}
else{
event.name=bool1?player.name1:player.name2;
}
var info=get.info(trigger.skill);
var next=player.chooseBool('是否明置'+get.translation(event.name)+'以发动【'+get.translation(trigger.skill)+'】?');
next.set('yes',!info.check||info.check(trigger._trigger,player));
next.set('hsskill',trigger.skill);
next.set('ai',nai);
}
"step 1"
if(result.bool){
if(event.name==player.name1) player.showCharacter(0);
else player.showCharacter(1);
trigger.revealed=true;
event.finish();
}
else if(event.name2){
var info=get.info(trigger.skill);
var next=player.chooseBool('是否明置'+get.translation(event.name2)+'以发动【'+get.translation(trigger.skill)+'】?');
next.set('yes',!info.check||info.check(trigger._trigger,player));
next.set('ai',function(){
return _status.event.yes;
});
}
else{
event.finish();
trigger.untrigger();
trigger.cancelled=true;
}
"step 2"
if(event.name2){
if(result.bool){
player.showCharacter(1);
trigger.revealed=true;
}
else{
trigger.untrigger();
trigger.cancelled=true;
}
}
}
},
_mingzhi3:{
trigger:{player:'phaseBefore'},
priority:19.1,
forced:true,
popup:false,
filter:function(event,player){
if(player.storage._mingzhi3) return false
if(_status.connectMode){
if(!lib.configOL.junzhu) return false;
}
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else if(!get.config('junzhu')) return false;
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return true;
},
content:function(){
'step 0'
player.storage._mingzhi3=true;
var name=player.name1;
if(!player.isUnseen(0)||name.indexOf('gz_')!=0||!lib.junList.contains(name.slice(3))||!lib.character['gz_jun_'+name.slice(3)]) event.finish();
else{
player.chooseBool("是否将主武将牌替换为君主武将?").ai=function(){return true};
}
'step 1'
if(result.bool){
var from=player.name1;
var to='gz_jun_'+player.name1.slice(3);
event.maxHp=player.maxHp;
player.reinit(from,to,4);
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if(lib.skill[to]) game.trySkillAudio(to,player);
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player.showCharacter(0);
}
else event.finish();
'step 2'
if(player.maxHp>event.maxHp) player.recover(player.maxHp-event.maxHp);
}
},
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gz_jun_liubei:{audio:true},
gz_jun_caocao:{audio:true},
gz_jun_sunquan:{audio:true},
gz_jun_zhangjiao:{audio:true},
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_zhenfazhaohuan:{
enable:'phaseUse',
usable:1,
getConfig:function(player,target){
var config={};
var skills=player.getSkills();
for(var i=0;i<skills.length;i++){
var info=get.info(skills[i]).zhenfa;
if(info){
config[info]=true;
}
}
if(config.inline){
var next=target.getNext();
var previous=target.getPrevious();
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return (next==player||previous==player||next&&next.inline(player)||previous&&previous.inline(player))
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}
else if(config.siege){
return (target==player.getNext().getNext()||target==player.getPrevious().getPrevious());
}
return false;
},
filter:function(event,player){
if(player.identity=='ye') return false;
if(player.hasSkill('undist')) return false;
if(game.countPlayer(function(current){
return !current.hasSkill('undist');
})<4) return false;
return game.hasPlayer(function(current){
return current!=player&&current.isUnseen()&&lib.skill._zhenfazhaohuan.getConfig(player,current);
});
},
content:function(){
'step 0'
event.list=game.filterPlayer(function(current){
return current!=player&&current.isUnseen();
});
'step 1'
event.current=event.list.shift();
if(lib.skill._zhenfazhaohuan.getConfig(player,event.current)){
player.line(event.current,'green');
if(event.current._group==player.group&&event.current.wontYe()){
event.current.chooseControl('明置主将','明置副将','取消').set('prompt','是否响应'+get.translation(player)+'的阵法召唤?').ai=function(){return Math.floor(Math.random()*3)};
}
}
else event.goto(3);
'step 2'
if(result.control=='明置主将'){
event.current.showCharacter(0);
}
else if(result.control=='明置副将'){
event.current.showCharacter(1);
}
'step 3'
if(event.list.length) event.goto(1);
'step 4'
game.delay();
},
ai:{
order:5,
result:{
player:1
}
}
},
},
game:{
getCharacterChoice:function(list,num){
var choice=list.splice(0,num);
var map={wei:[],shu:[],wu:[],qun:[]};
for(var i=0;i<choice.length;i++){
var group=lib.character[choice[i]][1];
if(map[group]){
map[group].push(choice[i]);
}
}
for(var i in map){
if(map[i].length<2){
if(map[i].length==1){
choice.remove(map[i][0]);
list.push(map[i][0]);
}
delete map[i];
}
}
if(choice.length==num-1){
for(var i=0;i<list.length;i++){
if(map[lib.character[list[i]][1]]){
choice.push(list[i]);
list.splice(i--,1);
break;
}
}
}
else if(choice.length<num-1){
var group=null
for(var i=0;i<list.length;i++){
if(group){
if(lib.character[list[i]][1]==group){
choice.push(list[i]);
list.splice(i--,1);
if(choice.length>=num){
break;
}
}
}
else{
if(!map[lib.character[list[i]][1]]){
group=lib.character[list[i]][1];
choice.push(list[i]);
list.splice(i--,1);
}
}
}
}
return choice;
},
getState:function(){
var state={};
for(var i in lib.playerOL){
var player=lib.playerOL[i];
state[i]={
identity:player.identity,
shown:player.ai.shown,
};
}
return state;
},
updateState:function(state){
for(var i in state){
var player=lib.playerOL[i];
if(player){
player.identity=state[i].identity;
player.ai.shown=state[i].shown;
}
}
},
getRoomInfo:function(uiintro){
var num,last;
if(lib.configOL.initshow_draw=='off'){
num='关闭'
}
else{
num={mark:'标记',draw:'摸牌'}[lib.configOL.initshow_draw];
}
uiintro.add('<div class="text chat">首亮奖励:'+num);
uiintro.add('<div class="text chat">珠联璧合:'+(lib.configOL.zhulian?'开启':'关闭'));
uiintro.add('<div class="text chat">出牌时限:'+lib.configOL.choose_timeout+'秒');
uiintro.add('<div class="text chat">国战牌堆:'+(lib.configOL.guozhanpile?'开启':'关闭'));
uiintro.add('<div class="text chat">鏖战模式:'+(lib.configOL.aozhan?'开启':'关闭'));
uiintro.add('<div class="text chat">观看下家副将:'+(lib.configOL.viewnext?'开启':'关闭'));
last=uiintro.add('<div class="text chat">国战武将:'+(lib.configOL.onlyguozhan?'开启':'关闭'));
if(!lib.configOL.onlyguozhan){
// uiintro.add('<div class="text chat">屏蔽弱将:'+(lib.configOL.ban_weak?'开启':'关闭'));
// last=uiintro.add('<div class="text chat">屏蔽强将:'+(lib.configOL.ban_strong?'开启':'关闭'));
if(lib.configOL.banned.length){
last=uiintro.add('<div class="text chat">禁用武将:'+get.translation(lib.configOL.banned));
}
if(lib.configOL.bannedcards.length){
last=uiintro.add('<div class="text chat">禁用卡牌:'+get.translation(lib.configOL.bannedcards));
}
}
last.style.paddingBottom='8px';
},
addRecord:function(bool){
if(typeof bool=='boolean'){
var data=lib.config.gameRecord.guozhan.data;
var identity=game.me.identity;
if(!data[identity]){
data[identity]=[0,0];
}
if(bool){
data[identity][0]++;
}
else{
data[identity][1]++;
}
var list=lib.group.slice(0);
list.add('ye');
var str='';
for(var i=0;i<list.length;i++){
if(list[i]!='shen'&&data[list[i]]){
str+=lib.translate[list[i]+'2']+''+data[list[i]][0]+'胜'+' '+data[list[i]][1]+'负<br>';
}
}
lib.config.gameRecord.guozhan.str=str;
game.saveConfig('gameRecord',lib.config.gameRecord);
}
},
getIdentityList:function(player){
if(!player.isUnseen()) return;
if(player==game.me) return;
var list={
wei:'魏',
shu:'蜀',
wu:'吴',
qun:'群',
ye:'野',
unknown:'猜'
}
var num=Math.floor((game.players.length+game.dead.length)/2);
var noye=true;
if(get.population('wei')>=num){
delete list.wei;
noye=false;
}
if(get.population('shu')>=num){
delete list.shu;
noye=false;
}
if(get.population('wu')>=num){
delete list.wu;
noye=false;
}
if(get.population('qun')>=num){
delete list.qun;
noye=false;
}
if(noye){
delete list.ye;
}
return list;
},
getIdentityList2:function(list){
for(var i in list){
switch(i){
case 'unknown':list[i]='未知';break;
case 'ye':list[i]='野心家';break;
case 'qun':list[i]+='雄';break;
default:list[i]+='国';
}
}
},
getVideoName:function(){
var str=get.translation(game.me.name1)+'/'+get.translation(game.me.name2);
var str2=get.cnNumber(parseInt(get.config('player_number')))+'人'+
get.translation(lib.config.mode);
if(game.me.identity=='ye'){
str2+=' - 野心家';
}
var name=[str,str2];
return name;
},
showIdentity:function(started){
if(game.phaseNumber==0&&!started) return;
for(var i=0;i<game.players.length;i++){
game.players[i].showCharacter(2,false);
}
},
tryResult:function(){
var hasunknown=false,check=true,unknown,giveup;
var group=game.players[0]._group;
for(var i=0;i<game.players.length;i++){
if(game.players[i].identity=='unknown'){
hasunknown=true;
if(unknown){
unknown='no';
}
else{
unknown=game.players[i];
}
}
if(game.players[i]._group!=group){
check=false;break;
}
}
if(check){
if(get.population('ye')){
if(game.players.length>1){
check=false;
}
}
else{
if(hasunknown&&!game.hasPlayer(function(current){
return get.is.jun(current);
})){
var players=game.players.concat(game.dead);
var num=0;
for(var i=0;i<players.length;i++){
if(players[i]._group==group){
num++;
}
}
if(num>players.length/2){
check=false;
}
}
}
}
if(check){
game.checkResult();
}
else if(!hasunknown){
var ids=[];
var idmap={};
var idp={};
for(var i=0;i<game.players.length;i++){
var id=game.players[i].identity;
ids.add(id);
if(!idmap[id]){
idmap[id]=1;
}
else{
idmap[id]++;
}
idp[id]=game.players[i];
}
if(ids.length!=2) return;
var id1=ids[0],id2=ids[1];
if(idmap[id1]>1&&idmap[id2]>1) return;
if(idmap[id1]>1&&id1=='ye') return;
if(idmap[id2]>1&&id2=='ye') return;
if(idmap[id1]==1){
idp[id1].showGiveup();
}
if(idmap[id2]==1){
idp[id2].showGiveup();
}
}
},
checkResult:function(){
_status.overing=true;
for(var i=0;i<game.players.length;i++){
game.players[i].showCharacter(2);
}
if(game.me.identity=='ye'){
if(game.me.classList.contains('dead')){
game.over(false);
}
else{
game.over(true);
}
}
else{
if(get.population(game.me.identity)==0){
game.over(false);
}
else{
game.over(true);
}
}
game.showIdentity();
},
checkOnlineResult:function(player){
if(player.identity=='ye'){
return player.isAlive();
}
return get.population(player.identity)>0;
},
chooseCharacter:function(){
var next=game.createEvent('chooseCharacter',false);
next.showConfig=true;
next.addPlayer=true;
next.ai=function(player,list,back){
if(_status.brawl&&_status.brawl.chooseCharacterAi){
if(_status.brawl.chooseCharacterAi(player,list,back)!==false){
return;
}
}
for(var i=0;i<list.length-1;i++){
for(var j=i+1;j<list.length;j++){
if(lib.character[list[i]][1]==lib.character[list[j]][1]){
2019-10-31 04:43:12 +00:00
var mainx=list[i];
var vicex=list[j];
if(get.guozhanReverse(mainx,vicex)){
mainx=list[j];
vicex=list[i];
}
player.init(mainx,vicex,false);
2019-08-30 15:10:11 +00:00
if(back){
list.remove(player.name);
list.remove(player.name2);
for(var i=0;i<list.length;i++){
back.push(list[i]);
}
}
return;
}
}
}
}
next.setContent(function(){
"step 0"
ui.arena.classList.add('choose-character');
var addSetting=function(dialog){
dialog.add('选择座位').classList.add('add-setting');
var seats=document.createElement('table');
seats.classList.add('add-setting');
seats.style.margin='0';
seats.style.width='100%';
seats.style.position='relative';
for(var i=1;i<=game.players.length;i++){
var td=ui.create.div('.shadowed.reduce_radius.pointerdiv.tdnode');
td.innerHTML='<span>'+get.cnNumber(i,true)+'</span>';
td.link=i-1;
seats.appendChild(td);
td.addEventListener(lib.config.touchscreen?'touchend':'click',function(){
if(_status.dragged) return;
if(_status.justdragged) return;
if(_status.cheat_seat){
_status.cheat_seat.classList.remove('bluebg');
if(_status.cheat_seat==this){
delete _status.cheat_seat;
return;
}
}
this.classList.add('bluebg');
_status.cheat_seat=this;
});
}
dialog.content.appendChild(seats);
if(game.me==game.zhu){
seats.previousSibling.style.display='none';
seats.style.display='none';
}
dialog.add(ui.create.div('.placeholder.add-setting'));
dialog.add(ui.create.div('.placeholder.add-setting'));
if(get.is.phoneLayout()) dialog.add(ui.create.div('.placeholder.add-setting'));
};
var removeSetting=function(){
var dialog=_status.event.dialog;
if(dialog){
dialog.style.height='';
delete dialog._scrollset;
var list=Array.from(dialog.querySelectorAll('.add-setting'));
while(list.length){
list.shift().remove();
}
ui.update();
}
};
event.addSetting=addSetting;
event.removeSetting=removeSetting;
var chosen=lib.config.continue_name||[];
game.saveConfig('continue_name');
event.chosen=chosen;
var i;
event.list=[];
for(i in lib.character){
if(i.indexOf('gz_shibing')==0) continue;
if(chosen.contains(i)) continue;
if(lib.filter.characterDisabled(i)) continue;
if(get.config('onlyguozhan')){
if(!lib.characterPack.mode_guozhan[i]) continue;
if(get.is.jun(i)) continue;
}
if(lib.character[i][2]==3||lib.character[i][2]==4||lib.character[i][2]==5)
event.list.push(i);
}
_status.characterlist=event.list.slice(0);
_status.yeidentity=[];
if(_status.brawl&&_status.brawl.chooseCharacterFilter){
event.list=_status.brawl.chooseCharacterFilter(event.list);
}
event.list.randomSort();
// var list=event.list.splice(0,parseInt(get.config('choice_num')));
var list;
if(_status.brawl&&_status.brawl.chooseCharacter){
list=_status.brawl.chooseCharacter(event.list,game.me);
}
else{
list=game.getCharacterChoice(event.list,parseInt(get.config('choice_num')));
}
if(_status.auto){
event.ai(game.me,list);
lib.init.onfree();
}
else if(chosen.length){
game.me.init(chosen[0],chosen[1],false);
lib.init.onfree();
}
else{
var dialog=ui.create.dialog('选择角色','hidden',[list,'character']);
if(!_status.brawl||!_status.brawl.noAddSetting){
if(get.config('change_identity')){
addSetting(dialog);
}
}
var next=game.me.chooseButton(dialog,true,2).set('onfree',true);
next.filterButton=function(button){
if(ui.dialog.buttons.length<=10){
for(var i=0;i<ui.dialog.buttons.length;i++){
if(ui.dialog.buttons[i]!=button){
if(lib.element.player.perfectPair.call({
name1:button.link,name2:ui.dialog.buttons[i].link
})){
button.classList.add('glow2');
}
}
}
}
if(ui.selected.buttons.length==0) return true;
return (lib.character[button.link][1]==lib.character[ui.selected.buttons[0].link][1]);
};
next.switchToAuto=function(){
event.ai(game.me,list);
ui.arena.classList.remove('selecting');
};
var createCharacterDialog=function(){
event.dialogxx=ui.create.characterDialog('heightset',function(i){
if(i.indexOf('gz_shibing')==0) return true;
if(get.config('onlyguozhan')){
if(!lib.characterPack.mode_guozhan[i]) return true;
if(get.is.jun(i)) return true;
}
},get.config('onlyguozhanexpand')?'expandall':undefined,get.config('onlyguozhan')?'onlypack:mode_guozhan':undefined);
if(ui.cheat2){
ui.cheat2.animate('controlpressdownx',500);
ui.cheat2.classList.remove('disabled');
}
};
if(lib.onfree){
lib.onfree.push(createCharacterDialog);
}
else{
createCharacterDialog();
}
ui.create.cheat2=function(){
ui.cheat2=ui.create.control('自由选将',function(){
if(this.dialog==_status.event.dialog){
if(game.changeCoin){
game.changeCoin(50);
}
this.dialog.close();
_status.event.dialog=this.backup;
this.backup.open();
delete this.backup;
game.uncheck();
game.check();
if(ui.cheat){
ui.cheat.animate('controlpressdownx',500);
ui.cheat.classList.remove('disabled');
}
}
else{
if(game.changeCoin){
game.changeCoin(-10);
}
this.backup=_status.event.dialog;
_status.event.dialog.close();
_status.event.dialog=_status.event.parent.dialogxx;
this.dialog=_status.event.dialog;
this.dialog.open();
game.uncheck();
game.check();
if(ui.cheat){
ui.cheat.classList.add('disabled');
}
}
});
if(lib.onfree){
ui.cheat2.classList.add('disabled');
}
}
ui.create.cheat=function(){
_status.createControl=ui.cheat2;
ui.cheat=ui.create.control('更换',function(){
if(ui.cheat2&&ui.cheat2.dialog==_status.event.dialog){
return;
}
if(game.changeCoin){
game.changeCoin(-3);
}
event.list=event.list.concat(list);
event.list.randomSort();
// list=event.list.splice(0,parseInt(get.config('choice_num')));
list=game.getCharacterChoice(event.list,parseInt(get.config('choice_num')));
var buttons=ui.create.div('.buttons');
var node=_status.event.dialog.buttons[0].parentNode;
_status.event.dialog.buttons=ui.create.buttons(list,'character',buttons);
_status.event.dialog.content.insertBefore(buttons,node);
buttons.animate('start');
node.remove();
game.uncheck();
game.check();
});
delete _status.createControl;
}
if(!_status.brawl||!_status.brawl.chooseCharacterFixed){
if(!ui.cheat&&get.config('change_choice'))
ui.create.cheat();
if(!ui.cheat2&&get.config('free_choose'))
ui.create.cheat2();
}
}
"step 1"
if(ui.cheat){
ui.cheat.close();
delete ui.cheat;
}
if(ui.cheat2){
ui.cheat2.close();
delete ui.cheat2;
}
if(result.buttons){
game.me.init(result.buttons[0].link,result.buttons[1].link,false);
game.addRecentCharacter(result.buttons[0].link,result.buttons[1].link);
}
// game.me.setIdentity(game.me.group);
event.list.remove(game.me.name);
event.list.remove(game.me.name2);
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=game.me){
event.ai(game.players[i],event.list.splice(0,parseInt(get.config('choice_num'))),event.list);
}
}
for(var i=0;i<game.players.length;i++){
game.players[i].classList.add('unseen');
game.players[i].classList.add('unseen2');
_status.characterlist.remove(game.players[i].name);
_status.characterlist.remove(game.players[i].name2);
if(game.players[i]!=game.me){
game.players[i].node.identity.firstChild.innerHTML='猜';
game.players[i].node.identity.dataset.color='unknown';
game.players[i].node.identity.classList.add('guessing');
}
game.players[i].hiddenSkills=lib.character[game.players[i].name][3].slice(0);
var hiddenSkills2=lib.character[game.players[i].name2][3];
for(var j=0;j<hiddenSkills2.length;j++){
game.players[i].hiddenSkills.add(hiddenSkills2[j]);
}
for(var j=0;j<game.players[i].hiddenSkills.length;j++){
if(!lib.skill[game.players[i].hiddenSkills[j]]){
game.players[i].hiddenSkills.splice(j--,1);
}
}
game.players[i].group='unknown';
game.players[i].sex='unknown';
game.players[i].name1=game.players[i].name;
game.players[i].name='unknown';
game.players[i].identity='unknown';
game.players[i].node.name.show();
game.players[i].node.name2.show();
game.players[i]._group=lib.character[game.players[i].name1][1];
for(var j=0;j<game.players[i].hiddenSkills.length;j++){
game.players[i].addSkillTrigger(game.players[i].hiddenSkills[j],true);
}
}
setTimeout(function(){
ui.arena.classList.remove('choose-character');
},500);
});
},
chooseCharacterOL:function(){
var next=game.createEvent('chooseCharacter',false);
next.setContent(function(){
'step 0'
game.broadcastAll(function(){
ui.arena.classList.add('choose-character');
});
var list;
if(lib.configOL.onlyguozhan){
list=[];
for(var i in lib.characterPack.mode_guozhan){
if(i.indexOf('gz_shibing')==0) continue;
if(get.is.jun(i)) continue;
list.push(i);
}
}
else{
list=get.charactersOL();
}
_status.characterlist=list.slice(0);
_status.yeidentity=[];
event.list=list.slice(0);
var list2=[];
var num;
if(lib.configOL.number*6>list.length){
num=5;
}
else if(lib.configOL.number*7>list.length){
num=6;
}
else{
num=7;
}
var filterButton=function(button){
if(ui.dialog){
if(ui.dialog.buttons.length<=10){
for(var i=0;i<ui.dialog.buttons.length;i++){
if(ui.dialog.buttons[i]!=button){
if(lib.element.player.perfectPair.call({
name1:button.link,name2:ui.dialog.buttons[i].link
})){
button.classList.add('glow2');
}
}
}
}
}
if(ui.selected.buttons.length==0) return true;
if(!lib.character[button.link]) return false;
return (lib.character[button.link][1]==lib.character[ui.selected.buttons[0].link][1]);
};
list.randomSort();
for(var i=0;i<game.players.length;i++){
list2.push([game.players[i],['选择角色',[game.getCharacterChoice(list,num),'character']],2,
true,function(){return Math.random()},filterButton]);
}
game.me.chooseButtonOL(list2,function(player,result){
if(game.online||player==game.me) player.init(result.links[0],result.links[1],false);
}).set('switchToAuto',function(){
_status.event.result='ai';
}).set('processAI',function(){
var buttons=_status.event.dialog.buttons;
for(var i=0;i<buttons.length-1;i++){
for(var j=i+1;j<buttons.length;j++){
if(lib.character[buttons[i].link][1]==lib.character[buttons[j].link][1]){
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var list=[buttons[i].link,buttons[j].link];
if(get.guozhanReverse(list[0],list[1])) list.reverse();
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return {
bool:true,
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links:list,
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}
}
}
}
});
'step 1'
var sort=true;
for(var i in result){
if(result[i]&&result[i].links){
for(var j=0;j<result[i].links.length;j++){
event.list.remove(result[i].links[j]);
}
}
}
for(var i in result){
if(result[i]=='ai'||!result[i].links||result[i].links.length<1){
if(sort){
sort=false;
event.list.randomSort();
}
result[i]=[event.list.shift()];
var group=lib.character[result[i][0]][1];
for(var j=0;j<event.list.length;j++){
if(lib.character[event.list[j]][1]==group){
result[i].push(event.list[j]);
event.list.splice(j--,1);
break;
}
}
}
else{
result[i]=result[i].links
}
if(!lib.playerOL[i].name){
lib.playerOL[i].init(result[i][0],result[i][1],false);
}
}
for(var i=0;i<game.players.length;i++){
_status.characterlist.remove(game.players[i].name);
_status.characterlist.remove(game.players[i].name2);
game.players[i].hiddenSkills=lib.character[game.players[i].name][3].slice(0);
var hiddenSkills2=lib.character[game.players[i].name2][3];
for(var j=0;j<hiddenSkills2.length;j++){
game.players[i].hiddenSkills.add(hiddenSkills2[j]);
}
for(var j=0;j<game.players[i].hiddenSkills.length;j++){
if(!lib.skill[game.players[i].hiddenSkills[j]]){
game.players[i].hiddenSkills.splice(j--,1);
}
}
for(var j=0;j<game.players[i].hiddenSkills.length;j++){
game.players[i].name1=game.players[i].name;
game.players[i].addSkillTrigger(game.players[i].hiddenSkills[j],true);
}
}
game.broadcastAll(function(result){
for(var i in result){
if(!lib.playerOL[i].name){
lib.playerOL[i].init(result[i][0],result[i][1],false);
}
}
for(var i=0;i<game.players.length;i++){
game.players[i].classList.add('unseen');
game.players[i].classList.add('unseen2');
if(game.players[i]!=game.me){
game.players[i].node.identity.firstChild.innerHTML='猜';
game.players[i].node.identity.dataset.color='unknown';
game.players[i].node.identity.classList.add('guessing');
}
game.players[i].group='unknown';
game.players[i].sex='unknown';
game.players[i].name1=game.players[i].name;
game.players[i].name='unknown';
game.players[i].identity='unknown';
game.players[i].node.name.show();
game.players[i].node.name2.show();
game.players[i]._group=lib.character[game.players[i].name1][1];
}
setTimeout(function(){
ui.arena.classList.remove('choose-character');
},500);
},result);
});
}
},
ui:{
click:{
// identity:function(){
// if(this.touched) {this.touched=false;return;}
// _status.clicked=true;
// if(this.parentNode.isUnseen()&&this.parentNode!=game.me){
// switch(this.firstChild.innerHTML){
// case '魏':this.firstChild.innerHTML='蜀';this.dataset.color='shu';break;
// case '蜀':this.firstChild.innerHTML='吴';this.dataset.color='wu';break;
// case '吴':this.firstChild.innerHTML='群';this.dataset.color='qun';break;
// case '群':this.firstChild.innerHTML='野';this.dataset.color='ye';break;
// case '野':this.firstChild.innerHTML='猜';this.dataset.color='unknown';break;
// default:this.firstChild.innerHTML='魏';this.dataset.color='wei';break;
// }
// }
// }
}
},
translate:{
ye:'野',
ye2:'野心家',
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bumingzhi:'不明置',
mingzhizhujiang:'明置主将',
mingzhifujiang:'明置副将',
tongshimingzhi:'同时明置',
mode_guozhan_character_config:'国战武将',
_zhenfazhaohuan:'阵法召唤',
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_zhenfazhaohuan_info:'由拥有阵法技的角色发起,满足此阵法技条件的未确定势力角色均可按逆时针顺序依次明置其一张武将牌(响应阵法召唤),以发挥阵法技的效果。',
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junling:'军令',
junling1:'军令一',
junling1_bg:'令',
junling1_info:'若被执行,执行者对发起者指定的一名角色造成一点伤害。',
junling2:'军令二',
junling2_bg:'令',
junling2_info:'若被执行,执行者摸一张牌,然后依次交给发起者两张牌。',
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junling3:'军令三',
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junling3_bg:'令',
junling3_info:'若被执行,执行者失去一点体力。',
junling4:'军令四',
junling4_bg:'令',
junling4_info:'若被执行,直到回合结束,执行者不能使用或打出手牌且非锁定技全部失效。',
junling4_eff:'军令四',
junling5:'军令五',
junling5_bg:'令',
junling5_info:'若被执行,执行者将武将牌叠置,且不能回复体力直到回合结束。',
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junling5_eff:'军令五',
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junling6:'军令六',
junling6_bg:'令',
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junling6_info:'若被执行,执行者选择一张手牌和一张装备区内牌(若有),然后弃置其余的牌。',
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gz_cuimao:'崔琰毛玠',
gzzhengbi:'征辟',
gzzhengbi_info:'出牌阶段开始时,你可以选择一项:选择一名未确定势力的角色,你对其使用的牌无距离限制且不计入使用次数,直到其明置武将牌或回合结束;或将一张基本牌交给一名有明置武将牌的角色,然后其交给你一张非基本牌或两张基本牌。',
gzfengying:'奉迎',
gzfengying_info:'限定技,你可以将所有手牌当【挟天子以令诸侯】使用(无视大势力限制),然后所有与你势力相同的角色将手牌补至体力上限。',
gz_yujin:'于禁',
gzjieyue:'节钺',
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gzjieyue_info:'准备阶段开始时,你可以将一张手牌交给一名非魏势力角色,然后选择一个“军令”并令其选择一项:执行该军令,然后你摸一张牌;或令你于此回合摸牌阶段额外摸三张牌。',
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gz_wangping:'王平',
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jianglue:'将略',
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jianglue_info:'限定技出牌阶段你可以选择一个“军令”然后与你势力相同的其他角色可以执行该军令未确定势力角色可以在此时明置一张武将牌。你与所有执行该军令的角色增加一点体力上限然后回复一点体力然后你摸X张牌X为以此法回复了体力的角色数。',
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gz_fazheng:'法正',
gzxuanhuo:'眩惑',
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gzxuanhuo_info:'与你势力相同的其他角色的出牌阶段限一次,该角色可以交给你一张牌并弃置一张牌,然后获得以下一项场上没有的技能直到回合结束:〖武圣〗、〖咆哮〗、〖龙胆〗、〖铁骑〗、〖烈弓〗、〖狂骨〗。',
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gzenyuan:'恩怨',
gzenyuan_info:'锁定技当其他角色对你使用【桃】时该角色摸一张牌当你受到伤害后伤害来源须交给你一张手牌或失去1点体力。',
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gzbuyi:'补益',
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gzbuyi_info:'每回合限一次,当一名与你势力相同的角色脱离濒死状态后,你可以选择一个“军令”,令伤害来源选择一项:执行该军令,或令该脱离濒死状态的角色回复一点体力。',
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gz_lukang:'陆抗',
keshou:'恪守',
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keshou_info:'当你受到伤害时,你可以弃置两张颜色相同的牌。若如此做,此伤害-1。然后若场上没有与你势力相同的其他角色则你进行判定若结果为红色你摸一张牌。',
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zhuwei:'筑围',
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zhuwei_info:'当你的判定牌生效后,若此牌为【杀】或【决斗】,你可以获得之。然后,你可令当前回合角色本回合内使用【杀】的次数上限和手牌上限+1。',
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gz_yuanshu:'袁术',
gzweidi:'伪帝',
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gzweidi_info:'出牌阶段限一次,你可以指定一名本回合从牌堆获得过牌的其他角色并选择一个“军令”,令其选择一项:执行该军令;或令你获得其所有手牌,然后交给其等量的牌。',
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gzyongsi:'庸肆',
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gzyongsi_info:'锁定技,若场上没有【玉玺】,则视为你装备了【玉玺】;当你成为【知己知彼】的目标时,你展示你的所有手牌。',
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//gzyongsi_eff1:'玉玺',
//gzyongsi_eff2:'玉玺',
gz_zhangxiu:'张绣',
gzfudi:'附敌',
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gzfudi_info:'当你受到伤害后,你可以交给伤害来源一张手牌。若如此做,你对其势力中体力值最大且不小于你的一名角色造成一点伤害。',
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congjian:'从谏',
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congjian_info:'锁定技,当你于回合外造成伤害,或于回合内受到伤害时,此伤害+1。',
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gz_jun_caocao:'君曹操',
jianan:'建安',
jianan_info:'君主技,只要此武将处于明置状态,你便拥有“五子良将纛”。',
g_jianan:'五子良将纛',
wuziliangjiangdao:'五子良将纛',
wuziliangjiangdao_ab:'将纛',
wuziliangjiangdao_bg:'纛',
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wuziliangjiangdao_info:'魏势力角色的准备阶段开始时,其可以弃置一张牌。若如此做,其选择一张暗置的武将牌(若没有,则选择一张暗置),然后获得下列技能中的一项(其他角色已有的技能无法选择)且不能明置选择的武将牌直到你的下个回合开始:〖突袭〗,〖巧变〗,〖骁果〗,〖节钺〗,〖断粮〗。',
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huibian:'挥鞭',
huibian_info:'出牌阶段限一次,你可以选择一名魏势力角色和另一名已受伤的魏势力角色。若如此做,你对前者造成一点伤害,然后其摸两张牌,然后后者回复一点体力。',
gzzongyu:'总御',
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gzzongyu_info:'当【六龙骖驾】进入其他角色的装备区后,你可以将你装备区内所有坐骑牌(至少一张)与【六龙骖驾】交换位置。锁定技,当你使用坐骑牌后,若场上或弃牌堆中有【六龙骖驾】,则将【六龙骖驾】置入你的装备区。',
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xindiaodu:"调度",
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"xindiaodu_info":"当与你势力相同的角色使用装备牌时,其可以摸一张牌;出牌阶段开始时,你可以获得与你势力相同的一名角色装备区内的一张牌,然后你可以将此牌交给另一名与你势力相同的其他角色。",
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yigui:"役鬼",
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"yigui_info":"当首次明置此武将牌时,你将剩余武将牌堆的两张牌扣置于游戏外,称为“魂”;你可以展示一张“魂”并将其置入剩余武将牌堆,视为使用了一张本回合内未以此法使用过的基本牌或普通锦囊牌(此牌目标须为与此“魂”势力相同或未确定势力的角色)。 ",
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"yigui_init":"役鬼",
"yigui_init_info":"",
"yigui_refrain":"役鬼",
"yigui_refrain_info":"",
jihun:"汲魂",
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jihun_info:"当你受到伤害后,或与你势力不同的角色脱离濒死状态后,你可以将剩余武将牌堆的一张牌当做“魂”扣置于游戏外。",
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"xianqu_skill":"先驱",
"xianqu_skill_info":"",
"zhulianbihe_skill":"珠联璧合",
"zhulianbihe_skill_info":"",
"yinyang_skill":"阴阳鱼",
"yinyang_skill_info":"",
"zhulianbihe_skill_draw":"珠联•摸牌",
"zhulianbihe_skill_draw_info":"",
"zhulianbihe_skill_tao":"珠联•桃",
"zhulianbihe_skill_tao_info":"",
"yinyang_skill_draw":"阴阳鱼",
"yinyang_skill_draw_info":"",
"yinyang_skill_add":"阴阳鱼",
"yinyang_skill_add_info":"",
"yinyang_add":"阴阳鱼",
"yinyang_add_info":"",
"new_jushou":"据守",
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"new_jushou_info":"结束阶段你可以摸X张牌X为亮明势力数然后弃置一张手牌。若以此法弃置的牌为装备牌则改为使用此牌。若X大于2则你将武将牌叠置。",
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"new_duanliang":"断粮",
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"new_duanliang_info":"出牌阶段你可以将一张黑色基本牌或黑色装备牌当做【兵粮寸断】使用。你使用【兵粮寸断】没有距离限制。若你对距离超过2的角色发动了〖断粮〗则本回合不能再发动〖断粮〗。",
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"new_shushen":"淑慎",
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"new_shushen_info":"当你回复1点体力后你可令一名其他角色摸一张牌。",
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"new_fenji":"奋激",
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"new_fenji_info":"一名角色的结束阶段开始时若其没有手牌你可以令其摸两张牌然后你失去1点体力。",
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"new_luanji":"乱击",
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"new_luanji_info":"你可以将两张与你本回合以此法转化的花色均不相同的手牌当【万箭齐发】使用。当一名与你势力相同的角色因响应此牌而打出【闪】时,该角色摸一张牌。",
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"new_qingcheng":"倾城",
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"new_qingcheng_info":"出牌阶段,你可以弃置一张黑色牌并选择一名武将牌均明置的其他角色,然后你暗置其一张武将牌。若你以此法弃置的牌为装备牌,则你可以暗置另一名武将牌均明置的角色的一张武将牌。",
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"new_kongcheng":"空城",
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"new_kongcheng_info":"锁定技若你没有手牌1.当你成为【杀】或【决斗】的目标时取消之2.你的回合外,其他角色交给你牌后,你将这些牌置于你的武将牌上。摸牌阶段开始时,你获得武将牌上的这些牌。",
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"new_keji":"克己",
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"new_keji_info":"锁定技,若你没有在出牌阶段内使用过颜色不同的牌,则你本回合的手牌上限+4。",
2019-08-30 15:10:11 +00:00
"keji_add":"克己",
"keji_add_info":"",
"new_mouduan":"谋断",
"new_mouduan_info":"结束阶段,若你于本回合内使用过四种花色或三种类别的牌,则你可以移动场上的一张牌。",
"new_longdan":"龙胆",
2020-03-05 13:10:37 +00:00
"new_longdan_info":"你可以将【杀】当【闪】【闪】当【杀】使用或打出。当你发动〖龙胆〗使用的【杀】被【闪】抵消时你可以对另一名角色造成1点伤害当你发动〖龙胆〗使用的【闪】抵消了【杀】时你可以令一名其他角色回复1点体力不能是【杀】的使用者。",
2019-08-30 15:10:11 +00:00
"new_paoxiao":"咆哮",
2020-03-05 13:10:37 +00:00
"new_paoxiao_info":"锁定技,你使用【杀】无数量限制;当你于一回合内使用第二张【杀】时,摸一张牌。",
2019-08-30 15:10:11 +00:00
"new_kurou":"苦肉",
2020-03-05 13:10:37 +00:00
"new_kurou_info":"出牌阶段限一次你可以弃置一张牌然后失去1点体力并摸三张牌本回合使用【杀】的次数上限+1。",
2019-08-30 15:10:11 +00:00
"kurou_effect":"苦肉",
"kurou_effect_info":"",
"new_chuli":"除疠",
2020-03-05 13:10:37 +00:00
"new_chuli_info":"出牌阶段限一次,若你有牌,你可以选择至多三名势力各不相同或未确定势力的其他角色,你弃置你和这些角色的各一张牌。然后所有以此法弃置过黑桃牌的角色各摸一张牌。",
2019-08-30 15:10:11 +00:00
"baka_hunshang":"魂殇",
2020-03-05 13:10:37 +00:00
"baka_hunshang_info":"副将技此武将牌减少半个阴阳鱼准备阶段若你的体力值不大于1则你获得〖英姿〗和〖英魂〗直到回合结束。",
2019-08-30 15:10:11 +00:00
"baka_yinghun":"英魂",
"baka_yinghun_info":"准备阶段开始时若你已受伤你可令一名其他角色执行一项摸X张牌然后弃置一张牌或摸一张牌然后弃置X张牌X为你已损失的体力值",
"baka_yingzi":"英姿",
2020-03-05 13:10:37 +00:00
"baka_yingzi_info":"锁定技,摸牌阶段摸,你多摸一张牌;你的手牌上限+XX为你已损失的体力值。",
2019-08-30 15:10:11 +00:00
"new_yiji":"遗计",
2020-03-05 13:10:37 +00:00
"new_yiji_info":"当你受到伤害后,你可以观看牌堆顶的两张牌,并将其交给任意角色。",
2019-08-30 15:10:11 +00:00
"new_jieming":"节命",
"new_jieming_info":"当你受到伤害后你可以令一名角色将手牌摸至X张X为其体力上限且最多为5。",
"new_fangzhu":"放逐",
"new_fangzhu_info":"当你受到伤害后你可以令一名其他角色选择一项摸X张牌并将武将牌叠置X为你已损失的体力值弃置一张牌并失去1点体力。",
2019-10-31 04:43:12 +00:00
"fengyin_main":"封印[主将]",
2019-08-30 15:10:11 +00:00
"fengyin_main_info":"",
2019-10-31 04:43:12 +00:00
"fengyin_vice":"封印[副将]",
2019-08-30 15:10:11 +00:00
"fengyin_vice_info":"",
"new_tieji":"铁骑",
2020-03-05 13:10:37 +00:00
"new_tieji_info":"当你使用【杀】指定目标后,你可以令其一张明置的武将牌上的非锁定技于本回合内失效,然后你进行判定,除非该角色弃置与结果花色相同的一张牌,否则其不能使用【闪】响应此【杀】。",
2019-08-30 15:10:11 +00:00
hmkyuanyu:"远域",
"hmkyuanyu_info":"锁定技,当你受到伤害时,若伤害来源与你的座次不相邻,防止此伤害。",
hmkguishu:"鬼术",
2020-02-23 05:45:11 +00:00
"hmkguishu_info":"出牌阶段,你可以将一张黑桃手牌当作【知己知彼】或【远交近攻】使用。若你本局游戏内已经发动过了〖鬼术〗,则你必须选择与上次不同的选项。",
2019-08-30 15:10:11 +00:00
"_mingzhisuodingji":"亮将",
"_mingzhisuodingji_info":"出牌阶段,你可以明置拥有“锁定技”的武将牌。",
gz_jun_liubei:'君刘备',
gz_jun_zhangjiao:'君张角',
gz_jun_sunquan:'君孙权',
gz_liqueguosi:'李傕郭汜',
gz_bianfuren:'卞夫人',
gz_lvfan:'吕范',
gz_shamoke:'沙摩柯',
gz_masu:'马谡',
gz_yuji:'于吉',
gzshushen:'淑慎',
gzshushen_info:'当你回复1点体力时你可令与你势力相同的一名其他角色摸一张牌。',
_lianheng:'合纵',
lianheng_tag:'合',
guo_tag:'国',
qianhuan:'千幻',
qianhuan_bg:'幻',
qianhuan_info:'当与你势力相同的一名角色受到伤害后,你可以将一张与你武将牌上花色均不同的牌置于你的武将牌上。当一名与你势力相同的角色成为基本牌或锦囊牌的唯一目标时,你可以移去一张“千幻”牌,取消之。',
gzzhiman:'制蛮',
2020-03-05 13:10:37 +00:00
gzzhiman_info:'当你对其他角色造成伤害时,你可以防止此伤害。若如此做,你获得其装备区或判定区里的一张牌。然后若该角色与你势力相同,该角色可以变更副将。',
2019-08-30 15:10:11 +00:00
gzdiancai:'典财',
gzdiancai_info:'其他角色的出牌阶段结束时若你于此阶段失去了x张或更多的牌则你可以将手牌摸至体力上限。若如此做你可以变更副将x为你的体力值。',
xuanlve:'旋略',
xuanlve_info:'当你失去装备区里的牌后,你可以弃置一名其他角色的一张牌。',
yongjin:'勇进',
2020-03-05 13:10:37 +00:00
yongjin_info:'限定技,出牌阶段,你可以依次移动场上的至多三张装备牌。',
2019-08-30 15:10:11 +00:00
lianzi:'敛资',
2020-03-05 13:10:37 +00:00
lianzi_info:'出牌阶段限一次你可以弃置一张手牌然后亮出牌堆顶X张牌X为吴势力角色装备区里的牌和“烽火”的总和获得其中所有与你弃置牌类别相同的牌将其余的牌置入弃牌堆若你以此法一次获得了三张或更多的牌则你失去技能〖敛资〗并获得技能〖制衡〗。',
2019-08-30 15:10:11 +00:00
gzqice:'奇策',
gzqice_backup:'奇策',
2020-03-05 13:10:37 +00:00
gzqice_info:'出牌阶段限一次,你可以将所有手牌当做任意一张普通锦囊牌使用(此牌的目标数不能超过你的手牌数)。然后,你可以变更副将。',
2019-08-30 15:10:11 +00:00
gzyuejian:'约俭',
2020-03-05 13:10:37 +00:00
gzyuejian_info:'锁定技,与你势力相同角色的弃牌阶段开始时,若其本回合未使用牌指定过其他势力的角色为目标,则该角色本回合手牌上限+XX为其已损失的体力值。',
2019-08-30 15:10:11 +00:00
gzxiongsuan:'凶算',
gzxiongsuan_info:'限定技出牌阶段你可以弃置一张手牌并选择与你势力相同的一名角色对其造成1点伤害然后你摸三张牌。若该角色有已发动的限定技则你选择其中一个限定技此回合结束后视为该限定技未发动过。',
gzhuashen:'化身',
gzhuashen_info:'准备阶段开始时,若你的“化身”不足两张,则你可以观看剩余武将牌堆中的五张牌,然后扣置其中至多两张武将牌在你的武将旁,称为“化身”;若“化身”有两张以上,则你可以用剩余武将牌堆顶的一张牌替换一张“化身”。你可以于相应的时机明置并发动“化身”的一个技能,技能结算完成后将该“化身”放回剩余武将牌堆。你每个时机只能发动一张“化身”的技能,且不能发动带有技能类型的技能(锁定技、限定技等)。',
gzxinsheng:'新生',
gzxinsheng_info:'当你受到伤害后,你可以从剩余武将牌堆中扣置一张牌加入到“化身”牌中。',
jubao:'聚宝',
2020-03-05 13:10:37 +00:00
jubao_info:'锁定技,你装备区里的宝物牌不能被其他角色获得。结束阶段开始时,若场上或弃牌堆有【定澜夜明珠】,则你摸一张牌,然后获得装备区里有【定澜夜明珠】角色的一张牌。',
2019-08-30 15:10:11 +00:00
jiahe:'嘉禾',
jiahe_info:'君主技,只要此武将牌处于明置状态,你便拥有“缘江烽火图”。',
jiahe_put:'烽火',
jiahe_put_info:'出牌阶段限一次,你可以将一张装备牌置于“缘江烽火图”上,称之为“烽火”。',
jiahe_skill:'缘江烽火图',
yuanjiangfenghuotu:'缘江烽火图',
2020-03-05 13:10:37 +00:00
yuanjiangfenghuotu_info:'每名吴势力角色的出牌阶段限一次,该角色可以将一张装备牌置于“缘江烽火图”上,称之为“烽火”。<br>根据“烽火”的数量,所有吴势力角色可于其准备阶段开始时选择并获得其中一个技能直到回合结束:一张以上:〖英姿〗;两张以上:〖好施〗;三张以上:〖涉猎〗;四张以上:〖度势〗;五张以上:可额外选择一项。<br>锁定技,当你受到【杀】或锦囊牌造成的伤害后,你将一张“烽火”置入弃牌堆。',
2019-08-30 15:10:11 +00:00
yuanjiangfenghuotu_ab:'江图',
yuanjiangfenghuotu_bg:'图',
wuxin:'悟心',
wuxin_info:'摸牌阶段开始时你可以观看牌堆顶的X张牌X为群势力角色的数量然后将这些牌以任意顺序置于牌堆顶',
hongfa:'弘法',
hongfa_use:'天兵',
hongfa_respond:'天兵',
2020-03-05 13:10:37 +00:00
hongfa_info:'君主技锁定技此武将牌明置时你获得“黄巾天兵符”准备阶段开始时若没有“天兵”你将牌堆顶的X张牌置于“黄巾天兵符”上称为“天兵”X为群势力角色的数量',
2019-08-30 15:10:11 +00:00
wendao:'问道',
2020-03-05 13:10:37 +00:00
wendao_info:'出牌阶段限一次,你可以弃置一张不为【太平要术】的红色牌,然后获得弃牌堆或场上的一张【太平要术】。',
2019-08-30 15:10:11 +00:00
huangjintianbingfu:'黄巾天兵符',
huangjintianbingfu_ab:'兵符',
huangjintianbingfu_bg:'符',
2020-03-05 13:10:37 +00:00
huangjintianbingfu_info:'锁定技 :当你计算群势力角色数时,每一张“天兵”均可视为一名群势力角色。<br>当你失去体力时,你可改为将一张“天兵”置入弃牌堆。<br>与你势力相同的角色可将一张“天兵”当作【杀】使用或打出。',
2019-08-30 15:10:11 +00:00
wuhujiangdaqi:'五虎将大旗',
wuhujiangdaqi_ab:'将旗',
wuhujiangdaqi_bg:'旗',
2020-03-05 13:10:37 +00:00
wuhujiangdaqi_info:'存活的蜀势力角色的技能按以下规则改动:<br><strong>武圣</strong>:将“红色牌”改为“任意牌”<br><strong>咆哮</strong>:增加描述“你使用的【杀】无视其他角色的防具”<br><strong>龙胆</strong>:增加描述“你发动〖龙胆〗使用或打出牌时摸一张牌”<br><strong>烈弓</strong>:增加描述“你的攻击范围+1”<br><strong>铁骑</strong>:将“一张明置的武将牌”改为“所有明置的武将牌”',
2019-08-30 15:10:11 +00:00
zhangwu:'章武',
zhangwu_info:'锁定技。当【飞龙夺凤】进入弃牌堆或其他角色的装备区时,你获得之。当你失去【飞龙夺风】时,展示之,然后将此牌置于牌堆底并摸两张牌',
shouyue:'授钺',
2020-03-05 13:10:37 +00:00
shouyue_info:'君主技。只要此武将牌处于明置状态,你便拥有“五虎将大旗”。',
2019-08-30 15:10:11 +00:00
jizhao:'激诏',
jizhao_bg:'诏',
2020-03-05 13:10:37 +00:00
jizhao_info:'限定技。当你处于濒死状态时你可以将手牌补至体力上限体力回复至2点失去技能〖授钺〗并获得技能〖仁德〗。',
2019-08-30 15:10:11 +00:00
gzshoucheng:'守成',
2020-03-05 13:10:37 +00:00
gzshoucheng_info:'当与你势力相同的一名角色于其回合外失去手牌时,若其没有手牌,则你可以令其摸一张牌。',
2019-08-30 15:10:11 +00:00
gzmingshi:'名士',
2020-03-05 13:10:37 +00:00
gzmingshi_info:'锁定技,当你受到伤害时,若伤害来源有暗置的武将牌,此伤害-1。',
2019-08-30 15:10:11 +00:00
fengshi:'锋矢',
fengshi_sha:'锋矢',
2020-03-05 13:10:37 +00:00
fengshi_info:'阵法技,在一个围攻关系中,若你是围攻角色,则你或另一名围攻角色使用【杀】指定被围攻角色为目标后,可令该角色弃置装备区内的一张牌。',
2019-08-30 15:10:11 +00:00
gzsuishi:'随势',
2020-03-13 10:02:18 +00:00
gzsuishi2:'随势',
2020-03-05 13:10:37 +00:00
gzsuishi_info:'锁定技其他角色进入濒死状态时若伤害来源与你势力相同你摸一张牌其他角色死亡时若其与你势力相同你失去1点体力。',
2019-08-30 15:10:11 +00:00
baoling:'暴凌',
2019-12-20 06:56:40 +00:00
baoling_info:'主将技锁定技出牌阶段结束时若你有副将则你移除副将然后加3点体力上限回复3点体力失去技能〖暴凌〗并获得〖崩坏〗',
2019-08-30 15:10:11 +00:00
yingyang:'鹰扬',
2020-03-05 13:10:37 +00:00
yingyang_info:'当你的拼点牌亮出后,你可以令此牌的点数+3或-3至多为K至少为1。',
2019-08-30 15:10:11 +00:00
hunshang:'魂殇',
hunshang_info:'副将技此武将牌减少半个阴阳鱼准备阶段若你的体力值不大于1则你本回合获得“英姿”和“英魂”',
gzguixiu:'闺秀',
2020-03-05 13:10:37 +00:00
gzguixiu_info:'当你明置此武将牌时你可以摸两张牌当你移除此武将牌时你可以回复1点体力。',
2019-08-30 15:10:11 +00:00
gzcunsi:'存嗣',
2020-03-05 13:10:37 +00:00
gzcunsi_info:'出牌阶段,你可以移除此武将牌并选择一名角色,然后其获得技能〖勇决〗,若你选择的目标角色不是自己,则其摸两张牌。',
2019-08-30 15:10:11 +00:00
gzyongjue:'勇决',
2020-03-05 13:10:37 +00:00
gzyongjue_info:'与你势力相同的一名角色于其回合内使用【杀】结算完成后,若此牌是其本回合内使用的第一张牌,则其可以获得此牌对应的所有实体牌。',
2019-08-30 15:10:11 +00:00
gzqianxi:'潜袭',
gzqianxi_info:'准备阶段开始时你可以进行判定然后你选择距离为1的一名角色直到回合结束该角色不能使用或打出与结果颜色相同的手牌',
gzshangyi:'尚义',
2020-03-05 13:10:37 +00:00
gzshangyi_info:'出牌阶段限一次你可以令一名其他角色观看你的手牌。若如此做你选择一项1.观看其手牌并可以弃置其中的一张黑色牌2.观看其所有暗置的武将牌。',
2019-08-30 15:10:11 +00:00
niaoxiang:'鸟翔',
niaoxiang_sha:'鸟翔',
2020-03-05 13:10:37 +00:00
niaoxiang_info:'阵法技,在同一个围攻关系中,若你是围攻角色,则你或另一名围攻角色使用【杀】指定被围攻角色为目标后,该角色需依次使用两张【闪】才能抵消。',
2019-08-30 15:10:11 +00:00
yicheng:'疑城',
2020-03-05 13:10:37 +00:00
yicheng_info:'当与你势力相同的一名角色成为【杀】的目标后,你可以令该角色摸一张牌,然后弃置一张牌。',
2019-08-30 15:10:11 +00:00
yizhi:'遗志',
2020-03-05 13:10:37 +00:00
yizhi_info:'副将技此武将牌减少半个阴阳鱼。若你的主将拥有技能〖观星〗则将其描述中的X改为5若你的主将没有技能〖观星〗则你视为拥有技能〖观星〗。',
2019-08-30 15:10:11 +00:00
tianfu:'天覆',
2020-03-05 13:10:37 +00:00
tianfu_info:'主将技,阵法技,若当前回合角色与你处于同一队列,则你视为拥有技能〖看破〗。',
2019-08-30 15:10:11 +00:00
ziliang:'资粮',
2020-03-05 13:10:37 +00:00
ziliang_info:'副将技,当与你势力相同的一名角色受到伤害后,你可以将一张“田”交给该角色 ',
2019-08-30 15:10:11 +00:00
gzjixi:'急袭',
2020-03-05 13:10:37 +00:00
gzjixi_info:'主将技,此武将牌减少半个阴阳鱼。你可以将一张“田”当作【顺手牵羊】使用。',
2019-08-30 15:10:11 +00:00
huyuan:'护援',
2020-03-05 13:10:37 +00:00
huyuan_info:'结束阶段开始时你可以将一张装备牌置入一名角色的装备区然后你可以弃置该角色距离为1的一名角色的一张牌。',
2019-08-30 15:10:11 +00:00
heyi:'鹤翼',
2020-03-05 13:10:37 +00:00
heyi_info:'阵法技,与你处于同一队列的其他角色视为拥有技能【飞影】。',
2019-08-30 15:10:11 +00:00
gz_shibing1wei:'魏兵',
gz_shibing2wei:'魏兵',
gz_shibing1shu:'蜀兵',
gz_shibing2shu:'蜀兵',
gz_shibing1wu:'吴兵',
gz_shibing2wu:'吴兵',
gz_shibing1qun:'群兵',
gz_shibing2qun:'群兵',
gzduanchang:'断肠',
2020-03-05 13:10:37 +00:00
gzduanchang_info:'锁定技,当你死亡时,你令杀死你的角色失去一张武将牌上的所有技能。',
2019-08-30 15:10:11 +00:00
gzweimu:'帷幕',
2020-03-05 13:10:37 +00:00
gzweimu_info:'锁定技,当你成为黑色锦囊牌的目标时,取消之。',
2019-08-30 15:10:11 +00:00
gzqianxun:'谦逊',
2020-03-05 13:10:37 +00:00
gzqianxun_info:'锁定技,当你成为【顺手牵羊】或【乐不思蜀】的目标时,取消之。',
2019-08-30 15:10:11 +00:00
gzkongcheng:'空城',
gzkongcheng_info:'锁定技,当你成为【杀】或【决斗】的目标时,若你没有手牌,则取消之',
gzxiaoji:'枭姬',
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gzxiaoji_info:'当你失去装备区里的牌后,你可以摸两张牌。',
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gzrende:'仁德',
gzrende_info:'出牌阶段你可以将任意张手牌交给其他角色然后若你于此阶段内给出第三张“仁德”牌时你回复1点体力',
gzzhiheng:'制衡',
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gzzhiheng_info:'出牌阶段限一次你可以弃置至多X张牌X为你的体力上限然后摸等量的牌。',
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duoshi:'度势',
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duoshi_info:'出牌阶段限四次,你可以将一张红色手牌当做【以逸待劳】使用。',
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gzxiaoguo:'骁果',
gzxiaoguo_info:'其他角色的结束阶段开始时你可以弃置一张基本牌令该角色选择一项1.弃置一张装备牌2.受到你对其造成的1点伤害。',
guozhan_default:"国战标准",
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guozhan_zhen:"君临天下·阵",
guozhan_shi:"君临天下·势",
guozhan_bian:"君临天下·变",
guozhan_quan:"君临天下·权",
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guozhan_jun:"君主武将",
guozhan_others:"其他",
},
junList:['liubei','zhangjiao','sunquan','caocao'],
guozhanPile:[
['spade',1,'juedou'],
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['spade',1,'shandian'],
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['spade',2,'feilongduofeng'],
['spade',2,'bagua'],
['spade',2,'hanbing'],
['spade',3,'guohe'],
['spade',3,'shunshou'],
['spade',4,'guohe'],
['spade',4,'shunshou'],
['spade',5,'sha'],
['spade',5,'jueying'],
['spade',6,'qinggang'],
['spade',6,'sha','thunder'],
['spade',7,'sha'],
['spade',7,'sha','thunder'],
['spade',8,'sha'],
['spade',8,'sha'],
['spade',9,'sha'],
['spade',9,'jiu'],
['spade',10,'sha'],
['spade',10,'bingliang'],
['spade',11,'sha'],
['spade',11,'wuxie'],
['spade',12,'zhangba'],
['spade',12,'tiesuo'],
['spade',13,'nanman'],
['spade',13,'dawan'],
['club',1,'juedou'],
['club',1,'baiyin'],
['club',2,'sha'],
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['club',2,'tengjia'],
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['club',2,'renwang'],
['club',3,'sha'],
['club',3,'zhibi'],
['club',4,'sha'],
['club',4,'zhibi'],
['club',5,'sha'],
['club',5,'dilu'],
['club',6,'lebu'],
['club',6,'sha','thunder'],
['club',7,'nanman'],
['club',7,'sha','thunder'],
['club',8,'sha'],
['club',8,'sha','thunder'],
['club',9,'sha'],
['club',9,'jiu'],
['club',10,'sha'],
['club',10,'bingliang'],
['club',11,'sha'],
['club',11,'sha'],
['club',12,'jiedao'],
['club',12,'tiesuo'],
['club',13,'wuxie',null,['guo']],
['club',13,'tiesuo'],
['diamond',1,'zhuge'],
['diamond',1,'zhuque'],
['diamond',2,'shan'],
['diamond',2,'tao'],
['diamond',3,'shan'],
['diamond',3,'shunshou'],
['diamond',4,'yiyi'],
['diamond',4,'sha','fire'],
['diamond',5,'guanshi'],
['diamond',5,'sha','fire'],
['diamond',6,'shan'],
['diamond',6,'wuliu'],
['diamond',7,'shan'],
['diamond',7,'shan'],
['diamond',8,'shan'],
['diamond',8,'shan'],
['diamond',9,'shan'],
['diamond',9,'jiu'],
['diamond',10,'shan'],
['diamond',10,'sha'],
['diamond',11,'shan'],
['diamond',11,'sha'],
['diamond',12,'sha'],
['diamond',12,'sanjian'],
['diamond',12,'wuxie',null,['guo']],
['diamond',13,'shan'],
['diamond',13,'zixin'],
['heart',1,'taoyuan'],
['heart',1,'wanjian'],
['heart',2,'shan'],
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['heart',2,'huogong'],
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['heart',3,'wugu'],
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['heart',3,'taipingyaoshu'],
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['heart',3,'huogong'],
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['heart',4,'tao'],
['heart',4,'sha','fire'],
['heart',5,'qilin'],
['heart',5,'chitu'],
['heart',6,'tao'],
['heart',6,'lebu'],
['heart',7,'tao'],
['heart',7,'wuzhong'],
['heart',8,'tao'],
['heart',8,'wuzhong'],
['heart',9,'tao'],
['heart',9,'yuanjiao'],
['heart',10,'tao'],
['heart',10,'sha'],
['heart',11,'shan'],
['heart',11,'yiyi'],
['heart',12,'tao'],
['heart',12,'sha'],
['heart',12,'guohe'],
['heart',13,'shan'],
['heart',13,'zhuahuang'],
['spade',1,'xietianzi',null,['lianheng']],
['spade',2,'minguangkai'],
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['spade',3,'huoshaolianying',null,['lianheng']],
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['spade',4,'sha'],
['spade',5,'qinglong'],
['spade',6,'jiu',null,['lianheng']],
['spade',7,'sha'],
['spade',8,'sha'],
['spade',9,'sha','thunder'],
['spade',10,'sha','thunder'],
['spade',11,'sha','thunder',['lianheng']],
['spade',12,'lulitongxin'],
['spade',13,'wuxie'],
['heart',1,'lianjunshengyan'],
['heart',2,'diaohulishan'],
['heart',3,'jingfanma',null,['lianheng']],
['heart',4,'shan'],
['heart',5,'shan'],
['heart',6,'shan'],
['heart',7,'shan'],
['heart',8,'tao'],
['heart',9,'tao'],
['heart',10,'sha'],
['heart',11,'sha'],
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['heart',12,'huoshaolianying',null,['lianheng']],
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['heart',13,'shuiyanqijunx'],
['club',1,'yuxi'],
['club',2,'huxinjing',null,['lianheng']],
['club',3,'chiling'],
['club',4,'sha'],
['club',5,'sha','thunder',['lianheng']],
['club',6,'sha'],
['club',7,'sha'],
['club',8,'sha'],
['club',9,'jiu'],
['club',10,'lulitongxin'],
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['club',11,'huoshaolianying',null,['lianheng']],
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['club',12,'shuiyanqijunx'],
['club',13,'wuxie',null,['guo']],
['diamond',1,'xietianzi',null,['lianheng']],
['diamond',2,'tao'],
['diamond',3,'tao',null,['lianheng']],
['diamond',4,'xietianzi',null,['lianheng']],
['diamond',5,'muniu'],
['diamond',6,'shan'],
['diamond',7,'shan'],
['diamond',8,'sha','fire'],
['diamond',9,'sha','fire'],
['diamond',10,'diaohulishan',null,['lianheng']],
['diamond',11,'wuxie',null,['guo']],
['diamond',12,'fangtian'],
['diamond',13,'shan'],
['diamond',6,'dinglanyemingzhu'],
['heart',13,'liulongcanjia'],
],
element:{
content:{
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chooseJunlingFor:function(){
'step 0'
var list=['junling1','junling2','junling3','junling4','junling5','junling6'];
list=list.randomGets(2).sort();
for(var i=0;i<list.length;i++) list[i]=['军令','',list[i]];
var prompt=event.prompt||'选择一张军令牌';
if(target!=undefined&&!event.prompt){
var str=target==player?'(你)':'';
prompt+=',令'+get.translation(target)+str+'选择是否执行';
}
player.chooseButton([prompt,[list,'vcard']],true).set('ai',function(button){
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return get.junlingEffect(_status.event.player,button.link[2],_status.event.getParent().target,[],_status.event.player);
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});
'step 1'
event.result={
junling:result.links[0][2],
targets:[],
};
if(result.links[0][2]=='junling1') player.chooseTarget('选择一名角色,做为若该军令被执行,受到伤害的角色',true).set('ai',function(_target){
return get.damageEffect(_target,target,player);
});
'step 2'
if(result.targets.length){
player.line(result.targets,'green');
event.result.targets=result.targets;
}
},
chooseJunlingControl:function(){
'step 0'
var dialog=[];
var str1=source==player?'(你)':'';
var str2=event.targets?'(被指定的角色为'+get.translation(event.targets)+'':'';
if(!event.prompt) dialog.add(get.translation(event.source)+str1+'选择的军令'+str2+'为');
else{
dialog.add(event.prompt);
dialog.add(get.translation(event.source)+str1+'选择的军令'+str2+'为');
}
dialog.add([[event.junling],'vcard']);
var controls=[];
if(event.choiceList){
for(var i=0;i<event.choiceList.length;i++){
dialog.add('<div class="popup text" style="width:calc(100% - 10px);display:inline-block">选项'+get.cnNumber(i+1,true)+''+event.choiceList[i]+'</div>');
controls.push('选项'+get.cnNumber(i+1,true));
}
}
else if(event.controls) controls=event.controls;
else controls=['执行该军令','不执行该军令'];
if(!event.ai) event.ai=function(){return Math.floor(controls.length*Math.random())};
player.chooseControl(controls).set('dialog',dialog).set('ai',event.ai);
'step 1'
event.result={
index:result.index,
control:result.control,
};
},
carryOutJunling:function(){
'step 0'
switch(event.junling){
case 'junling1':{
if(targets[0].isAlive()){
player.line(targets,'green');
targets[0].damage(player);
}
break;
}
case 'junling2':player.draw();event.num=1;break;
case 'junling3':player.loseHp();break;
case 'junling4':player.addTempSkill('junling4_eff');player.addTempSkill('fengyin_vice');player.addTempSkill('fengyin_main');break;
case 'junling5':player.turnOver();player.addTempSkill('junling5_eff');break;
}
'step 1'
if(event.junling=='junling2'&&source!=player&&player.countCards('he')>0){
player.chooseCard('交给'+get.translation(source)+'第'+get.cnNumber(event.num)+'张牌(共两张)','he',true);
event.ing=true;
}
if(event.junling=='junling6'){
var position='',num0=0;
if(player.countCards('h')){position+='h';num0++;}
if(player.countCards('e')){position+='e';num0++;}
player.chooseCard('选择一张手牌和一张装备区内牌(若有),然后弃置其余的牌',position,num0,function(card){
if(ui.selected.cards.length) return get.position(card)!=get.position(ui.selected.cards[0]);
return true;
},true).set('complexCard',true).set('ai',function(card){return get.value(card)});
}
'step 2'
if(event.junling=='junling2'&&source!=player){
if(result.cards.length&&event.ing){
source.gain(result.cards,player,'giveAuto');
}
event.num++;
if(event.num<3){
event.ing=false;
event.goto(1);
}
}
if(event.junling=='junling6'){
var cards=player.getCards('he');
for(var i=0;i<result.cards.length;i++) cards.remove(result.cards[i]);
player.discard(cards);
}
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},
showCharacter:function(){
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'step 0'
event.trigger('showCharacterEnd');
'step 1'
event.trigger('showCharacterAfter');
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},
removeCharacter:function(){
player.$removeCharacter(event.num);
},
doubleDraw:function(){
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game.log(player,'获得了','#g【阴阳鱼】','标记');
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player.addSkill('yinyang_skill');
},
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changeViceOnline:function(){
'step 0'
var group=lib.character[player.name1][1];
_status.characterlist.randomSort();
var name=false;
for(var i=0;i<_status.characterlist.length;i++){
if(lib.character[_status.characterlist[i]][1]==group){name=_status.characterlist[i];break;}
}
if(!name){event.finish();return;}
_status.characterlist.remove(name);
if(player.hasViceCharacter()){
event.change=true;
_status.characterlist.add(player.name2);
}
event.toRemove=player.name2;
event.toChange=name;
if(event.change) event.trigger('removeCharacterBefore');
'step 1'
var name=event.toChange;
game.log(player,'将副将变更为','#g'+get.translation(name));
player.viceChanged=true;
if(player.isUnseen(1)){
player.showCharacter(1,false);
}
player.reinit(player.name2,name,false);
},
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changeVice:function(){
'step 0'
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var group=lib.character[player.name1][1];
_status.characterlist.randomSort();
event.tochange=[]
for(var i=0;i<_status.characterlist.length;i++){
if(lib.character[_status.characterlist[i]][1]==group) event.tochange.push(_status.characterlist[i]);
if(event.tochange.length==3) break;
}
if(!event.tochange.length) event.finish();
else{
player.chooseButton(true,['选择要变更的武将牌',[event.tochange,'character']]).ai=function(button){
return get.guozhanRank(button.link);
};
}
2019-08-30 15:10:11 +00:00
'step 1'
var name=result.links[0];
_status.characterlist.remove(name);
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if(player.hasViceCharacter()){
event.change=true;
_status.characterlist.add(player.name2);
}
event.toRemove=player.name2;
event.toChange=name;
if(event.change) event.trigger('removeCharacterBefore');
'step 2'
var name=event.toChange;
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game.log(player,'将副将变更为','#g'+get.translation(name));
player.viceChanged=true;
if(player.isUnseen(1)){
player.showCharacter(1,false);
}
player.reinit(player.name2,name,false);
},
/*----分界线----*/
mayChangeVice:function(){
'step 0'
player.chooseBool('是否变更副将?').set('ai',function(){
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var name=player.name2;
var skills=lib.character[name][3].slice(0);
for(var i=0;i<skills.length;i++){
if(lib.skill[skills[i]].limited&&player.awakenedSkills.contains(skills[i])) return true;
}
return get.guozhanRank(name)<=3;
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});
'step 1'
if(result.bool){
if(!event.repeat) _status.changedSkills.add(event.skill)
player.changeVice();
}
},
zhulian:function(){
player.popup('珠联璧合');
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game.log(player,'获得了','#g【珠联璧合】','标记');
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player.addSkill('zhulianbihe_skill');
},
},
player:{
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chooseJunlingFor:function(target){
var next=game.createEvent('chooseJunlingFor');
next.player=this;
next.target=target;
next.setContent('chooseJunlingFor');
return next;
},
chooseJunlingControl:function(source,junling,targets){
var next=game.createEvent('chooseJunlingControl');
next.player=this;
next.source=source;
next.junling=junling;
if(targets.length) next.targets=targets;
next.setContent('chooseJunlingControl');
return next;
},
carryOutJunling:function(source,junling,targets){
var next=game.createEvent('carryOutJunling');
next.source=source;
next.player=this;
if(targets.length) next.targets=targets;
next.junling=junling;
next.setContent('carryOutJunling');
return next;
2019-08-30 15:10:11 +00:00
},
/**/
mayChangeVice:function(repeat){
if(!_status.changedSkills) _status.changedSkills=[];
var skill=_status.event.name;
if(repeat||!_status.changedSkills.contains(skill)){
var next=game.createEvent('mayChangeVice');
next.setContent('mayChangeVice');
next.player=this;
next.skill=skill;
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if(repeat||(!_status.connectMode&&get.config('changeViceType')=='online')) next.repeat=true;
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return next;
}
},
differentIdentityFrom:function(target,self){
if(this==target) return false;
if(self){
if(target.identity=='unknown') return false;
if(target.identity=='ye'||this.identity=='ye') return true;
if(this.identity=='unknown'){
var identity=lib.character[this.name1][1];
if(this.wontYe()) return identity!=target.identity;
return true;
}
}
else{
if(this.identity=='unknown'||target.identity=='unknown') return false;
if(this.identity=='ye'||target.identity=='ye') return true;
}
return this.identity!=target.identity;
},
sameIdentityAs:function(target,shown){
if(shown){
if(this.identity=='ye'||this.identity=='unknown') return false;
}
else{
if(this==target) return true;
if(target.identity=='unknown'||target.identity=='ye'||this.identity=='ye') return false;
if(this.identity=='unknown'){
var identity=lib.character[this.name1][1];
if(this.wontYe()) return identity==target.identity;
return false;
}
}
return this.identity==target.identity;
},
getModeState:function(){
return {
unseen:this.isUnseen(0),
unseen2:this.isUnseen(1),
}
},
setModeState:function(info){
if(info.mode.unseen) this.classList.add('unseen');
if(info.mode.unseen2) this.classList.add('unseen2');
if(!info.name) return;
// if(info.name.indexOf('unknown')==0){
// if(this==game.me){
// lib.translate[info.name]+='(你)';
// }
// }
this.init(info.name1,info.name2,false);
this.name1=info.name1;
this.name=info.name;
this.node.name_seat=ui.create.div('.name.name_seat',get.verticalStr(lib.translate[this.name].slice(0,3)),this);
if(info.identityShown){
this.setIdentity(info.identity);
this.node.identity.classList.remove('guessing');
}
else if(this!=game.me){
this.node.identity.firstChild.innerHTML='猜';
this.node.identity.dataset.color='unknown';
this.node.identity.classList.add('guessing');
}
},
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dieAfter2:function(source){
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if(source&&source.shijun){
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source.discard(source.getCards('he'));
delete source.shijun;
}
else if(source&&source.identity!='unknown'){
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if(source.identity=='ye') source.draw(3);
else if(this.identity=='ye') source.draw(1);
else if(this.identity!=source.identity) source.draw(get.population(this.identity)+1);
else source.discard(source.getCards('he'));
}
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},
dieAfter:function(source){
this.showCharacter(2);
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if(get.is.jun(this.name1)){
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if(source&&source.identity==this.identity) source.shijun=true;
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var yelist=[];
for(var i=0;i<game.players.length;i++){
if(game.players[i].identity==this.identity){
yelist.push(game.players[i]);
}
}
game.broadcastAll(function(list){
for(var i=0;i<list.length;i++){
list[i].identity='ye';
list[i].setIdentity();
}
},yelist);
_status.yeidentity.add(this.identity);
}
game.tryResult();
},
viewCharacter:function(target,num){
if(num!=0&&num!=1){
num=2;
}
if(!target.isUnseen(num)){
return;
}
var next=game.createEvent('viewCharacter');
next.player=this;
next.target=target;
next.num=num;
next.setContent(function(){
2020-03-05 13:10:37 +00:00
if(!player.storage.zhibi){
player.storage.zhibi=[];
}
player.storage.zhibi.add(target);
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var content,str=get.translation(target)+'的';
if(event.num==0||!target.isUnseen(1)){
content=[str+'主将',[[target.name1],'character']];
game.log(player,'观看了',target,'的主将');
}
else if(event.num==1||!target.isUnseen(0)){
content=[str+'副将',[[target.name2],'character']];
game.log(player,'观看了',target,'的副将');
}
else{
content=[str+'主将和副将',[[target.name1,target.name2],'character']];
game.log(player,'观看了',target,'的主将和副将');
}
player.chooseControl('ok').set('dialog',content);
})
},
checkViceSkill:function(skill,disable){
if(game.expandSkills(lib.character[this.name2][3].slice(0)).contains(skill)){
return true;
}
else{
if(disable!==false){
this.awakenSkill(skill);
}
return false;
}
},
checkMainSkill:function(skill,disable){
if(game.expandSkills(lib.character[this.name1][3].slice(0)).contains(skill)){
return true;
}
else{
if(disable!==false){
this.awakenSkill(skill);
}
return false;
}
},
removeMaxHp:function(){
if(game.online) return;
if(typeof this.singleHp=='boolean'){
if(this.singleHp){
this.singleHp=false;
}
else{
this.singleHp=true;
this.maxHp--;
}
}
else{
this.maxHp--;
}
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this.update();
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},
hideCharacter:function(num,log){
if(this.isUnseen(2)){
return;
}
game.addVideo('hideCharacter',this,num);
var skills;
switch(num){
case 0:
if(log!==false) game.log(this,'暗置了主将'+get.translation(this.name1));
skills=lib.character[this.name][3];
this.name=this.name2;
this.sex=lib.character[this.name2][0];
this.classList.add('unseen');
break;
case 1:
if(log!==false) game.log(this,'暗置了副将'+get.translation(this.name2));
skills=lib.character[this.name2][3];
this.classList.add('unseen2');
break;
}
game.broadcast(function(player,name,sex,num,skills){
player.name=name;
player.sex=sex;
switch(num){
case 0:player.classList.add('unseen');break;
case 1:player.classList.add('unseen2');break;
}
for(var i=0;i<skills.length;i++){
if(!player.skills.contains(skills[i])) continue;
player.hiddenSkills.add(skills[i]);
player.skills.remove(skills[i]);
}
},this,this.name,this.sex,num,skills);
for(var i=0;i<skills.length;i++){
if(!this.skills.contains(skills[i])) continue;
this.hiddenSkills.add(skills[i]);
var info=get.info(skills[i]);
if(info.ondisable&&info.onremove){
info.onremove(this);
}
this.skills.remove(skills[i]);
}
this.checkConflict();
},
removeCharacter:function(num){
var name=this['name'+(num+1)];
var next=game.createEvent('removeCharacter');
next.player=this;
next.toRemove=name;
next.num=num;
next.setContent('removeCharacter');
return next;
},
$removeCharacter:function(num){
var name=this['name'+(num+1)];
var info=lib.character[name];
if(!info) return;
var to='gz_shibing'+(info[0]=='male'?1:2)+info[1];
game.log(this,'移除了'+(num?'副将':'主将'),'#b'+name);
this.reinit(name,to,false);
this.showCharacter(num,false);
_status.characterlist.add(name);
},
changeVice:function(){
var next=game.createEvent('changeVice');
next.player=this;
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next.setContent((!_status.connectMode&&get.config('changeViceType')=='online')?'changeViceOnline':'changeVice');
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return next;
},
hasMainCharacter:function(){
return this.name1.indexOf('gz_shibing')!=0;
},
hasViceCharacter:function(){
return this.name2.indexOf('gz_shibing')!=0;
},
showCharacter:function(num,log){
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var toShow=[];
if((num==0||num==2)&&this.isUnseen(0)) toShow.add(this.name1);
if((num==1||num==2)&&this.isUnseen(1)) toShow.add(this.name2);
if(!toShow.length) return;
lib.element.player.$showCharacter.apply(this,arguments);
var next=game.createEvent('showCharacter',false);
next.player=this;
next.num=num;
next.toShow=toShow;
next._args=arguments;
next.setContent('showCharacter');
return next;
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},
$showCharacter:function(num,log){
if(num==0&&!this.isUnseen(0)){
return;
}
if(num==1&&!this.isUnseen(1)){
return;
}
if(!this.isUnseen(2)){
return;
}
game.addVideo('showCharacter',this,num);
if(this.identity=='unknown'){
this.group=lib.character[this.name1][1];
if(get.is.jun(this.name1)&&this.isAlive()){
this.identity=this.group;
var yelist=[];
for(var i=0;i<game.players.length;i++){
if(game.players[i].identity=='ye'&&game.players[i]._group==this.group){
yelist.push(game.players[i]);
}
}
game.broadcastAll(function(list,group){
for(var i=0;i<list.length;i++){
list[i].identity=group;
list[i].setIdentity();
}
},yelist,this.group);
}
else if(this.wontYe()){
this.identity=this.group;
}
else{
this.identity='ye';
}
this.setIdentity(this.identity);
this.ai.shown=1;
this.node.identity.classList.remove('guessing');
if(_status.clickingidentity&&_status.clickingidentity[0]==this){
for(var i=0;i<_status.clickingidentity[1].length;i++){
_status.clickingidentity[1][i].delete();
_status.clickingidentity[1][i].style.transform='';
}
delete _status.clickingidentity;
}
game.addVideo('setIdentity',this,this.identity);
}
var skills;
switch(num){
case 0:
if(log!==false) game.log(this,'展示了主将','#b'+this.name1);
this.name=this.name1;
skills=lib.character[this.name][3];
this.sex=lib.character[this.name][0];
this.classList.remove('unseen');
break;
case 1:
if(log!==false) game.log(this,'展示了副将','#b'+this.name2);
skills=lib.character[this.name2][3];
if(this.sex=='unknown') this.sex=lib.character[this.name2][0];
if(this.name.indexOf('unknown')==0) this.name=this.name2;
this.classList.remove('unseen2');
break;
case 2:
if(log!==false) game.log(this,'展示了主将','#b'+this.name1,'、副将','#b'+this.name2);
this.name=this.name1;
skills=lib.character[this.name][3].concat(lib.character[this.name2][3]);
this.sex=lib.character[this.name][0];
this.classList.remove('unseen');
this.classList.remove('unseen2');
break;
}
game.broadcast(function(player,name,sex,num,identity){
player.identityShown=true;
player.name=name;
player.sex=sex;
player.node.identity.classList.remove('guessing');
switch(num){
case 0:player.classList.remove('unseen');break;
case 1:player.classList.remove('unseen2');break;
case 2:player.classList.remove('unseen');player.classList.remove('unseen2');break;
}
player.ai.shown=1;
player.identity=identity;
player.setIdentity(identity);
if(_status.clickingidentity&&_status.clickingidentity[0]==player){
for(var i=0;i<_status.clickingidentity[1].length;i++){
_status.clickingidentity[1][i].delete();
_status.clickingidentity[1][i].style.transform='';
}
delete _status.clickingidentity;
}
},this,this.name,this.sex,num,this.identity);
this.identityShown=true;
for(var i=0;i<skills.length;i++){
this.hiddenSkills.remove(skills[i]);
this.addSkill(skills[i]);
}
this.checkConflict();
if(!this.viceChanged){
var initdraw=get.config('initshow_draw');
if(_status.connectMode) initdraw=lib.configOL.initshow_draw;
if(!_status.initshown&&!_status.overing&&initdraw!='off'&&this.isAlive()&&_status.mode!='mingjiang'){
this.popup('首亮');
if(initdraw=='draw'){
game.log(this,'首先明置武将,得到奖励');
game.log(this,'摸了两张牌');
this.draw(2).log=false;
}
else{
this.addSkill('xianqu_skill');
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game.log(this,'获得了','#g【先驱】','标记');
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}
_status.initshown=true;
}
if(!this.isUnseen(2)&&!this._mingzhied){
this._mingzhied=true;
if(this.singleHp){
this.doubleDraw();
}
if(this.perfectPair()){
var next=game.createEvent('guozhanDraw');
next.player=this;
next.setContent('zhulian');
}
}
}
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game.tryResult();
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},
wontYe:function(){
var group=lib.character[this.name1][1];
if(_status.yeidentity&&_status.yeidentity.contains(group)) return false;
if(get.zhu(this,null,true)) return true;
return get.totalPopulation(group)+1<=get.population()/2;
},
perfectPair:function(){
if(_status.connectMode){
if(!lib.configOL.zhulian) return false;
}
else{
if(!get.config('zhulian')) return false;
}
var name1=this.name1;
var name2=this.name2;
if(name1.indexOf('gz_shibing')==0) return false;
if(name2.indexOf('gz_shibing')==0) return false;
if(lib.character[name1][1]!=lib.character[name2][1]) return false;
if(get.is.jun(this.name1)) return true;
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var list=['re','diy','sp','jsp','shen','jg','xin','old','gz','ol'];
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for(var i=0;i<list.length;i++){
if(name1.indexOf(list[i]+'_')==0){
name1=name1.slice(list[i].length+1);
}
if(name2.indexOf(list[i]+'_')==0){
name2=name2.slice(list[i].length+1);
}
}
if(lib.perfectPair[name1]&&lib.perfectPair[name1].contains(name2)){
return true;
}
if(lib.perfectPair[name2]&&lib.perfectPair[name2].contains(name1)){
return true;
}
return false;
},
siege:function(player){
if(this.identity=='unknown'||this.identity=='ye'||this.hasSkill('undist')) return false;
if(!player){
var next=this.getNext();
if(next&&next.sieged()) return true;
var previous=this.getPrevious();
if(previous&&previous.sieged()) return true;
return false;
}
else{
return player.sieged()&&(player.getNext()==this||player.getPrevious()==this);
}
},
sieged:function(player){
if(this.identity=='unknown') return false;
if(player){
return player.siege(this);
}
else{
var next=this.getNext();
var previous=this.getPrevious();
if(next&&previous&&next!=previous){
if(next.identity=='unknown'||next.identity=='ye'||next.identity==this.identity) return false;
return next.identity==previous.identity;
}
return false;
}
},
inline:function(){
if(this.identity=='unknown'||this.identity=='ye'||this.hasSkill('undist')) return false;
var next=this,previous=this;
var list=[];
for(var i=0;next||previous;i++){
if(next){
next=next.getNext();
if(next.identity!=this.identity||next==this){
next=null;
}
else{
list.add(next);
}
}
if(previous){
previous=previous.getPrevious();
if(previous.identity!=this.identity||previous==this){
previous=null;
}
else{
list.add(previous);
}
}
}
if(!list.length) return false;
for(var i=0;i<arguments.length;i++){
if(!list.contains(arguments[i])&&arguments[i]!=this) return false;
}
return true;
},
isMajor:function(){
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if(this.identity=='ye'){
return this.getEquip('yuxi')!=undefined||this.hasSkill('gzyongsi')&&!game.hasPlayer(function(current){
return current.getEquip('yuxi');
});
}
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if(!lib.group.contains(this.identity)) return false;
var list=[];
for(var i=0;i<game.players.length;i++){
if(game.players[i].getEquip('yuxi')||game.players[i].hasSkill('gzyongsi')&&!game.hasPlayer(function(current){
return current.getEquip('yuxi');
})){
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if(game.players[i].identity!='unknown'){
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list.add(game.players[i].identity);
}
}
}
if(list.length){
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if(list.contains('ye')) return false;
2019-08-30 15:10:11 +00:00
return list.contains(this.identity);
}
var max=0;
for(var i=0;i<lib.group.length;i++){
max=Math.max(max,get.population(lib.group[i]));
}
if(max<=1) return false;
return get.population(this.identity)==max;
},
isNotMajor:function(){
for(var i=0;i<game.players.length;i++){
if(game.players[i].isMajor()){
return !this.isMajor();
}
}
return false;
},
isMinor:function(nomajor){
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if(this.identity=='unknown'||(!nomajor&&this.isMajor())) return false;
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if(!nomajor&&!game.hasPlayer(function(current){
return current.isMajor();
})){
return false;
}
if(!lib.group.contains(this.identity)) return true;
var min=game.players.length;
if(game.hasPlayer(function(current){
return current.identity=='ye';
})){
min=1;
}
else{
for(var i=0;i<lib.group.length;i++){
var num=get.population(lib.group[i]);
if(num>0){
min=Math.min(min,num);
}
}
}
return get.population(this.identity)==min;
},
logAi:function(targets,card){
if(this.ai.shown==1||this.isMad()) return;
if(typeof targets=='number'){
this.ai.shown+=targets;
}
else{
var effect=0,c,shown;
var info=get.info(card);
if(info.ai&&info.ai.expose){
if(_status.event.name=='_wuxie'){
if(_status.event.source&&_status.event.source.ai.shown){
this.ai.shown+=0.2;
}
}
else{
this.ai.shown+=info.ai.expose;
}
}
if(targets.length>0){
for(var i=0;i<targets.length;i++){
shown=Math.abs(targets[i].ai.shown);
if(shown<0.2||targets[i].identity=='nei') c=0;
else if(shown<0.4) c=0.5;
else if(shown<0.6) c=0.8;
else c=1;
effect+=get.effect(targets[i],card,this)*c;
}
}
if(effect>0){
if(effect<1) c=0.5;
else c=1;
if(targets.length==1&&targets[0]==this);
else if(targets.length==1) this.ai.shown+=0.2*c;
else this.ai.shown+=0.1*c;
}
}
if(this.ai.shown>0.95) this.ai.shown=0.95;
if(this.ai.shown<-0.5) this.ai.shown=-0.5;
},
}
},
get:{
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guozhanReverse:function(name1,name2){
if(['gz_xunyou','gz_lvfan'].contains(name2)) return true;
if(name2=='gz_dengai') return lib.character[name1][2]%2==1;
if(['gz_sunce','gz_jiangwei'].contains(name1)) return name2=='gz_zhoutai'||lib.character[name2][2]%2==1;
return false;
},
guozhanRank:function(name){
if(name.indexOf('gz_shibing')==0) return -1;
if(name.indexOf('gz_jun_')==0) return 7;
if(_status._aozhan){
for(var i in lib.aozhanRank){
if(lib.aozhanRank[i].contains(name)) return parseInt(i);
}
}
for(var i in lib.guozhanRank){
if(lib.guozhanRank[i].contains(name)) return parseInt(i);
}
return 0;
},
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junlingEffect:function(source,junling,performer,targets,viewer){
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var att1=get.attitude(viewer,source),att2=get.attitude(viewer,performer);
var eff1=0,eff2=0;
switch(junling){
case 'junling1':
if(!targets.length&&game.countPlayer(function(current){return get.damageEffect(viewer,current,viewer)>0})) eff1=2;
else{
if(get.damageEffect(targets[0],performer,source)>=0) eff1=2;
else eff1=-2;
if(get.damageEffect(targets[0],source,performer)>=0) eff2=2;
else eff2=-2;
}
break;
case 'junling2':
if(performer.countCards('he')){eff1=1;eff2=0;}
else{eff1=2;eff2=-1;}
break;
case 'junling3':
if(performer.hp==1&&!performer.hasSkillTag('save',true)) eff2=-5;
else{
if(performer==viewer){
if(performer.hasSkillTag('maihp',true)) eff2=3;
else eff2=-2;
2020-02-04 05:31:47 +00:00
}
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else{
if(performer.hasSkillTag('maihp',false)) eff2=3;
else eff2=-2;
}
}
break;
case 'junling4':eff1=0;eff2=-2;break;
case 'junling5':
var td=performer.isTurnedOver();
if(td){
if(performer==viewer){
if(_status.currentPhase==performer&&performer.hasSkill('jushou')) eff2=-3;
else eff2=3;
}
else eff2=3;
}
else{
if(performer==viewer){
if(performer.hasSkillTag('noturn',true)) eff2=0;
else eff2=-3;
}
else{
if(performer.hasSkillTag('noturn',false)) eff2=0;
else eff2=-3;
}
}
break;
case 'junling6':
if(performer.countCards('h')>1) eff2+=1-performer.countCards('h');
if(performer.countCards('e')>1) eff2+=1-performer.countCards('e');
break;
}
return Math.sign(att1)*eff1+Math.sign(att2)*eff2;
},
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realAttitude:function(from,toidentity,difficulty){
if(from.identity==toidentity&&toidentity!='ye'){
return 4+difficulty;
}
if(from.identity=='unknown'&&lib.character[from.name1][1]==toidentity){
if(from.wontYe()) return 4+difficulty;
}
var groups=[];
for(var i=0;i<lib.group.length;i++){
groups.push(get.population(lib.group[i]));
}
var max=Math.max.apply(this,groups);
if(max<=1) return -3;
var from_p=get.population(from.identity!='unknown'?from.identity:lib.character[from.name1][1]);
var to_p=get.population(toidentity);
if(from.identity=='ye') from_p=1;
if(toidentity=='ye') to_p=1;
if(to_p==max) return -5;
if(from_p==max) return -2-get.population(toidentity);
if(max>=game.players.length/2){
if(to_p<=from_p){
return 0.5;
}
return 0;
}
if(to_p<max-1) return 0;
return -0.5;
},
rawAttitude:function(from,to){
if(to.identity=='unknown'&&game.players.length==2) return -5;
if(_status.currentPhase==from&&from.ai.tempIgnore&&
from.ai.tempIgnore.contains(to)&&to.identity=='unknown'&&
(!from.storage.zhibi||!from.storage.zhibi.contains(to))) return 0;
var difficulty=0;
if(to==game.me) difficulty=(2-get.difficulty())*1.5;
if(from==to) return 5+difficulty;
if(from.identity==to.identity&&from.identity!='unknown'&&from.identity!='ye') return 5+difficulty;
if(from.identity=='unknown'&&lib.character[from.name1][1]==to.identity){
if(from.wontYe()) return 4+difficulty;
}
var toidentity=to.identity;
if(toidentity=='unknown'){
toidentity=lib.character[to.name1][1];
if(get.population(toidentity)>=get.population()-2){
toidentity='ye';
}
}
var att=get.realAttitude(from,toidentity,difficulty);
if(from.storage.zhibi&&from.storage.zhibi.contains(to)){
return att;
}
if(to.ai.shown>=0.5) return att*to.ai.shown;
var nshown=0;
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=from&&game.players[i].identity=='unknown'){
nshown++;
}
}
if(to.ai.shown==0){
if(nshown>=game.players.length/2&&att>=0){
return 0;
}
return Math.min(0,Math.random()-0.5)+difficulty;
}
if(to.ai.shown>=0.2){
if(att>2){
return Math.max(0,Math.random()-0.5)+difficulty;
}
if(att>=0){
return 0;
}
return Math.min(0,Math.random()-0.7)+difficulty;
}
if(att>2){
return Math.max(0,Math.random()-0.7)+difficulty;
}
if(att>=0){
return Math.min(0,Math.random()-0.3)+difficulty;
}
return Math.min(0,Math.random()-0.5)+difficulty;
},
}
};
});