2020-09-06 06:26:37 +00:00
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'use strict';
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game.import('character',function(lib,game,ui,get,ai,_status){
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return {
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name:'standard',
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connect:true,
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characterSort:{
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standard:{
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standard_2008:["caocao","simayi","xiahoudun","zhangliao","xuzhu","guojia","zhenji","liubei","guanyu","zhangfei","zhugeliang","zhaoyun","machao","huangyueying","sunquan","ganning","lvmeng","huanggai","zhouyu","daqiao","luxun","sunshangxiang","huatuo","lvbu","diaochan",],
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standard_2013:["huaxiong","re_yuanshu"],
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standard_2019:["gongsunzan","xf_yiji"],
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},
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},
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character:{
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caocao:['male','wei',4,['jianxiong','hujia'],['zhu']],
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simayi:['male','wei',3,['fankui','guicai']],
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xiahoudun:['male','wei',4,['ganglie']],
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zhangliao:['male','wei',4,['tuxi']],
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xuzhu:['male','wei',4,['luoyi']],
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guojia:['male','wei',3,['tiandu','yiji']],
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zhenji:['female','wei',3,['luoshen','qingguo']],
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liubei:['male','shu',4,['rende','jijiang'],['zhu']],
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guanyu:['male','shu',4,['wusheng']],
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zhangfei:['male','shu',4,['paoxiao']],
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zhugeliang:['male','shu',3,['guanxing','kongcheng']],
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zhaoyun:['male','shu',4,['longdan']],
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machao:['male','shu',4,['mashu','tieji']],
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huangyueying:['female','shu',3,['jizhi','qicai']],
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sunquan:['male','wu',4,['zhiheng','jiuyuan'],['zhu']],
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ganning:['male','wu',4,['qixi']],
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lvmeng:['male','wu',4,['keji']],
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huanggai:['male','wu',4,['kurou']],
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zhouyu:['male','wu',3,['yingzi','fanjian']],
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daqiao:['female','wu',3,['guose','liuli']],
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luxun:['male','wu',3,['qianxun','lianying']],
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sunshangxiang:['female','wu',3,['xiaoji','jieyin']],
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huatuo:['male','qun',3,['qingnang','jijiu']],
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lvbu:['male','qun',4,['wushuang']],
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diaochan:['female','qun',3,['lijian','biyue']],
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huaxiong:['male','qun',6,['yaowu']],
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2020-10-30 04:51:00 +00:00
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gongsunzan:['male','qun',4,['reyicong']],
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2020-09-06 06:26:37 +00:00
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xf_yiji:["male","shu",3,["xinfu_jijie","xinfu_jiyuan"],[]],
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2020-10-27 10:59:52 +00:00
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re_yuanshu:['male','qun',4,['rewangzun','retongji']],
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2020-09-06 06:26:37 +00:00
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},
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characterIntro:{
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liubei:'先主姓刘,讳备,字玄德,涿郡涿县人,汉景帝子中山靖王胜之后也。以仁德治天下。',
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guanyu:'字云长,本字长生,并州河东解州人。五虎上将之首,爵至汉寿亭侯,谥曰“壮缪侯”。被奉为“关圣帝君”,崇为“武圣”。',
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zhangfei:'字翼德,涿郡人,燕颔虎须,豹头环眼。有诗云:“长坂坡头杀气生,横枪立马眼圆睁。一声好似轰雷震,独退曹家百万兵”。',
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zhugeliang:'字孔明,号卧龙,琅琊阳都人,蜀汉丞相。在世时被封为武乡侯,谥曰忠武侯。著有《出师表》、《诫子书》等。怀不世之才,以空城戏司马,能观星象而通鬼神。',
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zhaoyun:'字子龙,常山真定人。身长八尺,姿颜雄伟。长坂坡单骑救阿斗,先主云:“子龙一身都是胆也。”',
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machao:'字孟起,扶风茂陵人。面如冠玉,目如流星,虎体猿臂,彪腹狼腰,声雄力猛。因衣着讲究,举止非凡,故人称“锦马超”。麾铁骑,捻金枪。',
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huangyueying:'荆州沔南白水人,沔阳名士黄承彦之女,诸葛亮之妻,诸葛瞻之母。容貌甚丑,而有奇才:上通天文,下察地理,韬略近于诸书无所不晓,诸葛亮在南阳闻其贤而迎娶。',
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sunquan:'吴大帝,字仲谋,吴郡富春县人。统领吴与蜀魏三足鼎立,制衡天下。',
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ganning:'字兴霸,巴郡临江人,祖籍荆州南阳郡。为人勇猛刚强,忠心耿耿,勇往无前。曾带兵百人于二更奇袭曹营,大挫其锐气。',
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lvmeng:'字子明,汝南富陂人。陈寿评曰:“吕蒙勇而有谋断,识军计,谲郝普,擒关羽,最其妙者。初虽轻果妄杀,终于克己,有国士之量,岂徒武将而已乎!”',
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huanggai:'字公覆,零陵郡泉陵县人。官至偏将军、武陵太守。以苦肉计骗曹孟德,亲往诈降,火烧战船,重创敌军。',
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zhouyu:'字公瑾,庐江舒县人,任东吴三军大都督,雄姿英发,人称“美周郎”。赤壁之战前,巧用反间计杀了精通水战的叛将蔡瑁、张允。',
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daqiao:'庐江皖县人,为乔公长女,孙策之妻,小乔之姊。与小乔并称为“江东二乔”,容貌国色流离。',
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luxun:'本名陆议,字伯言,吴郡吴县人。历任东吴大都督、丞相。吴大帝孙权兄孙策之婿,世代为江东大族。以谦逊之书麻痹关羽,夺取荆州,又有火烧连营大破蜀军。',
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sunshangxiang:'孙夫人,乃孙权之妹。刘备定荆州,孙权进妹与其结姻,重固盟好。孙夫人才捷刚猛,有诸兄之风。后人为其立庙,号曰“枭姬庙”。',
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caocao:'魏武帝曹操,字孟德,小名阿瞒、吉利,沛国谯人。精兵法,善诗歌,乃治世之能臣,乱世之奸雄也。',
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simayi:'晋宣帝,字仲达,河内温人。曾任职过曹魏的大都督,太尉,太傅。少有奇节,聪明多大略,博学洽闻,伏膺儒教,世之鬼才也。',
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xiahoudun:'字元让,沛国谯人。有拔矢啖睛之勇,性格勇猛刚烈。',
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zhangliao:'字文远,魏雁门马邑人。官至前将军、征东将军、晋阳侯。武功高强,又谋略过人,多次建立奇功,以800人突袭孙权十万大军,皆望风披靡。',
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xuzhu:'字仲康,谯国谯县人。和典韦一同统率着曹操的亲卫队“虎卫军”。因为他十分勇猛,所以有“虎痴”的绰号。曾有裸衣斗马超之举。',
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guojia:'字奉孝,颍川阳翟人,官至军师祭酒。惜天妒英才,英年早逝。有诗云:“良计环环不遗策,每临制变满座惊”。',
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zhenji:'中山无极人,别称甄洛或甄宓,庙号文昭甄皇后。魏文帝曹丕的正室。懂诗文,有倾国倾城之貌,《洛神赋》即是曹植为她所作。',
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huatuo:'字元化,一名旉,沛国谯人,“建安三神医”之一。集平生之所得著《青囊经》,现已失传。',
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lvbu:'字奉先,五原郡九原县人。三国第一猛将,曾独力战刘关张三人,其武力世之无双。时人语曰:“人中有吕布,马中有赤兔。”',
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diaochan:'中国古代四大美女之一,有闭月羞花之貌。司徒王允之义女,由王允授意施行连环计,离间董卓、吕布,借布手除卓。后貂蝉成为吕布的妾。',
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huaxiong:'董卓旗下名将,自荐抵抗山东地区反对董卓的诸侯联军于汜水关前,他先后斩杀济北相鲍信之弟鲍忠和孙坚部将祖茂、以及袁术部将俞涉和韩馥手下潘凤等人,最后关东联军派出关羽与之一对一决斗而被杀。',
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xf_yiji:"伊籍,字机伯,生卒年不详,兖州山阳郡(今山东金乡县)人,三国时期蜀汉官员。年少时依附于同乡刘表。刘备落难到荆州时,伊籍时常拜访,托请刘备照顾。建安十三年(208年),刘表病死,伊籍便转投刘备,一起渡江南下。建安十六年(211年),刘备入蜀帮助刘璋,伊籍亦有跟随。随后刘备和刘璋双方决裂。建安十九年(214年),刘备平定益州,任命伊籍为左将军从事中郎,其待遇次于简雍、孙乾等。后升任昭文将军,并与诸葛亮、法正、刘巴、李严共同编制《蜀科》。",
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},
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perfectPair:{
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xiahoudun:['xiahouyuan'],
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zhenji:['caopi'],
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caocao:['xuzhu','dianwei','bianfuren'],
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huangzhong:['weiyan'],
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2020-10-20 13:54:19 +00:00
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zhugeliang:['jiangwei','jiangfei'],
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2020-09-06 06:26:37 +00:00
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liubei:['guanyu','zhangfei','ganfuren'],
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zhaoyun:['liushan'],
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daqiao:['xiaoqiao'],
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zhouyu:['huanggai','xiaoqiao'],
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sunquan:['zhoutai'],
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lvbu:['diaochan'],
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machao:['madai','mayunlu'],
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zhangliao:['zangba'],
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ganning:['lingtong'],
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},
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skill:{
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2020-10-27 10:59:52 +00:00
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rewangzun:{
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trigger:{global:'phaseZhunbeiBegin'},
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forced:true,
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audio:'wangzun',
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filter:function(event,player){
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return event.player.hp>player.hp;
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},
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logTarget:'player',
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content:function(){
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player.draw();
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var zhu=false;
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var target=trigger.player;
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switch(get.mode()){
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case 'identity':{
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zhu=target.isZhu;
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break;
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}
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case 'guozhan':{
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zhu=get.is.jun(target);
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break;
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}
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case 'versus':{
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zhu=target.identity=='zhu';
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break;
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}
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case 'doudizhu':{
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zhu=target==game.zhu;
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break;
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}
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}
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if(zhu){
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player.draw();
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target.addTempSkill('rewangzun2');
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target.addMark('rewangzun2',1,false);
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}
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},
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},
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rewangzun2:{
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onremove:true,
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mod:{
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maxHandcard:function(player,num){
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return num-player.countMark('rewangzun2');
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},
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},
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intro:{content:'手牌上限-#'},
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},
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retongji:{
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trigger:{global:'useCardToTarget'},
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logTarget:'target',
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audio:'tongji',
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direct:true,
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filter:function(event,player){
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return event.card.name=='sha'&&event.player!=player&&!event.targets.contains(player)&&
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event.target.inRange(player)&&event.target.countCards('he')>0;
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},
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content:function(){
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'step 0'
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trigger.target.chooseCard('he','是否对'+get.translation(player)+'发动【同疾】?','弃置一张牌,将'+get.translation(trigger.card)+'转移给'+get.translation(player)).set('ai',function(card){
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if(!_status.event.check) return -1;
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return get.unuseful(card)+9;
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}).set('check',function(){
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if(trigger.target.countCards('h','shan')){
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return -get.attitude(trigger.target,player);
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}
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if(get.attitude(trigger.target,player)<5){
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return 6-get.attitude(trigger.target,player);
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}
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if(trigger.target.hp==1&&player.countCards('h','shan')==0){
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return 10-get.attitude(trigger.target,player);
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}
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if(trigger.target.hp==2&&player.countCards('h','shan')==0){
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return 8-get.attitude(trigger.target,player);
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}
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return -1;
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}()>0);
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'step 1'
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if(result.bool){
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player.logSkill('retongji',trigger.target);
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trigger.target.discard(result.cards);
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var evt=trigger.getParent();
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evt.triggeredTargets2.remove(trigger.target);
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evt.targets.remove(trigger.target);
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evt.targets.push(player);
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}
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},
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},
|
2020-09-06 06:26:37 +00:00
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hujia:{
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audio:2,
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audioname:['re_caocao'],
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unique:true,
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zhuSkill:true,
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trigger:{player:['chooseToRespondBefore','chooseToUseBefore']},
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filter:function(event,player){
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if(event.responded) return false;
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if(player.storage.hujiaing) return false;
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if(!player.hasZhuSkill('hujia')) return false;
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if(!event.filterCard({name:'shan'},player,event)) return false;
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return game.hasPlayer(function(current){
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return current!=player&¤t.group=='wei';
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});
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},
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check:function(event,player){
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if(get.damageEffect(player,event.player,player)>=0) return false;
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return true;
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},
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content:function(){
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"step 0"
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if(event.current==undefined) event.current=player.next;
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if(event.current==player){
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event.finish();
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}
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else if(event.current.group=='wei'){
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|
if((event.current==game.me&&!_status.auto)||(
|
|
|
|
|
get.attitude(event.current,player)>2)||
|
|
|
|
|
event.current.isOnline()){
|
|
|
|
|
player.storage.hujiaing=true;
|
|
|
|
|
var next=event.current.chooseToRespond('是否替'+get.translation(player)+'打出一张闪?',{name:'shan'});
|
|
|
|
|
next.set('ai',function(){
|
|
|
|
|
var event=_status.event;
|
|
|
|
|
return (get.attitude(event.player,event.source)-2);
|
|
|
|
|
});
|
|
|
|
|
next.set('skillwarn','替'+get.translation(player)+'打出一张闪');
|
|
|
|
|
next.autochoose=lib.filter.autoRespondShan;
|
|
|
|
|
next.set('source',player);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
"step 1"
|
|
|
|
|
player.storage.hujiaing=false;
|
|
|
|
|
if(result.bool){
|
|
|
|
|
event.finish();
|
|
|
|
|
trigger.result={bool:true,card:{name:'shan',isCard:true}};
|
|
|
|
|
trigger.responded=true;
|
|
|
|
|
trigger.animate=false;
|
|
|
|
|
if(typeof event.current.ai.shown=='number'&&event.current.ai.shown<0.95){
|
|
|
|
|
event.current.ai.shown+=0.3;
|
|
|
|
|
if(event.current.ai.shown>0.95) event.current.ai.shown=0.95;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
event.current=event.current.next;
|
|
|
|
|
event.goto(0);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
respondShan:true,
|
|
|
|
|
skillTagFilter:function(player){
|
|
|
|
|
if(player.storage.hujiaing) return false;
|
|
|
|
|
if(!player.hasZhuSkill('hujia')) return false;
|
|
|
|
|
return game.hasPlayer(function(current){
|
|
|
|
|
return current!=player&¤t.group=='wei';
|
|
|
|
|
});
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
jianxiong:{
|
|
|
|
|
audio:2,
|
|
|
|
|
trigger:{player:'damageEnd'},
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return get.itemtype(event.cards)=='cards'&&get.position(event.cards[0],true)=='o';
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
player.gain(trigger.cards,'gain2');
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
maixie:true,
|
|
|
|
|
maixie_hp:true,
|
|
|
|
|
effect:{
|
|
|
|
|
target:function(card,player,target){
|
|
|
|
|
if(player.hasSkillTag('jueqing',false,target)) return [1,-1];
|
|
|
|
|
if(get.tag(card,'damage')) return [1,0.55];
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
fankui:{
|
|
|
|
|
audio:2,
|
|
|
|
|
trigger:{player:'damageEnd'},
|
|
|
|
|
direct:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return (event.source&&event.source.countGainableCards(player,'he')&&event.num>0&&event.source!=player);
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
player.gainPlayerCard(get.prompt('fankui',trigger.source),trigger.source,get.buttonValue,'he').set('logSkill',['fankui',trigger.source]);
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
maixie_defend:true,
|
|
|
|
|
effect:{
|
|
|
|
|
target:function(card,player,target){
|
|
|
|
|
if(player.countCards('he')>1&&get.tag(card,'damage')){
|
|
|
|
|
if(player.hasSkillTag('jueqing',false,target)) return [1,-1.5];
|
|
|
|
|
if(get.attitude(target,player)<0) return [1,1];
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
guicai:{
|
|
|
|
|
audio:2,
|
|
|
|
|
trigger:{global:'judge'},
|
|
|
|
|
direct:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return player.countCards(get.mode()=='guozhan'?'he':'h')>0;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
"step 0"
|
|
|
|
|
player.chooseCard(get.translation(trigger.player)+'的'+(trigger.judgestr||'')+'判定为'+
|
|
|
|
|
get.translation(trigger.player.judging[0])+','+get.prompt('guicai'),get.mode()=='guozhan'?'he':'h',function(card){
|
|
|
|
|
var player=_status.event.player;
|
|
|
|
|
var mod2=game.checkMod(card,player,'unchanged','cardEnabled2',player);
|
|
|
|
|
if(mod2!='unchanged') return mod2;
|
|
|
|
|
var mod=game.checkMod(card,player,'unchanged','cardRespondable',player);
|
|
|
|
|
if(mod!='unchanged') return mod;
|
|
|
|
|
return true;
|
|
|
|
|
}).set('ai',function(card){
|
|
|
|
|
var trigger=_status.event.getTrigger();
|
|
|
|
|
var player=_status.event.player;
|
|
|
|
|
var judging=_status.event.judging;
|
|
|
|
|
var result=trigger.judge(card)-trigger.judge(judging);
|
|
|
|
|
var attitude=get.attitude(player,trigger.player);
|
|
|
|
|
if(attitude==0||result==0) return 0;
|
|
|
|
|
if(attitude>0){
|
|
|
|
|
return result-get.value(card)/2;
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
return -result-get.value(card)/2;
|
|
|
|
|
}
|
|
|
|
|
}).set('judging',trigger.player.judging[0]);
|
|
|
|
|
"step 1"
|
|
|
|
|
if(result.bool){
|
|
|
|
|
player.respond(result.cards,'guicai','highlight','noOrdering');
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
event.finish();
|
|
|
|
|
}
|
|
|
|
|
"step 2"
|
|
|
|
|
if(result.bool){
|
|
|
|
|
if(trigger.player.judging[0].clone){
|
|
|
|
|
trigger.player.judging[0].clone.classList.remove('thrownhighlight');
|
|
|
|
|
game.broadcast(function(card){
|
|
|
|
|
if(card.clone){
|
|
|
|
|
card.clone.classList.remove('thrownhighlight');
|
|
|
|
|
}
|
|
|
|
|
},trigger.player.judging[0]);
|
|
|
|
|
game.addVideo('deletenode',player,get.cardsInfo([trigger.player.judging[0].clone]));
|
|
|
|
|
}
|
|
|
|
|
game.cardsDiscard(trigger.player.judging[0]);
|
|
|
|
|
trigger.player.judging[0]=result.cards[0];
|
|
|
|
|
trigger.orderingCards.addArray(result.cards);
|
|
|
|
|
game.log(trigger.player,'的判定牌改为',result.cards[0]);
|
|
|
|
|
game.delay(2);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
rejudge:true,
|
|
|
|
|
tag:{
|
|
|
|
|
rejudge:1,
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ganglie:{
|
|
|
|
|
audio:2,
|
|
|
|
|
trigger:{player:'damageEnd'},
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return (event.source!=undefined);
|
|
|
|
|
},
|
|
|
|
|
check:function(event,player){
|
|
|
|
|
return (get.attitude(player,event.source)<=0);
|
|
|
|
|
},
|
|
|
|
|
logTarget:'source',
|
|
|
|
|
content:function(){
|
|
|
|
|
"step 0"
|
|
|
|
|
player.judge(function(card){
|
|
|
|
|
if(get.suit(card)=='heart') return -2;
|
|
|
|
|
return 2;
|
|
|
|
|
})
|
|
|
|
|
"step 1"
|
|
|
|
|
if(result.judge<2){
|
|
|
|
|
event.finish();return;
|
|
|
|
|
}
|
|
|
|
|
trigger.source.chooseToDiscard(2).set('ai',function(card){
|
|
|
|
|
if(card.name=='tao') return -10;
|
|
|
|
|
if(card.name=='jiu'&&_status.event.player.hp==1) return -10;
|
|
|
|
|
return get.unuseful(card)+2.5*(5-get.owner(card).hp);
|
|
|
|
|
});
|
|
|
|
|
"step 2"
|
|
|
|
|
if(result.bool==false){
|
|
|
|
|
trigger.source.damage();
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
maixie_defend:true,
|
|
|
|
|
effect:{
|
|
|
|
|
target:function(card,player,target){
|
|
|
|
|
if(player.hasSkillTag('jueqing',false,target)) return [1,-1];
|
|
|
|
|
return 0.8;
|
|
|
|
|
// if(get.tag(card,'damage')&&get.damageEffect(target,player,player)>0) return [1,0,0,-1.5];
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ganglie_three:{
|
|
|
|
|
audio:'ganglie',
|
|
|
|
|
trigger:{player:'damageEnd'},
|
|
|
|
|
direct:true,
|
|
|
|
|
content:function(){
|
|
|
|
|
"step 0"
|
|
|
|
|
player.chooseTarget(get.prompt2('ganglie_three'),function(card,player,target){
|
|
|
|
|
return target.isEnemyOf(player);
|
|
|
|
|
}).set('ai',function(target){
|
|
|
|
|
return -get.attitude(_status.event.player,target)/(1+target.countCards('h'));
|
|
|
|
|
});
|
|
|
|
|
"step 1"
|
|
|
|
|
if(result.bool){
|
|
|
|
|
event.target=result.targets[0];
|
|
|
|
|
player.logSkill('ganglie_three',target);
|
|
|
|
|
}
|
|
|
|
|
else event.finish();
|
|
|
|
|
"step 2"
|
|
|
|
|
player.judge(function(card){
|
|
|
|
|
if(get.suit(card)=='heart') return -2;
|
|
|
|
|
return 2;
|
|
|
|
|
})
|
|
|
|
|
"step 3"
|
|
|
|
|
if(result.judge<2){
|
|
|
|
|
event.finish();return;
|
|
|
|
|
}
|
|
|
|
|
target.chooseToDiscard(2).set('ai',function(card){
|
|
|
|
|
if(card.name=='tao') return -10;
|
|
|
|
|
if(card.name=='jiu'&&_status.event.player.hp==1) return -10;
|
|
|
|
|
return get.unuseful(card)+2.5*(5-get.owner(card).hp);
|
|
|
|
|
});
|
|
|
|
|
"step 4"
|
|
|
|
|
if(result.bool==false){
|
|
|
|
|
target.damage();
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
maixie_defend:true,
|
|
|
|
|
effect:{
|
|
|
|
|
target:function(card,player,target){
|
|
|
|
|
if(player.hasSkillTag('jueqing',false,target)) return [1,-1];
|
|
|
|
|
return 0.8;
|
|
|
|
|
// if(get.tag(card,'damage')&&get.damageEffect(target,player,player)>0) return [1,0,0,-1.5];
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
tuxi:{
|
|
|
|
|
audio:2,
|
|
|
|
|
trigger:{player:'phaseDrawBegin1'},
|
|
|
|
|
direct:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return !event.numFixed;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
"step 0"
|
|
|
|
|
var check;
|
|
|
|
|
var i,num=game.countPlayer(function(current){
|
|
|
|
|
return current!=player&¤t.countCards('h')&&get.attitude(player,current)<=0;
|
|
|
|
|
});
|
|
|
|
|
check=(num>=2);
|
|
|
|
|
player.chooseTarget(get.prompt('tuxi'),'获得其他一至两名角色的各一张手牌',[1,2],function(card,player,target){
|
|
|
|
|
return target.countCards('h')>0&&player!=target;
|
|
|
|
|
},function(target){
|
|
|
|
|
if(!_status.event.aicheck) return 0;
|
|
|
|
|
var att=get.attitude(_status.event.player,target);
|
|
|
|
|
if(target.hasSkill('tuntian')) return att/10;
|
|
|
|
|
return 1-att;
|
|
|
|
|
}).set('aicheck',check);
|
|
|
|
|
"step 1"
|
|
|
|
|
if(result.bool){
|
|
|
|
|
player.logSkill('tuxi',result.targets);
|
|
|
|
|
player.gainMultiple(result.targets);
|
|
|
|
|
trigger.changeToZero();
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
event.finish();
|
|
|
|
|
}
|
|
|
|
|
"step 2"
|
|
|
|
|
game.delay();
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
threaten:2,
|
|
|
|
|
expose:0.3
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
luoyi:{
|
|
|
|
|
audio:2,
|
|
|
|
|
trigger:{player:'phaseDrawBegin2'},
|
|
|
|
|
check:function(event,player){
|
|
|
|
|
if(player.countCards('h')<3) return false;
|
|
|
|
|
if(!player.hasSha()) return false;
|
|
|
|
|
return game.hasPlayer(function(current){
|
|
|
|
|
return get.attitude(player,current)<0&&player.canUse('sha',current);
|
|
|
|
|
});
|
|
|
|
|
},
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return !event.numFixed&&event.num>0;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
player.addTempSkill('luoyi2','phaseJieshuBegin');
|
|
|
|
|
trigger.num--;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
luoyi2:{
|
|
|
|
|
trigger:{source:'damageBegin1'},
|
|
|
|
|
filter:function(event){
|
|
|
|
|
return event.card&&(event.card.name=='sha'||event.card.name=='juedou')&&event.notLink();
|
|
|
|
|
},
|
|
|
|
|
forced:true,
|
|
|
|
|
content:function(){
|
|
|
|
|
trigger.num++;
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
damageBonus:true
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
tiandu:{
|
|
|
|
|
audio:2,
|
|
|
|
|
audioname:['re_guojia','xizhicai','gz_nagisa'],
|
|
|
|
|
trigger:{player:'judgeEnd'},
|
|
|
|
|
frequent:function(event){
|
|
|
|
|
if(event.result.card.name=='du') return false;
|
|
|
|
|
//if(get.mode()=='guozhan') return false;
|
|
|
|
|
return true;
|
|
|
|
|
},
|
|
|
|
|
check:function(event){
|
|
|
|
|
if(event.result.card.name=='du') return false;
|
|
|
|
|
return true;
|
|
|
|
|
},
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return get.position(event.result.card,true)=='o';
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
player.gain(trigger.result.card,'gain2');
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
yiji:{
|
|
|
|
|
audio:2,
|
|
|
|
|
trigger:{player:'damageEnd'},
|
|
|
|
|
frequent:true,
|
|
|
|
|
filter:function(event){
|
|
|
|
|
return (event.num>0)
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
"step 0"
|
|
|
|
|
event.count=trigger.num;
|
|
|
|
|
"step 1"
|
|
|
|
|
event.count--;
|
|
|
|
|
event.cards=get.cards(2);
|
|
|
|
|
"step 2"
|
|
|
|
|
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.goto(5);
|
|
|
|
|
}
|
|
|
|
|
"step 3"
|
|
|
|
|
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],player,'raw')<0);
|
|
|
|
|
}
|
|
|
|
|
"step 4"
|
|
|
|
|
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(2);
|
|
|
|
|
}
|
|
|
|
|
"step 5"
|
|
|
|
|
if(event.count>0) player.chooseBool(get.prompt2(event.name)).set('frequentSkill',event.name);
|
|
|
|
|
else event.finish();
|
|
|
|
|
"step 6"
|
|
|
|
|
if(result.bool){
|
|
|
|
|
player.logSkill(event.name);
|
|
|
|
|
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];
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
luoshen:{
|
|
|
|
|
audio:2,
|
|
|
|
|
trigger:{player:'phaseZhunbeiBegin'},
|
|
|
|
|
frequent:true,
|
|
|
|
|
content:function(){
|
|
|
|
|
"step 0"
|
|
|
|
|
if(event.cards==undefined) event.cards=[];
|
|
|
|
|
var next=player.judge(function(card){
|
|
|
|
|
if(get.color(card)=='black') return 1.5;
|
|
|
|
|
return -1.5;
|
|
|
|
|
});
|
|
|
|
|
if(get.mode()!='guozhan'&&!player.hasSkillTag('rejudge')) next.set('callback',function(){
|
|
|
|
|
if(event.judgeResult.color=='black'&&get.position(card,true)=='o') player.gain(card,'gain2');
|
|
|
|
|
});
|
|
|
|
|
else next.set('callback',function(){
|
|
|
|
|
if(event.judgeResult.color=='black') event.getParent().orderingCards.remove(card);
|
|
|
|
|
});
|
|
|
|
|
"step 1"
|
|
|
|
|
if(result.judge>0){
|
|
|
|
|
event.cards.push(result.card);
|
|
|
|
|
player.chooseBool('是否再次发动【洛神】?').set('frequentSkill','luoshen');
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
for(var i=0;i<event.cards.length;i++){
|
|
|
|
|
if(get.position(event.cards[i],true)!='o'){
|
|
|
|
|
event.cards.splice(i,1);i--;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if(event.cards.length){
|
|
|
|
|
player.gain(event.cards,'gain2');
|
|
|
|
|
}
|
|
|
|
|
event.finish();
|
|
|
|
|
}
|
|
|
|
|
"step 2"
|
|
|
|
|
if(result.bool){
|
|
|
|
|
event.goto(0);
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
if(event.cards.length){
|
|
|
|
|
player.gain(event.cards,'gain2');
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
xinluoshen:{
|
|
|
|
|
audio:'luoshen',
|
|
|
|
|
// alter:true,
|
|
|
|
|
trigger:{player:'phaseZhunbeiBegin'},
|
|
|
|
|
frequent:true,
|
|
|
|
|
content:function(){
|
|
|
|
|
"step 0"
|
|
|
|
|
if(event.cards==undefined) event.cards=[];
|
|
|
|
|
player.judge(function(card){
|
|
|
|
|
if(get.color(card)=='black') return 1.5;
|
|
|
|
|
return -1.5;
|
|
|
|
|
},ui.special);
|
|
|
|
|
"step 1"
|
|
|
|
|
if(result.judge>0){
|
|
|
|
|
event.cards.push(result.card);
|
|
|
|
|
if(lib.config.autoskilllist.contains('luoshen')){
|
|
|
|
|
player.chooseBool('是否再次发动【洛神】?');
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
event._result={bool:true};
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
for(var i=0;i<event.cards.length;i++){
|
|
|
|
|
if(get.position(event.cards[i])!='s'){
|
|
|
|
|
event.cards.splice(i,1);i--;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
player.gain(event.cards,'gain2');
|
|
|
|
|
player.storage.xinluoshen=event.cards.slice(0);
|
|
|
|
|
event.finish();
|
|
|
|
|
}
|
|
|
|
|
"step 2"
|
|
|
|
|
if(result.bool){
|
|
|
|
|
event.goto(0);
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
if(event.cards.length){
|
|
|
|
|
player.gain(event.cards,'gain2');
|
|
|
|
|
player.storage.xinluoshen=event.cards.slice(0);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
mod:{
|
|
|
|
|
ignoredHandcard:function(card,player){
|
|
|
|
|
if(get.is.altered('xinluoshen')&&player.storage.xinluoshen&&player.storage.xinluoshen.contains(card)){
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
group:'xinluoshen_clear',
|
|
|
|
|
subSkill:{
|
|
|
|
|
clear:{
|
|
|
|
|
trigger:{player:'phaseAfter'},
|
|
|
|
|
silent:true,
|
|
|
|
|
content:function(){
|
|
|
|
|
delete player.storage.xinluoshen;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
qingguo:{
|
|
|
|
|
audio:2,
|
|
|
|
|
enable:['chooseToRespond','chooseToUse'],
|
|
|
|
|
filterCard:function(card){
|
|
|
|
|
return get.color(card)=='black';
|
|
|
|
|
},
|
|
|
|
|
viewAs:{name:'shan'},
|
|
|
|
|
viewAsFilter:function(player){
|
|
|
|
|
if(!player.countCards('h',{color:'black'})) return false;
|
|
|
|
|
},
|
|
|
|
|
prompt:'将一张黑色手牌当闪使用或打出',
|
|
|
|
|
check:function(){return 1},
|
|
|
|
|
ai:{
|
|
|
|
|
respondShan:true,
|
|
|
|
|
skillTagFilter:function(player){
|
|
|
|
|
if(!player.countCards('h',{color:'black'})) return false;
|
|
|
|
|
},
|
|
|
|
|
effect:{
|
|
|
|
|
target:function(card,player,target,current){
|
|
|
|
|
if(get.tag(card,'respondShan')&¤t<0) return 0.6
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
rende:{
|
|
|
|
|
audio:2,
|
|
|
|
|
enable:'phaseUse',
|
|
|
|
|
filterCard:true,
|
|
|
|
|
selectCard:[1,Infinity],
|
|
|
|
|
discard:false,
|
|
|
|
|
lose:false,
|
|
|
|
|
delay:0,
|
|
|
|
|
filterTarget:function(card,player,target){
|
|
|
|
|
return player!=target;
|
|
|
|
|
},
|
|
|
|
|
check:function(card){
|
|
|
|
|
if(ui.selected.cards.length>1) 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);
|
|
|
|
|
var num=0;
|
|
|
|
|
var evt2=_status.event.getParent();
|
|
|
|
|
var num=0;
|
|
|
|
|
player.getHistory('lose',function(evt){
|
|
|
|
|
if(evt.getParent().skill=='rende'&&evt.getParent(3)==evt2) num+=evt.cards.length;
|
|
|
|
|
});
|
|
|
|
|
if(player.hp==player.maxHp||num>1||player.countCards('h')<=1){
|
|
|
|
|
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,'giveAuto');
|
|
|
|
|
var evt2=event.getParent(3);
|
|
|
|
|
var num=0;
|
|
|
|
|
player.getHistory('lose',function(evt){
|
|
|
|
|
if(evt.getParent(2).name=='rende'&&evt.getParent(5)==evt2) num+=evt.cards.length;
|
|
|
|
|
});
|
|
|
|
|
if(num<2&&num+cards.length>1) player.recover();
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
order:function(skill,player){
|
|
|
|
|
if(player.hp<player.maxHp&&player.storage.rende<2&&player.countCards('h')>1){
|
|
|
|
|
return 10;
|
|
|
|
|
}
|
|
|
|
|
return 1;
|
|
|
|
|
},
|
|
|
|
|
result:{
|
|
|
|
|
target:function(player,target){
|
|
|
|
|
if(target.hasSkillTag('nogain')) return 0;
|
|
|
|
|
if(ui.selected.cards.length&&ui.selected.cards[0].name=='du'){
|
|
|
|
|
if(target.hasSkillTag('nodu')) return 0;
|
|
|
|
|
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.rende<0||player.countCards('h')<=1){
|
|
|
|
|
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
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
rende1:{
|
|
|
|
|
trigger:{player:'phaseUseBegin'},
|
|
|
|
|
silent:true,
|
|
|
|
|
content:function(){
|
|
|
|
|
player.storage.rende=0;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
jijiang:{
|
|
|
|
|
audio:'jijiang1',
|
|
|
|
|
audioname:['liushan','re_liubei','re_liushan','ol_liushan'],
|
|
|
|
|
unique:true,
|
|
|
|
|
group:['jijiang1','jijiang2'],
|
|
|
|
|
zhuSkill:true,
|
|
|
|
|
},
|
|
|
|
|
jijiang1:{
|
|
|
|
|
audio:2,
|
|
|
|
|
audioname:['liushan','re_liubei','re_liushan','ol_liushan'],
|
|
|
|
|
trigger:{player:'chooseToRespondBegin'},
|
|
|
|
|
check:function(event){
|
|
|
|
|
if(event.jijiang) return false;
|
|
|
|
|
return true;
|
|
|
|
|
},
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
if(event.responded) return false;
|
|
|
|
|
if(player.storage.jijianging) return false;
|
|
|
|
|
if(!player.hasZhuSkill('jijiang')) return false;
|
|
|
|
|
if(!event.filterCard({name:'sha'},player,event)) return false;
|
|
|
|
|
return game.hasPlayer(function(current){
|
|
|
|
|
return current!=player&¤t.group=='shu';
|
|
|
|
|
});
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
"step 0"
|
|
|
|
|
if(event.current==undefined) event.current=player.next;
|
|
|
|
|
if(event.current==player){
|
|
|
|
|
event.finish();
|
|
|
|
|
}
|
|
|
|
|
else if(event.current.group=='shu'){
|
|
|
|
|
player.storage.jijianging=true;
|
|
|
|
|
var next=event.current.chooseToRespond('是否替'+get.translation(player)+'打出一张杀?',{name:'sha'});
|
|
|
|
|
next.set('ai',function(){
|
|
|
|
|
var event=_status.event;
|
|
|
|
|
return (get.attitude(event.player,event.source)-2);
|
|
|
|
|
});
|
|
|
|
|
next.set('source',player);
|
|
|
|
|
next.set('jijiang',true);
|
|
|
|
|
next.set('skillwarn','替'+get.translation(player)+'打出一张杀');
|
|
|
|
|
next.noOrdering=true;
|
|
|
|
|
next.autochoose=lib.filter.autoRespondSha;
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
event.current=event.current.next;
|
|
|
|
|
event.redo();
|
|
|
|
|
}
|
|
|
|
|
"step 1"
|
|
|
|
|
player.storage.jijianging=false;
|
|
|
|
|
if(result.bool){
|
|
|
|
|
event.finish();
|
|
|
|
|
trigger.result=result;
|
|
|
|
|
trigger.responded=true;
|
|
|
|
|
trigger.animate=false;
|
|
|
|
|
if(typeof event.current.ai.shown=='number'&&event.current.ai.shown<0.95){
|
|
|
|
|
event.current.ai.shown+=0.3;
|
|
|
|
|
if(event.current.ai.shown>0.95) event.current.ai.shown=0.95;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
event.current=event.current.next;
|
|
|
|
|
event.goto(0);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
jijiang2:{
|
|
|
|
|
audio:'jijiang1',
|
|
|
|
|
audioname:['liushan','re_liubei','re_liushan','ol_liushan'],
|
|
|
|
|
enable:'chooseToUse',
|
|
|
|
|
prompt:'选择一名目标角色。若有其他蜀势力角色打出【杀】响应,则视为你对其使用此【杀】。',
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
if(event.filterCard&&!event.filterCard({name:'sha'},player,event)) return false;
|
|
|
|
|
if(!player.hasZhuSkill('jijiang')) return false;
|
|
|
|
|
if(player.hasSkill('jijiang3')) return false;
|
|
|
|
|
if(!lib.filter.cardUsable({name:'sha'},player)) return false;
|
|
|
|
|
return game.hasPlayer(function(current){
|
|
|
|
|
return current!=player&¤t.group=='shu';
|
|
|
|
|
});
|
|
|
|
|
},
|
|
|
|
|
filterTarget:function(card,player,target){
|
|
|
|
|
if(_status.event._backup&&
|
|
|
|
|
typeof _status.event._backup.filterTarget=='function'&&
|
|
|
|
|
!_status.event._backup.filterTarget({name:'sha'},player,target)){
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
return player.canUse({name:'sha'},target);
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
"step 0"
|
|
|
|
|
if(event.current==undefined) event.current=player.next;
|
|
|
|
|
if(event.current==player){
|
|
|
|
|
player.addSkill('jijiang3');
|
|
|
|
|
event.getParent(2).step=0;
|
|
|
|
|
event.finish();
|
|
|
|
|
}
|
|
|
|
|
else if(event.current.group=='shu'){
|
|
|
|
|
var next=event.current.chooseToRespond('是否替'+get.translation(player)+'对'+get.translation(target)+'使用一张杀',
|
|
|
|
|
function(card,player,event){
|
|
|
|
|
event=event||_status.event;
|
|
|
|
|
return card.name=='sha'&&event.source.canUse(card,event.target);
|
|
|
|
|
});
|
|
|
|
|
next.set('ai',function(card){
|
|
|
|
|
var event=_status.event;
|
|
|
|
|
return get.effect(event.target,card,event.source,event.player);
|
|
|
|
|
});
|
|
|
|
|
next.set('source',player);
|
|
|
|
|
next.set('target',target);
|
|
|
|
|
next.set('jijiang',true);
|
|
|
|
|
next.set('skillwarn','替'+get.translation(player)+'打出一张杀');
|
|
|
|
|
next.noOrdering=true;
|
|
|
|
|
next.autochoose=lib.filter.autoRespondSha;
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
event.current=event.current.next;
|
|
|
|
|
event.redo();
|
|
|
|
|
}
|
|
|
|
|
"step 1"
|
|
|
|
|
if(result.bool){
|
|
|
|
|
event.finish();
|
|
|
|
|
if(result.cards&&result.cards.length){
|
|
|
|
|
player.useCard({name:'sha',isCard:true},result.cards,target).animate=false;
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
player.useCard({name:'sha',isCard:true},target).animate=false;
|
|
|
|
|
}
|
|
|
|
|
if(typeof event.current.ai.shown=='number'&&event.current.ai.shown<0.95){
|
|
|
|
|
event.current.ai.shown+=0.3;
|
|
|
|
|
if(event.current.ai.shown>0.95) event.current.ai.shown=0.95;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
event.current=event.current.next;
|
|
|
|
|
event.goto(0);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
respondSha:true,
|
|
|
|
|
skillTagFilter:function(player){
|
|
|
|
|
if(!player.hasZhuSkill('jijiang')) return false;
|
|
|
|
|
return game.hasPlayer(function(current){
|
|
|
|
|
return current!=player&¤t.group=='shu';
|
|
|
|
|
});
|
|
|
|
|
},
|
|
|
|
|
result:{
|
|
|
|
|
target:function(player,target){
|
|
|
|
|
if(player.hasSkill('jijiang3')) return 0;
|
|
|
|
|
return get.effect(target,{name:'sha'},player,target);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
order:function(){
|
|
|
|
|
return get.order({name:'sha'})-0.1;
|
|
|
|
|
},
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
jijiang3:{
|
|
|
|
|
trigger:{global:['useCardAfter','useSkillAfter','phaseAfter']},
|
|
|
|
|
silent:true,
|
|
|
|
|
filter:function(event){
|
|
|
|
|
return event.skill!='jijiang2'&&event.skill!='qinwang2';
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
player.removeSkill('jijiang3');
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
wusheng:{
|
|
|
|
|
audio:2,
|
|
|
|
|
audioname2:{old_guanzhang:'old_fuhun'},
|
|
|
|
|
audioname:['re_guanyu','guanzhang','jsp_guanyu','guansuo'],
|
|
|
|
|
enable:['chooseToRespond','chooseToUse'],
|
|
|
|
|
filterCard:function(card,player){
|
|
|
|
|
if(get.zhu(player,'shouyue')) return true;
|
|
|
|
|
return get.color(card)=='red';
|
|
|
|
|
},
|
|
|
|
|
position:'he',
|
|
|
|
|
viewAs:{name:'sha'},
|
|
|
|
|
viewAsFilter:function(player){
|
|
|
|
|
if(get.zhu(player,'shouyue')){
|
|
|
|
|
if(!player.countCards('he')) return false;
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
if(!player.countCards('he',{color:'red'})) return false;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
prompt:'将一张红色牌当杀使用或打出',
|
|
|
|
|
check:function(card){return 4-get.value(card)},
|
|
|
|
|
ai:{
|
|
|
|
|
skillTagFilter:function(player){
|
|
|
|
|
if(get.zhu(player,'shouyue')){
|
|
|
|
|
if(!player.countCards('he')) return false;
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
if(!player.countCards('he',{color:'red'})) return false;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
respondSha:true,
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
zhongyi:{
|
|
|
|
|
audio:2,
|
|
|
|
|
enable:'phaseUse',
|
|
|
|
|
limited:true,
|
|
|
|
|
skillAnimation:true,
|
|
|
|
|
animationColor:'orange',
|
|
|
|
|
filterCard:true,
|
|
|
|
|
position:'he',
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return player.countCards('he')>0;
|
|
|
|
|
},
|
|
|
|
|
toStorage:true,
|
|
|
|
|
discard:false,
|
|
|
|
|
content:function(){
|
|
|
|
|
player.awakenSkill('zhongyi');
|
|
|
|
|
player.addTempSkill('zhongyi2','roundStart');
|
|
|
|
|
player.markAuto('zhongyi2',cards);
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
zhongyi2:{
|
|
|
|
|
trigger:{global:'damageBegin1'},
|
|
|
|
|
forced:true,
|
|
|
|
|
popup:false,
|
|
|
|
|
logTarget:'source',
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return event.getParent().name=='sha'&&event.source&&event.source.isFriendOf(player);
|
|
|
|
|
},
|
|
|
|
|
content:function(){trigger.num++},
|
|
|
|
|
intro:{content:'cards',onunmark:'throw'},
|
|
|
|
|
},
|
|
|
|
|
paoxiao:{
|
|
|
|
|
audio:2,
|
|
|
|
|
firstDo:true,
|
|
|
|
|
audioname2:{old_guanzhang:'old_fuhun'},
|
|
|
|
|
audioname:['re_zhangfei','guanzhang','xiahouba'],
|
|
|
|
|
trigger:{player:'useCard1'},
|
|
|
|
|
forced:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return !event.audioed&&event.card.name=='sha'&&player.countUsed('sha',true)>1&&event.getParent().type=='phase';
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
trigger.audioed=true;
|
|
|
|
|
},
|
|
|
|
|
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;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
xinguanxing:{
|
|
|
|
|
audio:'guanxing',
|
|
|
|
|
// alter:true,
|
|
|
|
|
trigger:{player:['phaseZhunbeiBegin','phaseJieshuBegin']},
|
|
|
|
|
frequent:true,
|
|
|
|
|
filter:function(event,player,name){
|
|
|
|
|
if(name=='phaseJieshuBegin'){
|
|
|
|
|
return player.hasSkill('xinguanxing_on');
|
|
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
if(get.is.altered('xinguanxing')){
|
|
|
|
|
event.num=game.countPlayer()<4?3:5;
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
event.num=Math.min(5,game.countPlayer());
|
|
|
|
|
}
|
|
|
|
|
event.cards=get.cards(event.num);
|
|
|
|
|
event.chosen=[];
|
|
|
|
|
event.num1=0;
|
|
|
|
|
event.num2=0;
|
|
|
|
|
event.bottom=-1;
|
|
|
|
|
'step 1'
|
|
|
|
|
var js=player.getCards('j');
|
|
|
|
|
var pos;
|
|
|
|
|
var choice=-1;
|
|
|
|
|
var getval=function(card,pos){
|
|
|
|
|
if(js[pos]){
|
|
|
|
|
return (get.judge(js[pos]))(card);
|
|
|
|
|
}
|
|
|
|
|
else if(event.triggername=='phaseJieshuBegin'&&get.attitude(player,player.getNext())<=0){
|
|
|
|
|
return 11.5-get.value(card,player);
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
return get.value(card,player);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
event.discard=false;
|
|
|
|
|
var minval=6;
|
|
|
|
|
for(pos=0;pos<event.cards.length;pos++){
|
|
|
|
|
var max=getval(event.cards[pos],pos);
|
|
|
|
|
for(var j=pos+1;j<event.cards.length;j++){
|
|
|
|
|
var current=getval(event.cards[j],pos);
|
|
|
|
|
if(current>max){
|
|
|
|
|
choice=j;
|
|
|
|
|
max=current;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if(event.bottom<0){
|
|
|
|
|
if(!js[pos]){
|
|
|
|
|
if(max<minval){
|
|
|
|
|
event.bottom=pos;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else if(max<0){
|
|
|
|
|
event.bottom=pos;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if(event.bottom>=0&&event.bottom<=pos){
|
|
|
|
|
choice=pos;
|
|
|
|
|
event.discard=true;break;
|
|
|
|
|
}
|
|
|
|
|
if(choice!=-1){
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
player.chooseCardButton('观星:选择要移动的牌',event.cards).set('filterButton',function(button){
|
|
|
|
|
return !_status.event.chosen.contains(button.link);
|
|
|
|
|
}).set('chosen',event.chosen).set('ai',function(button){
|
|
|
|
|
return button.link==_status.event.choice?1:0;
|
|
|
|
|
}).set('choice',event.cards[choice]);
|
|
|
|
|
event.pos=pos;
|
|
|
|
|
'step 2'
|
|
|
|
|
if(result.bool){
|
|
|
|
|
var card=result.links[0];
|
|
|
|
|
var index=event.cards.indexOf(card);
|
|
|
|
|
event.card=card;
|
|
|
|
|
event.chosen.push(card);
|
|
|
|
|
event.cards.remove(event.card);
|
|
|
|
|
var controlai=event.pos||0;
|
|
|
|
|
if(event.discard){
|
|
|
|
|
controlai=event.cards.length+1;
|
|
|
|
|
}
|
|
|
|
|
var buttons=event.cards.slice(0);
|
|
|
|
|
player.chooseControl(function(){
|
|
|
|
|
return _status.event.controlai;
|
|
|
|
|
}).set('controlai',controlai).set('sortcard',buttons).set('tosort',card);
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
event.goto(4);
|
|
|
|
|
}
|
|
|
|
|
'step 3'
|
|
|
|
|
if(typeof result.index=='number'){
|
|
|
|
|
if(result.index>event.cards.length){
|
|
|
|
|
ui.cardPile.appendChild(event.card);
|
|
|
|
|
event.num2++;
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
event.cards.splice(result.index,0,event.card);
|
|
|
|
|
}
|
|
|
|
|
event.num--;
|
|
|
|
|
if(event.num>0){
|
|
|
|
|
event.goto(1);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
'step 4'
|
|
|
|
|
while(event.cards.length){
|
|
|
|
|
ui.cardPile.insertBefore(event.cards.pop(),ui.cardPile.firstChild);
|
|
|
|
|
event.num1++;
|
|
|
|
|
}
|
|
|
|
|
var js=player.getCards('j');
|
|
|
|
|
if(js.length==1){
|
|
|
|
|
if((get.judge(js[0]))(ui.cardPile.firstChild)<0){
|
|
|
|
|
player.addTempSkill('guanxing_fail');
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
player.popup(get.cnNumber(event.num1)+'上'+get.cnNumber(event.num2)+'下');
|
|
|
|
|
game.log(player,'将','#y'+get.cnNumber(event.num1)+'张牌','置于牌堆顶,','#y'+get.cnNumber(event.num2)+'张牌','置于牌堆底');
|
|
|
|
|
if(event.triggername=='phaseZhunbeiBegin'&&get.is.altered('xinguanxing')&&event.num1==0){
|
|
|
|
|
player.addTempSkill('xinguanxing_on');
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
subSkill:{
|
|
|
|
|
on:{}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
guanxing_oldnew:{
|
|
|
|
|
audio:2,
|
|
|
|
|
audioname:['jiangwei'],
|
|
|
|
|
trigger:{player:'phaseZhunbeiBegin'},
|
|
|
|
|
frequent:true,
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
event.num=Math.min(5,game.countPlayer());
|
|
|
|
|
if(event.name!='yizhi'&&player.hasSkill('yizhi')) event.num=5;
|
|
|
|
|
event.cards=get.cards(event.num);
|
|
|
|
|
event.chosen=[];
|
|
|
|
|
event.num1=0;
|
|
|
|
|
event.num2=0;
|
|
|
|
|
'step 1'
|
|
|
|
|
var js=player.getCards('j');
|
|
|
|
|
var pos;
|
|
|
|
|
var choice=-1;
|
|
|
|
|
var getval=function(card,pos){
|
|
|
|
|
if(js[pos]){
|
|
|
|
|
return (get.judge(js[pos]))(card);
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
return get.value(card);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
for(pos=0;pos<Math.min(event.cards.length,js.length+2);pos++){
|
|
|
|
|
var max=getval(event.cards[pos],pos);
|
|
|
|
|
for(var j=pos+1;j<event.cards.length;j++){
|
|
|
|
|
var current=getval(event.cards[j],pos);
|
|
|
|
|
if(current>max){
|
|
|
|
|
choice=j;
|
|
|
|
|
max=current;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if(choice!=-1){
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
player.chooseCardButton('观星:选择要移动的牌',event.cards).set('filterButton',function(button){
|
|
|
|
|
return !_status.event.chosen.contains(button.link);
|
|
|
|
|
}).set('chosen',event.chosen).set('ai',function(button){
|
|
|
|
|
return button.link==_status.event.choice?1:0;
|
|
|
|
|
}).set('choice',event.cards[choice]);
|
|
|
|
|
event.pos=pos;
|
|
|
|
|
'step 2'
|
|
|
|
|
if(result.bool){
|
|
|
|
|
var card=result.links[0];
|
|
|
|
|
var index=event.cards.indexOf(card);
|
|
|
|
|
event.card=card;
|
|
|
|
|
event.chosen.push(card);
|
|
|
|
|
event.cards.remove(event.card);
|
|
|
|
|
var buttons=event.cards.slice(0);
|
|
|
|
|
player.chooseControl(function(){
|
|
|
|
|
return _status.event.controlai;
|
|
|
|
|
}).set('controlai',event.pos||0).set('sortcard',buttons).set('tosort',card);
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
event.goto(4);
|
|
|
|
|
}
|
|
|
|
|
'step 3'
|
|
|
|
|
if(typeof result.index=='number'){
|
|
|
|
|
if(result.index>event.cards.length){
|
|
|
|
|
ui.cardPile.appendChild(event.card);
|
|
|
|
|
event.num2++;
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
event.cards.splice(result.index,0,event.card);
|
|
|
|
|
}
|
|
|
|
|
event.num--;
|
|
|
|
|
if(event.num>0){
|
|
|
|
|
event.goto(1);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
'step 4'
|
|
|
|
|
while(event.cards.length){
|
|
|
|
|
ui.cardPile.insertBefore(event.cards.pop(),ui.cardPile.firstChild);
|
|
|
|
|
event.num1++;
|
|
|
|
|
}
|
|
|
|
|
var js=player.getCards('j');
|
|
|
|
|
if(js.length==1){
|
|
|
|
|
if((get.judge(js[0]))(ui.cardPile.firstChild)<0){
|
|
|
|
|
player.addTempSkill('guanxing_fail');
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
player.popup(get.cnNumber(event.num1)+'上'+get.cnNumber(event.num2)+'下');
|
|
|
|
|
game.log(player,'将','#y'+get.cnNumber(event.num1)+'张牌','置于牌堆顶,','#y'+get.cnNumber(event.num2)+'张牌','置于牌堆底');
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
guanxing:true
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
guanxing_fail:{},
|
|
|
|
|
guanxing:{
|
|
|
|
|
audio:2,
|
|
|
|
|
audioname:['jiangwei','re_jiangwei','re_zhugeliang'],
|
|
|
|
|
trigger:{player:'phaseZhunbeiBegin'},
|
|
|
|
|
frequent:true,
|
|
|
|
|
content:function(){
|
|
|
|
|
"step 0"
|
|
|
|
|
if(player.isUnderControl()){
|
2020-10-23 14:35:26 +00:00
|
|
|
|
game.swapPlayerAuto(player);
|
2020-09-06 06:26:37 +00:00
|
|
|
|
}
|
|
|
|
|
var num=Math.min(5,game.countPlayer());
|
|
|
|
|
if(player.hasSkill('yizhi')&&player.hasSkill('guanxing')){
|
|
|
|
|
num=5;
|
|
|
|
|
}
|
|
|
|
|
var cards=get.cards(num);
|
|
|
|
|
event.cards=cards;
|
|
|
|
|
var switchToAuto=function(){
|
|
|
|
|
_status.imchoosing=false;
|
|
|
|
|
if(event.dialog) event.dialog.close();
|
|
|
|
|
if(event.control) event.control.close();
|
|
|
|
|
var top=[];
|
|
|
|
|
var judges=player.getCards('j');
|
|
|
|
|
var stopped=false;
|
|
|
|
|
if(!player.hasWuxie()){
|
|
|
|
|
for(var i=0;i<judges.length;i++){
|
|
|
|
|
var judge=get.judge(judges[i]);
|
|
|
|
|
cards.sort(function(a,b){
|
|
|
|
|
return judge(b)-judge(a);
|
|
|
|
|
});
|
|
|
|
|
if(judge(cards[0])<0){
|
|
|
|
|
stopped=true;break;
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
top.unshift(cards.shift());
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
var bottom;
|
|
|
|
|
if(!stopped){
|
|
|
|
|
cards.sort(function(a,b){
|
|
|
|
|
return get.value(b,player)-get.value(a,player);
|
|
|
|
|
});
|
|
|
|
|
while(cards.length){
|
|
|
|
|
if(get.value(cards[0],player)<=5) break;
|
|
|
|
|
top.unshift(cards.shift());
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
bottom=cards;
|
|
|
|
|
for(var i=0;i<top.length;i++){
|
|
|
|
|
ui.cardPile.insertBefore(top[i],ui.cardPile.firstChild);
|
|
|
|
|
}
|
|
|
|
|
for(i=0;i<bottom.length;i++){
|
|
|
|
|
ui.cardPile.appendChild(bottom[i]);
|
|
|
|
|
}
|
|
|
|
|
player.popup(get.cnNumber(top.length)+'上'+get.cnNumber(bottom.length)+'下');
|
|
|
|
|
game.log(player,'将'+get.cnNumber(top.length)+'张牌置于牌堆顶');
|
|
|
|
|
game.delay(2);
|
|
|
|
|
};
|
|
|
|
|
var chooseButton=function(online,player,cards){
|
|
|
|
|
var event=_status.event;
|
|
|
|
|
player=player||event.player;
|
|
|
|
|
cards=cards||event.cards;
|
|
|
|
|
event.top=[];
|
|
|
|
|
event.bottom=[];
|
|
|
|
|
event.status=true;
|
|
|
|
|
event.dialog=ui.create.dialog('按顺序选择置于牌堆顶的牌(先选择的在上)',cards);
|
|
|
|
|
for(var i=0;i<event.dialog.buttons.length;i++){
|
|
|
|
|
event.dialog.buttons[i].classList.add('pointerdiv');
|
|
|
|
|
}
|
|
|
|
|
event.switchToAuto=function(){
|
|
|
|
|
event._result='ai';
|
|
|
|
|
event.dialog.close();
|
|
|
|
|
event.control.close();
|
|
|
|
|
_status.imchoosing=false;
|
|
|
|
|
},
|
|
|
|
|
event.control=ui.create.control('ok','pileTop','pileBottom',function(link){
|
|
|
|
|
var event=_status.event;
|
|
|
|
|
if(link=='ok'){
|
|
|
|
|
if(online){
|
|
|
|
|
event._result={
|
|
|
|
|
top:[],
|
|
|
|
|
bottom:[]
|
|
|
|
|
}
|
|
|
|
|
for(var i=0;i<event.top.length;i++){
|
|
|
|
|
event._result.top.push(event.top[i].link);
|
|
|
|
|
}
|
|
|
|
|
for(var i=0;i<event.bottom.length;i++){
|
|
|
|
|
event._result.bottom.push(event.bottom[i].link);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
var i;
|
|
|
|
|
for(i=0;i<event.top.length;i++){
|
|
|
|
|
ui.cardPile.insertBefore(event.top[i].link,ui.cardPile.firstChild);
|
|
|
|
|
}
|
|
|
|
|
for(i=0;i<event.bottom.length;i++){
|
|
|
|
|
ui.cardPile.appendChild(event.bottom[i].link);
|
|
|
|
|
}
|
|
|
|
|
for(i=0;i<event.dialog.buttons.length;i++){
|
|
|
|
|
if(event.dialog.buttons[i].classList.contains('glow')==false&&
|
|
|
|
|
event.dialog.buttons[i].classList.contains('target')==false)
|
|
|
|
|
ui.cardPile.appendChild(event.dialog.buttons[i].link);
|
|
|
|
|
}
|
|
|
|
|
player.popup(get.cnNumber(event.top.length)+'上'+get.cnNumber(event.cards.length-event.top.length)+'下');
|
|
|
|
|
game.log(player,'将'+get.cnNumber(event.top.length)+'张牌置于牌堆顶');
|
|
|
|
|
}
|
|
|
|
|
event.dialog.close();
|
|
|
|
|
event.control.close();
|
|
|
|
|
game.resume();
|
|
|
|
|
_status.imchoosing=false;
|
|
|
|
|
}
|
|
|
|
|
else if(link=='pileTop'){
|
|
|
|
|
event.status=true;
|
|
|
|
|
event.dialog.content.childNodes[0].innerHTML='按顺序选择置于牌堆顶的牌';
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
event.status=false;
|
|
|
|
|
event.dialog.content.childNodes[0].innerHTML='按顺序选择置于牌堆底的牌';
|
|
|
|
|
}
|
|
|
|
|
})
|
|
|
|
|
for(var i=0;i<event.dialog.buttons.length;i++){
|
|
|
|
|
event.dialog.buttons[i].classList.add('selectable');
|
|
|
|
|
}
|
|
|
|
|
event.custom.replace.button=function(link){
|
|
|
|
|
var event=_status.event;
|
|
|
|
|
if(link.classList.contains('target')){
|
|
|
|
|
link.classList.remove('target');
|
|
|
|
|
event.top.remove(link);
|
|
|
|
|
}
|
|
|
|
|
else if(link.classList.contains('glow')){
|
|
|
|
|
link.classList.remove('glow');
|
|
|
|
|
event.bottom.remove(link);
|
|
|
|
|
}
|
|
|
|
|
else if(event.status){
|
|
|
|
|
link.classList.add('target');
|
|
|
|
|
event.top.unshift(link);
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
link.classList.add('glow');
|
|
|
|
|
event.bottom.push(link);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
event.custom.replace.window=function(){
|
|
|
|
|
for(var i=0;i<_status.event.dialog.buttons.length;i++){
|
|
|
|
|
_status.event.dialog.buttons[i].classList.remove('target');
|
|
|
|
|
_status.event.dialog.buttons[i].classList.remove('glow');
|
|
|
|
|
_status.event.top.length=0;
|
|
|
|
|
_status.event.bottom.length=0;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
game.pause();
|
|
|
|
|
game.countChoose();
|
|
|
|
|
};
|
|
|
|
|
event.switchToAuto=switchToAuto;
|
|
|
|
|
|
|
|
|
|
if(event.isMine()){
|
|
|
|
|
chooseButton();
|
|
|
|
|
event.finish();
|
|
|
|
|
}
|
|
|
|
|
else if(event.isOnline()){
|
|
|
|
|
event.player.send(chooseButton,true,event.player,event.cards);
|
|
|
|
|
event.player.wait();
|
|
|
|
|
game.pause();
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
event.switchToAuto();
|
|
|
|
|
event.finish();
|
|
|
|
|
}
|
|
|
|
|
"step 1"
|
|
|
|
|
if(event.result=='ai'||!event.result){
|
|
|
|
|
event.switchToAuto();
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
var top=event.result.top||[];
|
|
|
|
|
var bottom=event.result.bottom||[];
|
|
|
|
|
for(var i=0;i<top.length;i++){
|
|
|
|
|
ui.cardPile.insertBefore(top[i],ui.cardPile.firstChild);
|
|
|
|
|
}
|
|
|
|
|
for(i=0;i<bottom.length;i++){
|
|
|
|
|
ui.cardPile.appendChild(bottom[i]);
|
|
|
|
|
}
|
|
|
|
|
for(i=0;i<event.cards.length;i++){
|
|
|
|
|
if(!top.contains(event.cards[i])&&!bottom.contains(event.cards[i])){
|
|
|
|
|
ui.cardPile.appendChild(event.cards[i]);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
player.popup(get.cnNumber(top.length)+'上'+get.cnNumber(event.cards.length-top.length)+'下');
|
|
|
|
|
game.log(player,'将'+get.cnNumber(top.length)+'张牌置于牌堆顶');
|
|
|
|
|
game.updateRoundNumber();
|
|
|
|
|
game.delay(2);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
threaten:1.2
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
kongcheng:{
|
|
|
|
|
mod:{
|
|
|
|
|
targetEnabled:function(card,player,target,now){
|
|
|
|
|
if(target.countCards('h')==0){
|
|
|
|
|
if(card.name=='sha'||card.name=='juedou') return false;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
group:'kongcheng1',
|
|
|
|
|
audio:'kongcheng1',
|
|
|
|
|
audioname:['re_zhugeliang'],
|
|
|
|
|
ai:{
|
|
|
|
|
noh:true,
|
|
|
|
|
skillTagFilter:function(player,tag){
|
|
|
|
|
if(tag=='noh'){
|
|
|
|
|
if(player.countCards('h')!=1) return false;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
kongcheng1:{
|
|
|
|
|
audio:2,
|
|
|
|
|
trigger:{player:'loseEnd'},
|
|
|
|
|
forced:true,
|
|
|
|
|
firstDo:true,
|
|
|
|
|
audioname:['re_zhugeliang'],
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
if(player.countCards('h')) return false;
|
|
|
|
|
for(var i=0;i<event.cards.length;i++){
|
|
|
|
|
if(event.cards[i].original=='h') return true;
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
},
|
|
|
|
|
content:function(){}
|
|
|
|
|
},
|
|
|
|
|
longdan:{
|
|
|
|
|
audio:'longdan_sha',
|
|
|
|
|
audioname:['re_zhaoyun'],
|
|
|
|
|
group:['longdan_sha','longdan_shan','longdan_draw'],
|
|
|
|
|
subSkill:{
|
|
|
|
|
draw:{
|
|
|
|
|
trigger:{player:['useCard','respond']},
|
|
|
|
|
forced:true,
|
|
|
|
|
popup:false,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
if(!get.zhu(player,'shouyue')) return false;
|
|
|
|
|
return event.skill=='longdan_sha'||event.skill=='longdan_shan';
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
player.draw();
|
|
|
|
|
player.storage.fanghun2++;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
sha:{
|
|
|
|
|
audio:2,
|
|
|
|
|
audioname:['re_zhaoyun'],
|
|
|
|
|
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')&¤t<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;
|
|
|
|
|
},
|
|
|
|
|
useful:-1,
|
|
|
|
|
value:-1
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
shan:{
|
|
|
|
|
audio:'longdan_sha',
|
|
|
|
|
audioname:['re_zhaoyun'],
|
|
|
|
|
enable:['chooseToRespond','chooseToUse'],
|
|
|
|
|
filterCard:{name:'sha'},
|
|
|
|
|
viewAs:{name:'shan'},
|
|
|
|
|
prompt:'将一张杀当闪使用或打出',
|
|
|
|
|
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')&¤t<0) return 0.6
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
order:4,
|
|
|
|
|
useful:-1,
|
|
|
|
|
value:-1
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
mashu:{
|
|
|
|
|
mod:{
|
|
|
|
|
globalFrom:function(from,to,distance){
|
|
|
|
|
return distance-1;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
mashu2:{
|
|
|
|
|
mod:{
|
|
|
|
|
globalFrom:function(from,to,distance){
|
|
|
|
|
return distance-1;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
feiying:{
|
|
|
|
|
mod:{
|
|
|
|
|
globalTo:function(from,to,distance){
|
|
|
|
|
return distance+1;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
tieji:{
|
|
|
|
|
audio:2,
|
|
|
|
|
shaRelated:true,
|
|
|
|
|
trigger:{player:'useCardToPlayered'},
|
|
|
|
|
check:function(event,player){
|
|
|
|
|
return get.attitude(player,event.target)<=0;
|
|
|
|
|
},
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return event.card.name=='sha';
|
|
|
|
|
},
|
|
|
|
|
logTarget:'target',
|
|
|
|
|
content:function(){
|
|
|
|
|
"step 0"
|
|
|
|
|
player.judge(function(card){
|
|
|
|
|
if(get.zhu(_status.event.player,'shouyue')){
|
|
|
|
|
if(get.suit(card)!='spade') return 2;
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
if(get.color(card)=='red') return 2;
|
|
|
|
|
}
|
|
|
|
|
return -0.5;
|
|
|
|
|
});
|
|
|
|
|
"step 1"
|
|
|
|
|
if(result.bool){
|
|
|
|
|
trigger.getParent().directHit.add(trigger.target);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
jizhi:{
|
|
|
|
|
audio:2,
|
|
|
|
|
audioname:['jianyong'],
|
|
|
|
|
trigger:{player:'useCard'},
|
|
|
|
|
frequent:true,
|
|
|
|
|
filter:function(event){
|
|
|
|
|
return (get.type(event.card)=='trick'&&event.card.isCard);
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
player.draw();
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
threaten:1.4,
|
|
|
|
|
noautowuxie:true,
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
xinjizhi:{
|
|
|
|
|
audio:'jizhi',
|
|
|
|
|
trigger:{player:'useCard'},
|
|
|
|
|
frequent:true,
|
|
|
|
|
// alter:true,
|
|
|
|
|
filter:function(event){
|
|
|
|
|
if(!get.is.altered('xinjizhi')&&get.type(event.card)=='delay') return false;
|
|
|
|
|
return (get.type(event.card,'trick')=='trick'&&event.cards[0]&&event.cards[0]==event.card);
|
|
|
|
|
},
|
|
|
|
|
init:function(player){
|
|
|
|
|
player.storage.xinjizhi=0;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
player.draw();
|
|
|
|
|
'step 1'
|
|
|
|
|
if(get.is.altered('xinjizhi')&&get.type(result[0])=='basic'){
|
|
|
|
|
event.card=result[0];
|
|
|
|
|
player.chooseBool('是否弃置'+get.translation(event.card)+'并令本回合手牌上限+1?').set('ai',function(evt,player){
|
|
|
|
|
return _status.currentPhase==player&&player.needsToDiscard(-3)&&_status.event.value<6;
|
|
|
|
|
}).set('value',get.value(event.card,player));
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
event.finish();
|
|
|
|
|
}
|
|
|
|
|
'step 2'
|
|
|
|
|
if(result.bool){
|
|
|
|
|
player.discard(event.card);
|
|
|
|
|
player.storage.xinjizhi++;
|
|
|
|
|
if(_status.currentPhase==player){
|
|
|
|
|
player.markSkill('xinjizhi');
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
threaten:1.4,
|
|
|
|
|
noautowuxie:true,
|
|
|
|
|
},
|
|
|
|
|
mod:{
|
|
|
|
|
maxHandcard:function(player,num){
|
|
|
|
|
if(get.is.altered('xinjizhi')&&_status.currentPhase==player){
|
|
|
|
|
return num+player.storage.xinjizhi;
|
|
|
|
|
}
|
|
|
|
|
return num;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
intro:{
|
|
|
|
|
content:'本回合手牌上限+#'
|
|
|
|
|
},
|
|
|
|
|
group:'xinjizhi_clear',
|
|
|
|
|
subSkill:{
|
|
|
|
|
clear:{
|
|
|
|
|
trigger:{global:'phaseAfter'},
|
|
|
|
|
silent:true,
|
|
|
|
|
content:function(){
|
|
|
|
|
player.storage.xinjizhi=0;
|
|
|
|
|
player.unmarkSkill('xinjizhi');
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
qicai:{
|
|
|
|
|
mod:{
|
|
|
|
|
targetInRange:function(card,player,target,now){
|
|
|
|
|
var type=get.type(card);
|
|
|
|
|
if(type=='trick'||type=='delay') return true;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
xinqicai:{
|
|
|
|
|
// alter:true,
|
|
|
|
|
mod:{
|
|
|
|
|
targetInRange:function(card,player,target,now){
|
|
|
|
|
var type=get.type(card);
|
|
|
|
|
if(type=='trick'||type=='delay') return true;
|
|
|
|
|
},
|
|
|
|
|
canBeDiscarded:function(card){
|
|
|
|
|
if(get.is.altered('xinqicai')&&get.position(card)=='e') return false;
|
|
|
|
|
},
|
|
|
|
|
cardDiscardable:function(card){
|
|
|
|
|
if(get.is.altered('xinqicai')&&get.position(card)=='e') return false;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
xinzhiheng:{
|
|
|
|
|
audio:'zhiheng',
|
|
|
|
|
enable:'phaseUse',
|
|
|
|
|
// alter:true,
|
|
|
|
|
usable:1,
|
|
|
|
|
position:'he',
|
|
|
|
|
filterCard:true,
|
|
|
|
|
selectCard:[1,Infinity],
|
|
|
|
|
check:function(card){
|
|
|
|
|
var player=_status.event.player;
|
|
|
|
|
if(get.is.altered('xinzhiheng')&&get.position(card)=='h'&&!player.countCards('h',function(card){
|
|
|
|
|
return get.value(card)>=8;
|
|
|
|
|
})){
|
|
|
|
|
return 8-get.value(card);
|
|
|
|
|
}
|
|
|
|
|
return 6-get.value(card)
|
|
|
|
|
},
|
|
|
|
|
delay:0,
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
if(!player.hasSkill('xinzhiheng_delay')) game.delayx();
|
|
|
|
|
'step 1'
|
|
|
|
|
player.draw(cards.length);
|
|
|
|
|
},
|
|
|
|
|
group:'xinzhiheng_draw',
|
|
|
|
|
subSkill:{
|
|
|
|
|
draw:{
|
|
|
|
|
trigger:{player:'loseEnd'},
|
|
|
|
|
silent:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
if(event.getParent(2).skill!='xinzhiheng') return false;
|
|
|
|
|
if(!get.is.altered('xinzhiheng')) return false;
|
|
|
|
|
if(player.countCards('h')) return false;
|
|
|
|
|
for(var i=0;i<event.cards.length;i++){
|
|
|
|
|
if(event.cards[i].original=='h') return true;
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
player.draw();
|
|
|
|
|
player.addTempSkill('xinzhiheng_delay','xinzhihengAfter');
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
delay:{}
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
order:1,
|
|
|
|
|
result:{
|
|
|
|
|
player:1
|
|
|
|
|
},
|
|
|
|
|
threaten:1.55
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
zhiheng:{
|
|
|
|
|
audio:2,
|
|
|
|
|
audioname:['gz_jun_sunquan'],
|
|
|
|
|
enable:'phaseUse',
|
|
|
|
|
usable:1,
|
|
|
|
|
position:'he',
|
|
|
|
|
filterCard:true,
|
|
|
|
|
selectCard:[1,Infinity],
|
|
|
|
|
prompt:'弃置任意张牌并摸等量的牌',
|
|
|
|
|
check:function(card){
|
|
|
|
|
return 6-get.value(card)
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
player.draw(cards.length);
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
order:1,
|
|
|
|
|
result:{
|
|
|
|
|
player:1
|
|
|
|
|
},
|
|
|
|
|
threaten:1.5
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
jiuyuan:{
|
|
|
|
|
audio:2,
|
|
|
|
|
unique:true,
|
|
|
|
|
trigger:{target:'taoBegin'},
|
|
|
|
|
zhuSkill:true,
|
|
|
|
|
forced:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
if(event.player==player) return false;
|
|
|
|
|
if(!player.hasZhuSkill('jiuyuan')) return false;
|
|
|
|
|
if(event.player.group!='wu') return false;
|
|
|
|
|
return true;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
trigger.baseDamage++;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
xinjiuyuan:{
|
|
|
|
|
audio:'jiuyuan',
|
|
|
|
|
unique:true,
|
|
|
|
|
// alter:true,
|
|
|
|
|
trigger:{target:'taoBegin'},
|
|
|
|
|
zhuSkill:true,
|
|
|
|
|
forced:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
if(get.is.altered('xinjiuyuan')) return false;
|
|
|
|
|
if(event.player==player) return false;
|
|
|
|
|
if(!player.hasZhuSkill('jiuyuan')) return false;
|
|
|
|
|
if(player.hp>0) return false;
|
|
|
|
|
if(event.player.group!='wu') return false;
|
|
|
|
|
return true;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
player.recover();
|
|
|
|
|
},
|
|
|
|
|
global:'xinjiuyuan2',
|
|
|
|
|
},
|
|
|
|
|
xinjiuyuan2:{
|
|
|
|
|
audio:'jiuyuan',
|
|
|
|
|
forceaudio:true,
|
|
|
|
|
trigger:{player:'taoBegin'},
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
if(!get.is.altered('xinjiuyuan')) return false;
|
|
|
|
|
if(player.group!='wu') return false;
|
|
|
|
|
return game.hasPlayer(function(target){
|
|
|
|
|
return player!=target&&target.isDamaged()&&target.hp<player.hp&&target.hasZhuSkill('xinjiuyuan',player);
|
|
|
|
|
});
|
|
|
|
|
},
|
|
|
|
|
direct:true,
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
var list=game.filterPlayer(function(target){
|
|
|
|
|
return player!=target&&target.isDamaged()&&target.hp<player.hp&&target.hasZhuSkill('xinjiuyuan',player);
|
|
|
|
|
});
|
|
|
|
|
list.sortBySeat();
|
|
|
|
|
event.list=list;
|
|
|
|
|
'step 1'
|
|
|
|
|
if(event.list.length){
|
|
|
|
|
var current=event.list.shift();
|
|
|
|
|
event.current=current;
|
|
|
|
|
player.chooseBool(get.prompt('xinjiuyuan',current)).set('choice',get.attitude(player,current)>0);
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
event.finish();
|
|
|
|
|
}
|
|
|
|
|
'step 2'
|
|
|
|
|
if(result.bool){
|
|
|
|
|
player.logSkill('xinjiuyuan',event.current);
|
|
|
|
|
event.current.recover();
|
|
|
|
|
player.draw();
|
|
|
|
|
}
|
|
|
|
|
event.goto(1);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
qixi:{
|
|
|
|
|
audio:2,
|
|
|
|
|
audioname:['re_ganning','re_heqi'],
|
|
|
|
|
enable:'chooseToUse',
|
|
|
|
|
filterCard:function(card){
|
|
|
|
|
return get.color(card)=='black';
|
|
|
|
|
},
|
|
|
|
|
position:'he',
|
|
|
|
|
viewAs:{name:'guohe'},
|
|
|
|
|
viewAsFilter:function(player){
|
|
|
|
|
if(!player.countCards('he',{color:'black'})) return false;
|
|
|
|
|
},
|
|
|
|
|
prompt:'将一张黑色牌当过河拆桥使用',
|
|
|
|
|
check:function(card){return 4-get.value(card)}
|
|
|
|
|
},
|
|
|
|
|
keji:{
|
|
|
|
|
audio:2,
|
|
|
|
|
audioname:['re_lvmeng','sp_lvmeng'],
|
|
|
|
|
trigger:{player:'phaseDiscardBefore'},
|
|
|
|
|
frequent:function(event,player){
|
|
|
|
|
return player.needsToDiscard();
|
|
|
|
|
},
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
if(player.getHistory('skipped').contains('phaseUse')) return true;
|
|
|
|
|
var history=player.getHistory('useCard').concat(player.getHistory('respond'));
|
|
|
|
|
for(var i=0;i<history.length;i++){
|
|
|
|
|
if(history[i].card.name=='sha'&&history[i].isPhaseUsing()) return false;
|
|
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
trigger.cancel();
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
kurou:{
|
|
|
|
|
audio:2,
|
|
|
|
|
enable:'phaseUse',
|
|
|
|
|
prompt:'失去一点体力并摸两张牌',
|
|
|
|
|
content:function(){
|
|
|
|
|
"step 0"
|
|
|
|
|
player.loseHp(1);
|
|
|
|
|
"step 1"
|
|
|
|
|
player.draw(2);
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
basic:{
|
|
|
|
|
order:1
|
|
|
|
|
},
|
|
|
|
|
result:{
|
|
|
|
|
player:function(player){
|
|
|
|
|
if(player.countCards('h')>=player.hp-1) return -1;
|
|
|
|
|
if(player.hp<3) return -1;
|
|
|
|
|
return 1;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
yingzi:{
|
|
|
|
|
audio:2,
|
|
|
|
|
audioname:['sp_lvmeng'],
|
|
|
|
|
trigger:{player:'phaseDrawBegin2'},
|
|
|
|
|
frequent:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return !event.numFixed;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
trigger.num++;
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
threaten:1.3
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
fanjian:{
|
|
|
|
|
audio:2,
|
|
|
|
|
enable:'phaseUse',
|
|
|
|
|
usable:1,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return player.countCards('h')>0;
|
|
|
|
|
},
|
|
|
|
|
filterTarget:function(card,player,target){
|
|
|
|
|
return player!=target;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
"step 0"
|
|
|
|
|
target.chooseControl('heart2','diamond2','club2','spade2').set('ai',function(event){
|
|
|
|
|
switch(Math.floor(Math.random()*6)){
|
|
|
|
|
case 0:return 'heart2';
|
|
|
|
|
case 1:case 4:case 5:return 'diamond2';
|
|
|
|
|
case 2:return 'club2';
|
|
|
|
|
case 3:return 'spade2';
|
|
|
|
|
}
|
|
|
|
|
});
|
|
|
|
|
"step 1"
|
|
|
|
|
game.log(target,'选择了'+get.translation(result.control));
|
|
|
|
|
event.choice=result.control;
|
|
|
|
|
target.popup(event.choice);
|
|
|
|
|
event.card=player.getCards('h').randomGet();
|
|
|
|
|
target.gain(event.card,player,'give');
|
|
|
|
|
game.delay();
|
|
|
|
|
"step 2"
|
|
|
|
|
if(get.suit(event.card)+'2'!=event.choice) target.damage('nocard');
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
order:1,
|
|
|
|
|
result:{
|
|
|
|
|
target:function(player,target){
|
|
|
|
|
var eff=get.damageEffect(target,player);
|
|
|
|
|
if(eff>=0) return 1+eff;
|
|
|
|
|
var value=0,i;
|
|
|
|
|
var cards=player.getCards('h');
|
|
|
|
|
for(i=0;i<cards.length;i++){
|
|
|
|
|
value+=get.value(cards[i]);
|
|
|
|
|
}
|
|
|
|
|
value/=player.countCards('h');
|
|
|
|
|
if(target.hp==1) return Math.min(0,value-7);
|
|
|
|
|
return Math.min(0,value-5);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
guose:{
|
|
|
|
|
audio:2,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return player.countCards('he',{suit:'diamond'})>0;
|
|
|
|
|
},
|
|
|
|
|
enable:'chooseToUse',
|
|
|
|
|
filterCard:function(card){
|
|
|
|
|
return get.suit(card)=='diamond';
|
|
|
|
|
},
|
|
|
|
|
position:'he',
|
|
|
|
|
viewAs:{name:'lebu'},
|
|
|
|
|
prompt:'将一张方片牌当乐不思蜀使用',
|
|
|
|
|
check:function(card){return 6-get.value(card)},
|
|
|
|
|
ai:{
|
|
|
|
|
threaten:1.5
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
liuli:{
|
|
|
|
|
audio:2,
|
|
|
|
|
audioname:['re_daqiao','daxiaoqiao'],
|
|
|
|
|
trigger:{target:'useCardToTarget'},
|
|
|
|
|
direct:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
if(event.card.name!='sha') return false;
|
|
|
|
|
if(player.countCards('he')==0) return false;
|
|
|
|
|
return game.hasPlayer(function(current){
|
|
|
|
|
return player.inRange(current)&¤t!=event.player&&
|
|
|
|
|
current!=player&&lib.filter.targetEnabled(event.card,event.player,current);
|
|
|
|
|
});
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
"step 0"
|
|
|
|
|
var next=player.chooseCardTarget({
|
|
|
|
|
position:'he',
|
|
|
|
|
filterCard:lib.filter.cardDiscardable,
|
|
|
|
|
filterTarget:function(card,player,target){
|
|
|
|
|
var trigger=_status.event;
|
|
|
|
|
if(player.inRange(target)&&target!=trigger.source){
|
|
|
|
|
if(lib.filter.targetEnabled(trigger.card,trigger.source,target)) return true;
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
},
|
|
|
|
|
ai1:function(card){
|
|
|
|
|
return get.unuseful(card)+9;
|
|
|
|
|
},
|
|
|
|
|
ai2:function(target){
|
|
|
|
|
if(_status.event.player.countCards('h','shan')){
|
|
|
|
|
return -get.attitude(_status.event.player,target);
|
|
|
|
|
}
|
|
|
|
|
if(get.attitude(_status.event.player,target)<5){
|
|
|
|
|
return 6-get.attitude(_status.event.player,target);
|
|
|
|
|
}
|
|
|
|
|
if(_status.event.player.hp==1&&player.countCards('h','shan')==0){
|
|
|
|
|
return 10-get.attitude(_status.event.player,target);
|
|
|
|
|
}
|
|
|
|
|
if(_status.event.player.hp==2&&player.countCards('h','shan')==0){
|
|
|
|
|
return 8-get.attitude(_status.event.player,target);
|
|
|
|
|
}
|
|
|
|
|
return -1;
|
|
|
|
|
},
|
|
|
|
|
prompt:get.prompt('liuli'),
|
|
|
|
|
prompt2:'弃置一张牌,将此【杀】转移给攻击范围内的一名其他角色',
|
|
|
|
|
source:trigger.player,
|
|
|
|
|
card:trigger.card,
|
|
|
|
|
});
|
|
|
|
|
"step 1"
|
|
|
|
|
if(result.bool){
|
|
|
|
|
var target=result.targets[0];
|
|
|
|
|
player.logSkill(event.name,target);
|
|
|
|
|
player.discard(result.cards);
|
|
|
|
|
var evt=trigger.getParent();
|
|
|
|
|
evt.triggeredTargets2.remove(player);
|
|
|
|
|
evt.targets.remove(player);
|
|
|
|
|
evt.targets.push(target);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
effect:{
|
|
|
|
|
target:function(card,player,target){
|
|
|
|
|
if(target.countCards('he')==0) return;
|
|
|
|
|
if(card.name!='sha') return;
|
|
|
|
|
var min=1;
|
|
|
|
|
var friend=get.attitude(player,target)>0;
|
|
|
|
|
var vcard={name:'shacopy',nature:card.nature,suit:card.suit};
|
|
|
|
|
var players=game.filterPlayer();
|
|
|
|
|
for(var i=0;i<players.length;i++){
|
|
|
|
|
if(player!=players[i]&&
|
|
|
|
|
get.attitude(target,players[i])<0&&
|
|
|
|
|
target.canUse(card,players[i])){
|
|
|
|
|
if(!friend) return 0;
|
|
|
|
|
if(get.effect(players[i],vcard,player,player)>0){
|
|
|
|
|
if(!player.canUse(card,players[0])){
|
|
|
|
|
return [0,0.1];
|
|
|
|
|
}
|
|
|
|
|
min=0;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return min;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
qianxun:{
|
|
|
|
|
mod:{
|
|
|
|
|
targetEnabled:function(card,player,target,now){
|
|
|
|
|
if(card.name=='shunshou'||card.name=='lebu') return false;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
audio:2,
|
|
|
|
|
},
|
|
|
|
|
lianying:{
|
|
|
|
|
audio:2,
|
2020-10-15 05:41:31 +00:00
|
|
|
|
trigger:{
|
|
|
|
|
player:'loseAfter',
|
2020-10-26 11:03:09 +00:00
|
|
|
|
global:['equipAfter','addJudgeAfter','gainAfter'],
|
2020-10-15 05:41:31 +00:00
|
|
|
|
},
|
2020-09-06 06:26:37 +00:00
|
|
|
|
frequent:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
if(player.countCards('h')) return false;
|
2020-10-15 05:41:31 +00:00
|
|
|
|
var evt=event.getl(player);
|
|
|
|
|
return evt&&evt.player==player&&evt.hs&&evt.hs.length>0;
|
2020-09-06 06:26:37 +00:00
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
player.draw();
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
threaten:0.8,
|
|
|
|
|
effect:{
|
|
|
|
|
target:function(card){
|
|
|
|
|
if(card.name=='guohe'||card.name=='liuxinghuoyu') return 0.5;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
noh:true,
|
|
|
|
|
skillTagFilter:function(player,tag){
|
|
|
|
|
if(tag=='noh'){
|
|
|
|
|
if(player.countCards('h')!=1) return false;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
xiaoji:{
|
|
|
|
|
audio:2,
|
|
|
|
|
audioname:['sp_sunshangxiang','re_sunshangxiang'],
|
2020-10-15 05:41:31 +00:00
|
|
|
|
trigger:{
|
|
|
|
|
player:'loseAfter',
|
2020-10-26 11:03:09 +00:00
|
|
|
|
global:['equipAfter','addJudgeAfter','gainAfter'],
|
2020-10-15 05:41:31 +00:00
|
|
|
|
},
|
2020-09-06 06:26:37 +00:00
|
|
|
|
frequent:true,
|
|
|
|
|
filter:function(event,player){
|
2020-10-15 05:41:31 +00:00
|
|
|
|
var evt=event.getl(player);
|
|
|
|
|
return evt&&evt.player==player&&evt.es&&evt.es.length>0;
|
2020-09-06 06:26:37 +00:00
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
"step 0"
|
2020-10-15 05:41:31 +00:00
|
|
|
|
event.count=trigger.getl(player).es.length;
|
2020-09-06 06:26:37 +00:00
|
|
|
|
"step 1"
|
|
|
|
|
event.count--;
|
|
|
|
|
player.draw(2);
|
|
|
|
|
"step 2"
|
|
|
|
|
if(event.count>0){
|
|
|
|
|
player.chooseBool(get.prompt2('xiaoji')).set('frequentSkill','xiaoji').ai=lib.filter.all;
|
|
|
|
|
}
|
|
|
|
|
"step 3"
|
|
|
|
|
if(result.bool){
|
|
|
|
|
player.logSkill('xiaoji');
|
|
|
|
|
event.goto(1);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
noe:true,
|
|
|
|
|
reverseEquip:true,
|
|
|
|
|
effect:{
|
|
|
|
|
target:function(card,player,target,current){
|
|
|
|
|
if(get.type(card)=='equip'&&!get.cardtag(card,'gifts')) return [1,3];
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
jieyin:{
|
|
|
|
|
audio:2,
|
|
|
|
|
enable:'phaseUse',
|
|
|
|
|
filterCard:true,
|
|
|
|
|
usable:1,
|
|
|
|
|
selectCard:2,
|
|
|
|
|
check:function(card){
|
|
|
|
|
var player=get.owner(card);
|
|
|
|
|
if(player.countCards('h')>player.hp)
|
|
|
|
|
return 8-get.value(card)
|
|
|
|
|
if(player.hp<player.maxHp)
|
|
|
|
|
return 6-get.value(card)
|
|
|
|
|
return 4-get.value(card)
|
|
|
|
|
},
|
|
|
|
|
filterTarget:function(card,player,target){
|
|
|
|
|
if(target.sex!='male') return false;
|
|
|
|
|
if(target.hp>=target.maxHp) return false;
|
|
|
|
|
if(target==player) return false;
|
|
|
|
|
return true;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
player.recover();
|
|
|
|
|
target.recover();
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
order:5.5,
|
|
|
|
|
result:{
|
|
|
|
|
player:function(player){
|
|
|
|
|
if(player.hp<player.maxHp) return 4;
|
|
|
|
|
if(player.countCards('h')>player.hp) return 0
|
|
|
|
|
return -1;
|
|
|
|
|
},
|
|
|
|
|
target:4
|
|
|
|
|
},
|
|
|
|
|
threaten:2,
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
xinjieyin:{
|
|
|
|
|
group:['xinjieyin_old','xinjieyin_new'],
|
|
|
|
|
// alter:true,
|
|
|
|
|
subSkill:{
|
|
|
|
|
new:{
|
|
|
|
|
audio:'jieyin',
|
|
|
|
|
enable:'phaseUse',
|
|
|
|
|
filterCard:true,
|
|
|
|
|
usable:1,
|
|
|
|
|
position:'he',
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
if(!get.is.altered('xinjieyin')) return false;
|
|
|
|
|
return player.countCards('he')>0;
|
|
|
|
|
},
|
|
|
|
|
check:function(card){
|
|
|
|
|
var player=_status.event.player;
|
|
|
|
|
if(get.position(card)=='e'){
|
|
|
|
|
var subtype=get.subtype(card);
|
|
|
|
|
if(!game.hasPlayer(function(current){
|
|
|
|
|
return current!=player&¤t.hp!=player.hp&&get.attitude(player,current)>0&&!current.countCards('e',{subtype:subtype});
|
|
|
|
|
})){
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
if(player.countCards('h',{subtype:subtype})) return 20-get.value(card);
|
|
|
|
|
return 10-get.value(card);
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
if(player.countCards('e')) return 0;
|
|
|
|
|
if(player.countCards('h',{type:'equip'})) return 0;
|
|
|
|
|
return 8-get.value(card);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
filterTarget:function(card,player,target){
|
|
|
|
|
if(target.sex!='male') return false;
|
|
|
|
|
var card=ui.selected.cards[0];
|
|
|
|
|
if(!card) return false;
|
|
|
|
|
if(get.position(card)=='e'&&target.countCards('e',{subtype:get.subtype(card)})) return false;
|
|
|
|
|
return true;
|
|
|
|
|
},
|
|
|
|
|
discard:false,
|
|
|
|
|
delay:0,
|
|
|
|
|
lose:false,
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
if(get.position(cards[0])=='e'){
|
|
|
|
|
player.$give(cards,target);
|
|
|
|
|
target.equip(cards[0]);
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
player.discard(cards);
|
|
|
|
|
}
|
|
|
|
|
'step 1'
|
|
|
|
|
if(player.hp>target.hp){
|
|
|
|
|
player.draw();
|
|
|
|
|
if(target.isDamaged()) target.recover();
|
|
|
|
|
}
|
|
|
|
|
else if(player.hp<target.hp){
|
|
|
|
|
target.draw();
|
|
|
|
|
if(player.isDamaged()) player.recover();
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
order:function(){
|
|
|
|
|
var player=_status.event.player;
|
|
|
|
|
var es=player.getCards('e');
|
|
|
|
|
for(var i=0;i<es.length;i++){
|
|
|
|
|
if(player.countCards('h',{subtype:get.subtype(es[i])})) return 10;
|
|
|
|
|
}
|
|
|
|
|
return 2;
|
|
|
|
|
},
|
|
|
|
|
result:{
|
|
|
|
|
target:function(player,target){
|
|
|
|
|
var goon=function(){
|
|
|
|
|
var es=player.getCards('e');
|
|
|
|
|
for(var i=0;i<es.length;i++){
|
|
|
|
|
if(player.countCards('h',{subtype:get.subtype(es[i])})) return true;
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
if(player.hp<target.hp){
|
|
|
|
|
if(player.isHealthy()){
|
|
|
|
|
if(!player.needsToDiscard(1)||goon()) return 0.1;
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
return 1.5;
|
|
|
|
|
}
|
|
|
|
|
if(player.hp>target.hp){
|
|
|
|
|
if(target.isHealthy()){
|
|
|
|
|
if(!player.needsToDiscard(1)||goon()) return 0.1;
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
return 1;
|
|
|
|
|
}
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
old:{
|
|
|
|
|
audio:'jieyin',
|
|
|
|
|
enable:'phaseUse',
|
|
|
|
|
filterCard:true,
|
|
|
|
|
usable:1,
|
|
|
|
|
selectCard:2,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
if(get.is.altered('xinjieyin')) return false;
|
|
|
|
|
return player.countCards('h')>=2;
|
|
|
|
|
},
|
|
|
|
|
check:function(card){
|
|
|
|
|
var player=get.owner(card);
|
|
|
|
|
if(player.countCards('h')>player.hp)
|
|
|
|
|
return 8-get.value(card)
|
|
|
|
|
if(player.hp<player.maxHp)
|
|
|
|
|
return 6-get.value(card)
|
|
|
|
|
return 4-get.value(card)
|
|
|
|
|
},
|
|
|
|
|
filterTarget:function(card,player,target){
|
|
|
|
|
if(target.sex!='male') return false;
|
|
|
|
|
if(target.hp>=target.maxHp) return false;
|
|
|
|
|
if(target==player) return false;
|
|
|
|
|
return true;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
player.recover();
|
|
|
|
|
target.recover();
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
order:5.5,
|
|
|
|
|
result:{
|
|
|
|
|
player:function(player){
|
|
|
|
|
if(player.hp<player.maxHp) return 4;
|
|
|
|
|
if(player.countCards('h')>player.hp) return 0
|
|
|
|
|
return -1;
|
|
|
|
|
},
|
|
|
|
|
target:4
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
threaten:2.3
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
qingnang:{
|
|
|
|
|
audio:2,
|
|
|
|
|
enable:'phaseUse',
|
|
|
|
|
filterCard:true,
|
|
|
|
|
usable:1,
|
|
|
|
|
check:function(card){
|
|
|
|
|
return 9-get.value(card)
|
|
|
|
|
},
|
|
|
|
|
filterTarget:function(card,player,target){
|
|
|
|
|
if(target.hp>=target.maxHp) return false;
|
|
|
|
|
return true;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
target.recover();
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
order:9,
|
|
|
|
|
result:{
|
|
|
|
|
target:function(player,target){
|
|
|
|
|
if(target.hp==1) return 5;
|
|
|
|
|
if(player==target&&player.countCards('h')>player.hp) return 5;
|
|
|
|
|
return 2;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
threaten:2
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
jijiu:{
|
|
|
|
|
audio:2,
|
|
|
|
|
audioname:['re_huatuo'],
|
|
|
|
|
enable:'chooseToUse',
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return _status.currentPhase!=player;
|
|
|
|
|
},
|
|
|
|
|
filterCard:function(card){
|
|
|
|
|
return get.color(card)=='red';
|
|
|
|
|
},
|
|
|
|
|
position:'he',
|
|
|
|
|
viewAs:{name:'tao'},
|
|
|
|
|
prompt:'将一张红色牌当桃使用',
|
|
|
|
|
check:function(card){return 15-get.value(card)},
|
|
|
|
|
ai:{
|
|
|
|
|
skillTagFilter:function(player){
|
|
|
|
|
return player.countCards('he',{color:'red'})>0&&_status.currentPhase!=player;
|
|
|
|
|
},
|
|
|
|
|
threaten:1.5,
|
|
|
|
|
save:true,
|
|
|
|
|
respondTao:true,
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
wushuang:{
|
|
|
|
|
shaRelated:true,
|
|
|
|
|
audio:2,
|
|
|
|
|
audioname:['re_lvbu','shen_lvbu'],
|
|
|
|
|
forced:true,
|
|
|
|
|
locked:true,
|
|
|
|
|
group:['wushuang1','wushuang2']
|
|
|
|
|
},
|
|
|
|
|
wushuang1:{
|
|
|
|
|
audio:'wushuang',
|
|
|
|
|
audioname:['re_lvbu','shen_lvbu'],
|
|
|
|
|
trigger:{player:'useCardToPlayered'},
|
|
|
|
|
forced:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return event.card.name=='sha'&&!event.getParent().directHit.contains(event.target);
|
|
|
|
|
},
|
|
|
|
|
//priority:-1,
|
|
|
|
|
logTarget:'target',
|
|
|
|
|
content:function(){
|
|
|
|
|
var id=trigger.target.playerid;
|
|
|
|
|
var map=trigger.getParent().customArgs;
|
|
|
|
|
if(!map[id]) map[id]={};
|
|
|
|
|
if(typeof map[id].shanRequired=='number'){
|
|
|
|
|
map[id].shanRequired++;
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
map[id].shanRequired=2;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
wushuang2:{
|
|
|
|
|
audio:'wushuang',
|
|
|
|
|
audioname:['re_lvbu','shen_lvbu'],
|
|
|
|
|
trigger:{player:'useCardToPlayered',target:'useCardToTargeted'},
|
|
|
|
|
forced:true,
|
|
|
|
|
logTarget:function(trigger,player){
|
|
|
|
|
return player==trigger.player?trigger.target:trigger.player
|
|
|
|
|
},
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return event.card.name=='juedou';
|
|
|
|
|
},
|
|
|
|
|
//priority:-1,
|
|
|
|
|
content:function(){
|
|
|
|
|
var id=(player==trigger.player?trigger.target:trigger.player)['playerid'];
|
|
|
|
|
var idt=trigger.target.playerid;
|
|
|
|
|
var map=trigger.getParent().customArgs;
|
|
|
|
|
if(!map[idt]) map[idt]={};
|
|
|
|
|
if(!map[idt].shaReq) map[idt].shaReq={};
|
|
|
|
|
if(!map[idt].shaReq[id]) map[idt].shaReq[id]=1;
|
|
|
|
|
map[idt].shaReq[id]++;
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
result:{
|
|
|
|
|
target:function(card,player,target){
|
|
|
|
|
if(card.name=='juedou'&&target.countCards('h')>0) return [1,0,0,-1];
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
zhanshen:{
|
|
|
|
|
audio:2,
|
|
|
|
|
trigger:{player:'phaseZhunbeiBegin'},
|
|
|
|
|
forced:true,
|
|
|
|
|
skillAnimation:true,
|
|
|
|
|
animationColor:'gray',
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return player.isDamaged()&&game.dead.filter(function(target){
|
|
|
|
|
return target.isFriendOf(player);
|
|
|
|
|
}).length>0
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
player.awakenSkill('zhanshen');
|
|
|
|
|
var card=player.getEquip(1);
|
|
|
|
|
if(card) player.discard(card);
|
|
|
|
|
player.loseMaxHp();
|
|
|
|
|
player.addSkill('mashu');
|
|
|
|
|
player.addSkill('shenji');
|
|
|
|
|
},
|
|
|
|
|
derivation:['mashu','shenji'],
|
|
|
|
|
},
|
|
|
|
|
shenji:{
|
|
|
|
|
mod:{
|
|
|
|
|
selectTarget:function(card,player,range){
|
|
|
|
|
if(range[1]==-1) return;
|
|
|
|
|
if(card.name=='sha') range[1]+=2;
|
|
|
|
|
},
|
|
|
|
|
cardUsable:function(card,player,num){
|
|
|
|
|
if(card.name=='sha') return num+1;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
lijian:{
|
|
|
|
|
audio:2,
|
|
|
|
|
audioname:['re_diaochan'],
|
|
|
|
|
enable:'phaseUse',
|
|
|
|
|
usable:1,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return game.countPlayer(function(current){
|
|
|
|
|
return current!=player&¤t.sex=='male';
|
|
|
|
|
})>1;
|
|
|
|
|
},
|
|
|
|
|
check:function(card){return 10-get.value(card)},
|
|
|
|
|
filterCard:true,
|
|
|
|
|
position:'he',
|
|
|
|
|
filterTarget:function(card,player,target){
|
|
|
|
|
if(player==target) return false;
|
|
|
|
|
if(target.sex!='male') return false;
|
|
|
|
|
if(ui.selected.targets.length==1){
|
|
|
|
|
return target.canUse({name:'juedou'},ui.selected.targets[0]);
|
|
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
},
|
|
|
|
|
targetprompt:['先出杀','后出杀'],
|
|
|
|
|
selectTarget:2,
|
|
|
|
|
multitarget:true,
|
|
|
|
|
content:function(){
|
|
|
|
|
targets[1].useCard({name:'juedou',isCard:true},'nowuxie',targets[0],'noai').animate=false;
|
|
|
|
|
game.delay(0.5);
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
order:8,
|
|
|
|
|
result:{
|
|
|
|
|
target:function(player,target){
|
|
|
|
|
if(ui.selected.targets.length==0){
|
|
|
|
|
return -3;
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
return get.effect(target,{name:'juedou'},ui.selected.targets[0],target);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
expose:0.4,
|
|
|
|
|
threaten:3,
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
biyue:{
|
|
|
|
|
audio:2,
|
|
|
|
|
trigger:{player:'phaseJieshuBegin'},
|
|
|
|
|
frequent:true,
|
|
|
|
|
content:function(){
|
|
|
|
|
player.draw();
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
xinbiyue:{
|
|
|
|
|
audio:'biyue',
|
|
|
|
|
trigger:{player:'phaseJieshuBegin'},
|
|
|
|
|
frequent:true,
|
|
|
|
|
// alter:true,
|
|
|
|
|
content:function(){
|
|
|
|
|
var num=1;
|
|
|
|
|
if(get.is.altered('xinbiyue')&&!player.countCards('h')){
|
|
|
|
|
num=2;
|
|
|
|
|
}
|
|
|
|
|
player.draw(num);
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
yaowu:{
|
|
|
|
|
trigger:{player:'damageBegin3'},
|
|
|
|
|
//priority:1,
|
|
|
|
|
audio:2,
|
|
|
|
|
filter:function(event){
|
|
|
|
|
if(event.card&&(event.card.name=='sha')){
|
|
|
|
|
if(get.color(event.card)=='red') return true;
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
},
|
|
|
|
|
forced:true,
|
|
|
|
|
check:function(){
|
|
|
|
|
return false;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
trigger.source.chooseDrawRecover(true);
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
effect:{
|
|
|
|
|
target:function(card,player,target,current){
|
|
|
|
|
if(card.name=='sha'&&(get.color(card)=='red')){
|
|
|
|
|
return [1,-2];
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
"new_jiangchi":{
|
2020-09-25 10:40:43 +00:00
|
|
|
|
audio:2,
|
2020-09-06 06:26:37 +00:00
|
|
|
|
trigger:{
|
|
|
|
|
player:"phaseDrawEnd",
|
|
|
|
|
},
|
|
|
|
|
direct:true,
|
|
|
|
|
content:function (){
|
|
|
|
|
"step 0"
|
|
|
|
|
var list=['弃牌','摸牌','取消'];
|
|
|
|
|
if(!player.countCards('he')) list.remove('弃牌');
|
|
|
|
|
player.chooseControl(list,function(){
|
|
|
|
|
var player=_status.event.player;
|
|
|
|
|
if(list.contains('弃牌')){
|
|
|
|
|
if(player.countCards('h')>3&&player.countCards('h','sha')>1){
|
|
|
|
|
return '弃牌';
|
|
|
|
|
}
|
|
|
|
|
if(player.countCards('h','sha')>2){
|
|
|
|
|
return '弃牌';
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if(!player.countCards('h','sha')){
|
|
|
|
|
return '摸牌';
|
|
|
|
|
}
|
|
|
|
|
return 'cancel2';
|
|
|
|
|
}).set('prompt',get.prompt2('new_jiangchi'));
|
|
|
|
|
"step 1"
|
|
|
|
|
if(result.control=='弃牌'){
|
|
|
|
|
player.chooseToDiscard(true,'he');
|
|
|
|
|
player.addTempSkill('jiangchi2','phaseUseEnd');
|
|
|
|
|
player.logSkill('new_jiangchi');
|
|
|
|
|
}
|
|
|
|
|
else if(result.control=='摸牌'){
|
|
|
|
|
player.draw();
|
|
|
|
|
player.addTempSkill('new_jiangchi3','phaseEnd');
|
|
|
|
|
player.logSkill('new_jiangchi');
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
new_jiangchi3:{
|
|
|
|
|
mod:{
|
|
|
|
|
cardEnabled:function(card){
|
|
|
|
|
if(card.name=='sha') return false;
|
|
|
|
|
},
|
|
|
|
|
cardRespondable:function(card){
|
|
|
|
|
if(card.name=='sha') return false;
|
|
|
|
|
},
|
|
|
|
|
ignoredHandcard:function(card,player){
|
|
|
|
|
if(get.name(card)=='sha'){
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
cardDiscardable:function(card,player,name){
|
|
|
|
|
if(name=='phaseDiscard'&&get.name(card)=='sha'){
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
"xinfu_jijie":{
|
|
|
|
|
enable:"phaseUse",
|
|
|
|
|
usable:1,
|
|
|
|
|
audio:2,
|
|
|
|
|
//filter:function(){
|
|
|
|
|
//return ui.cardPile.hasChildNodes();
|
|
|
|
|
//},
|
|
|
|
|
content:function (){
|
|
|
|
|
'step 0'
|
|
|
|
|
//event.card=ui.cardPile.lastChild;
|
|
|
|
|
event.card=get.bottomCards()[0];
|
|
|
|
|
var content=['牌堆底的一张牌',[event.card]];
|
|
|
|
|
game.log(player,'观看了牌堆底的一张牌');
|
|
|
|
|
player.chooseControl('ok').set('dialog',content);
|
|
|
|
|
'step 1'
|
|
|
|
|
player.chooseTarget('选择获得此牌的角色').set('ai',function(target){
|
|
|
|
|
var att=get.attitude(_status.event.player,target);
|
|
|
|
|
if(_status.event.du){
|
|
|
|
|
if(target.hasSkillTag('nodu')) return 0.5;
|
|
|
|
|
return -att;
|
|
|
|
|
}
|
|
|
|
|
if(att>0){
|
|
|
|
|
if(_status.event.player!=target) att+=2;
|
|
|
|
|
return att+Math.max(0,5-target.countCards('h'));
|
|
|
|
|
}
|
|
|
|
|
return att;
|
|
|
|
|
}).set('du',event.card.name=='du').set('same',event.same);
|
|
|
|
|
'step 2'
|
|
|
|
|
if(result.bool){
|
|
|
|
|
event.target=result.targets[0];
|
|
|
|
|
player.line(event.target,'green');
|
|
|
|
|
player.give(event.card,event.target);
|
|
|
|
|
}
|
|
|
|
|
else ui.cardPile.appendChild(event.card);
|
|
|
|
|
game.updateRoundNumber();
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
order:7.2,
|
|
|
|
|
result:{
|
|
|
|
|
player:1,
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
"xinfu_jiyuan":{
|
|
|
|
|
trigger:{
|
|
|
|
|
global:"dying",
|
|
|
|
|
source:"gainAfter",
|
|
|
|
|
},
|
|
|
|
|
//priority:6,
|
|
|
|
|
audio:2,
|
|
|
|
|
filter:function (event,player){
|
|
|
|
|
if(event.name=='dying') return true;
|
|
|
|
|
return event.player!=player&&event.bySelf!=true;
|
|
|
|
|
},
|
|
|
|
|
check:function (event,player){
|
|
|
|
|
return get.attitude(player,event.player)>0;
|
|
|
|
|
},
|
|
|
|
|
logTarget:"player",
|
|
|
|
|
content:function (){
|
|
|
|
|
trigger.player.draw();
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
translate:{
|
|
|
|
|
caocao:'曹操',
|
|
|
|
|
hujia:'护驾',
|
|
|
|
|
hujia_info:'主公技,当你需要使用或打出一张【闪】时,你可以令其他魏势力角色选择是否打出一张【闪】。若有角色响应,则你视为使用或打出了一张【闪】。',
|
|
|
|
|
jianxiong:'奸雄',
|
|
|
|
|
jianxiong_info:'当你受到伤害后,你可以获得对你造成伤害的牌。',
|
|
|
|
|
|
|
|
|
|
simayi:'司马懿',
|
|
|
|
|
fankui:'反馈',
|
|
|
|
|
fankui_info:'当你受到伤害后,你可以获得伤害来源的一张牌。',
|
|
|
|
|
guicai:'鬼才',
|
|
|
|
|
guicai_info:'一名角色的判定牌生效前,你可以打出一张手牌代替之。',
|
|
|
|
|
guicai_info_guozhan:'一名角色的判定牌生效前,你可以打出一张牌代替之。',
|
|
|
|
|
|
|
|
|
|
xiahoudun:'夏侯惇',
|
|
|
|
|
zhangliao:'张辽',
|
|
|
|
|
xuzhu:'许褚',
|
|
|
|
|
guojia:'郭嘉',
|
|
|
|
|
zhenji:'甄姬',
|
|
|
|
|
liubei:'刘备',
|
|
|
|
|
guanyu:'关羽',
|
|
|
|
|
zhangfei:'张飞',
|
|
|
|
|
zhugeliang:'诸葛亮',
|
|
|
|
|
zhaoyun:'赵云',
|
|
|
|
|
machao:'马超',
|
|
|
|
|
huangyueying:'黄月英',
|
|
|
|
|
sunquan:'孙权',
|
|
|
|
|
ganning:'甘宁',
|
|
|
|
|
lvmeng:'吕蒙',
|
|
|
|
|
huanggai:'黄盖',
|
|
|
|
|
zhouyu:'周瑜',
|
|
|
|
|
daqiao:'大乔',
|
|
|
|
|
luxun:'陆逊',
|
|
|
|
|
sunshangxiang:'孙尚香',
|
|
|
|
|
huatuo:'华佗',
|
|
|
|
|
lvbu:'吕布',
|
|
|
|
|
diaochan:'貂蝉',
|
|
|
|
|
huaxiong:'华雄',
|
|
|
|
|
"xf_yiji":"伊籍",
|
|
|
|
|
re_yuanshu:'袁术',
|
|
|
|
|
caozhang:'曹彰',
|
|
|
|
|
|
|
|
|
|
ganglie:'刚烈',
|
|
|
|
|
tuxi:'突袭',
|
|
|
|
|
luoyi:'裸衣',
|
|
|
|
|
luoyi2:'裸衣',
|
|
|
|
|
tiandu:'天妒',
|
|
|
|
|
yiji:'遗计',
|
|
|
|
|
luoshen:'洛神',
|
|
|
|
|
xinluoshen:'洛神',
|
|
|
|
|
qingguo:'倾国',
|
|
|
|
|
rende:'仁德',
|
|
|
|
|
jijiang:'激将',
|
|
|
|
|
jijiang1:'激将',
|
|
|
|
|
jijiang2:'激将',
|
|
|
|
|
wusheng:'武圣',
|
|
|
|
|
paoxiao:'咆哮',
|
|
|
|
|
guanxing:'观星',
|
|
|
|
|
kongcheng:'空城',
|
|
|
|
|
kongcheng1:'空城',
|
|
|
|
|
longdan:'龙胆',
|
|
|
|
|
longdan1:'龙胆',
|
|
|
|
|
longdan2:'龙胆',
|
|
|
|
|
mashu:'马术',
|
|
|
|
|
mashu2:'马术',
|
|
|
|
|
feiying:'飞影',
|
|
|
|
|
tieji:'铁骑',
|
|
|
|
|
jizhi:'集智',
|
|
|
|
|
qicai:'奇才',
|
|
|
|
|
zhiheng:'制衡',
|
|
|
|
|
jiuyuan:'救援',
|
|
|
|
|
qixi:'奇袭',
|
|
|
|
|
keji:'克己',
|
|
|
|
|
kurou:'苦肉',
|
|
|
|
|
yingzi:'英姿',
|
|
|
|
|
fanjian:'反间',
|
|
|
|
|
guose:'国色',
|
|
|
|
|
liuli:'流离',
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qianxun:'谦逊',
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lianying:'连营',
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xiaoji:'枭姬',
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jieyin:'结姻',
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xinjieyin:'结姻',
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qingnang:'青囊',
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jijiu:'急救',
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wushuang:'无双',
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wushuang1:'无双',
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wushuang2:'无双',
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lijian:'离间',
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biyue:'闭月',
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xinbiyue:'闭月',
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pileTop:'牌堆顶',
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pileBottom:'牌堆底',
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2020-10-05 05:33:08 +00:00
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ganglie_info:'当你受到伤害后,你可以判定。若结果不为红桃,则伤害来源须弃置两张手牌,否则受到来自你的一点伤害。',
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2020-09-06 06:26:37 +00:00
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tuxi_info:'摸牌阶段,你可以改为获得至多两名其他角色的各一张手牌。',
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luoyi_info:'摸牌阶段,你可以少摸一张牌。若如此做,当你本回合内使用【杀】或【决斗】造成伤害时,此伤害+1。',
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tiandu_info:'当你的判定牌生效后,你可以获得之。',
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yiji_info:'当你受到一点伤害后,你可以观看牌堆顶的两张牌,然后将其分配给任意角色。',
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2020-10-05 05:33:08 +00:00
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luoshen_info:'准备阶段,你可以判定。若结果为黑色,你获得判定牌。你可重复此流程,直到出现红色的判定结果。',
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luoshen_info_guozhan:'准备阶段,你可以判定。若结果为黑色,则可以继续判定,直到出现红色的判定牌。然后你获得所有黑色的判定牌。(判定结果为黑色的牌在此过程中不会进入弃牌堆)',
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xinluoshen_info:'准备阶段,你可以判定,若为黑色则可以继续判定,直到出现红色。然后你获得所有黑色的判定牌',
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xinluoshen_info_alter:'准备阶段,你可以判定,若为黑色则可以继续判定,直到出现红色。然后你获得所有黑色的判定牌。你通过洛神获得的牌,不计入当前回合的手牌上限',
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2020-09-06 06:26:37 +00:00
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qingguo_info:'你可以将一张黑色手牌当做【闪】使用或打出。',
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rende_info:'出牌阶段,你可以将任意张手牌交给其他角色。当你以此法于一回合内给出第二张牌时,你回复1点体力。',
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jijiang_info:'主公技,当你需要使用或打出【杀】时,你可以令其他蜀势力角色依次选择是否打出一张【杀】。若有角色响应,则你视为使用或打出了此【杀】。',
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wusheng_info:'你可以将一张红色牌当做【杀】使用或打出。',
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paoxiao_info:'锁定技,出牌阶段,你使用【杀】没有数量限制。',
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guanxing_info:'准备阶段,你可以观看牌堆顶的X张牌,并将其以任意顺序置于牌堆项或牌堆底。(X为存活角色数且至多为5)',
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xinguanxing:'观星',
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xinguanxing_info:'准备阶段,你可以观看牌堆顶的x张牌,并将其以任意顺序置于牌堆项或牌堆底,x为存活角色个数且不超过5',
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xinguanxing_info_alter:'准备阶段,你可以观看牌堆顶的5张牌(存活角色小于4时改为3张),并将其以任意顺序置于牌堆项或牌堆底,如果你把观星的牌都放在牌堆底,你可以在结束阶段再进行1次观星',
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kongcheng_info:'锁定技,当你没有手牌时,你不能成为【杀】或【决斗】的目标。',
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longdan_info:'你可以将【杀】当做【闪】,或将【闪】当做【杀】使用或打出。',
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mashu_info:'锁定技,你计算与其他角色的距离时-1。',
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mashu2_info:'锁定技,你计算与其他角色的距离时-1。',
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feiying_info:'锁定技,其他角色计算与你的距离时+1。',
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tieji_info:'当你使用【杀】指定目标后,你可以进行判定。若结果为红色,则此【杀】不可被闪避。',
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jizhi_info:'当你使用非转化的普通锦囊牌时,你可以摸一张牌。',
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xinjizhi:'集智',
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xinjizhi_info:'当你使用非转化的普通锦囊牌时,你可以摸一张牌。',
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xinjizhi_info_alter:'每当你使用一张非转化的锦囊牌,可以摸一张牌,如果摸到的是基本牌,你可以弃置这张牌,然后本回合手牌上限+1',
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xinqicai:'奇才',
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xinqicai_info:'锁定技,你使用锦囊牌无距离限制。',
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xinqicai_info_alter:'锁定技,你使用的锦囊牌无距离限制,你装备区内的牌不能被弃置',
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qicai_info:'锁定技,你使用锦囊牌无距离限制。',
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zhiheng_info:'出牌阶段一次,你可以弃置任意张牌,然后摸等量的牌。',
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xinzhiheng:'制衡',
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xinzhiheng_info:'出牌阶段限1次,你可以弃置任意张牌并摸等量的牌',
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xinzhiheng_info_alter:'出牌阶段限1次,你可以弃置任意张牌并摸等量的牌,如果在发动制衡时弃置了所有手牌,你额外摸一张牌',
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jiuyuan_info:'主公技,锁定技,其他吴势力角色对你使用的【桃】的回复值+1。',
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xinjiuyuan:'救援',
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xinjiuyuan_info:'主公技,锁定技,濒死阶段,吴势力角色对你使用的[桃]额外回复一点体力',
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xinjiuyuan_info_alter:'主公技,其他吴国角色对自己使用【桃】时,如果他的体力值大于你,他可以选择让你回复1点体力,然后他摸1张牌',
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qixi_info:'你可以将一张黑色牌当做【过河拆桥】使用。',
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keji_info:'弃牌阶段开始时,若你于本回合的出牌阶段内没有过使用或打出过【杀】,则你可以跳过此阶段。',
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kurou_info:'出牌阶段,你可以失去一点体力,然后摸两张牌。',
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yingzi_info:'摸牌阶段,你可以多摸一张牌。',
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fanjian_info:'出牌阶段限一次,你可以令一名角色选择一种花色并展示你的一张手牌,若选择的花色与展示的不同,该角色受到来自你的一点伤害。然后该角色获得展示的牌。',
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guose_info:'你可以将一张方片手牌当做【乐不思蜀】使用。',
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liuli_info:'当你成为【杀】的目标时,你可以弃置一张牌并将此【杀】转移给攻击范围内的一名其他角色(不能是此【杀】的使用者)。',
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qianxun_info:'锁定技,你不能成为【顺手牵羊】和【乐不思蜀】的目标。',
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lianying_info:'当你失去最后的手牌时,你可以摸一张牌。',
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xiaoji_info:'当你失去一张装备区内的牌后,你可以摸两张牌。',
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jieyin_info:'出牌阶段限一次,你可以弃置两张手牌并选择一名已经受伤的男性角色。你与其各回复一点体力。',
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xinjieyin_info:'出牌阶段,你可以弃置两张牌并选择1名已经受伤的男性角色,你与其各回复一点体力,每阶段限一次',
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xinjieyin_old_info:'出牌阶段,你可以弃置两张牌并选择1名已经受伤的男性角色,你与其各回复一点体力。每阶段限一次。',
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xinjieyin_new_info:'出牌阶段限1次,你可以选择一名男性角色,弃置一张手牌或将一张装备牌置于其装备区,你与其体力较高的角色摸一张牌,体力值较低的角色回复1点体力',
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xinjieyin_info_alter:'出牌阶段限1次,你可以选择一名男性角色,弃置一张手牌或将一张装备牌置于其装备区,你与其体力较高的角色摸一张牌,体力值较低的角色回复1点体力',
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qingnang_info:'出牌阶段限一次,你可以弃置一张手牌并令一名角色回复一点体力。',
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jijiu_info:'你的回合外,你可以将一张红色牌当做【桃】使用。',
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wushuang_info:'锁定技,当你使用【杀】或【决斗】指定目标后,你令此牌需要依次使用或打出两张【闪】或【杀】响应。',
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lijian_info:'出牌阶段限一次,你可以弃置一张牌,视为一名男性角色对另一名男性角色使用一张【决斗】(不可被【无懈可击】响应)。',
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biyue_info:'结束阶段,你可以摸一张牌。',
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xinbiyue_info:'结束阶段,你可以摸一张牌',
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xinbiyue_info_alter:'结束阶段,你可以摸一张牌,如果你没有手牌,改为摸2张牌',
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yaowu:'耀武',
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yaowu_info:'锁定技,一名角色使用红色【杀】对你造成伤害时,该角色回复1点体力或摸一张牌。',
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"new_jiangchi":"将驰",
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"new_jiangchi_info":"摸牌阶段结束时,你可以选择一项:1、摸一张牌,若如此做,你本回合内不能使用或打出【杀】且【杀】不计入手牌上限。 2、弃置一张牌,若如此做,出牌阶段你使用【杀】无距离限制且你可以额外使用一张【杀】,直到回合结束。",
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"xinfu_jijie":"机捷",
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"xinfu_jijie_info":"出牌阶段限一次。你可以观看牌堆底的一张牌,然后将其交给一名角色。",
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"xinfu_jiyuan":"急援",
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"xinfu_jiyuan_info":"当一名角色进入濒死状态时,或你交给一名其他角色牌时,你可以令其摸一张牌。",
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ganglie_three:'刚烈',
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ganglie_three_info:'当你受到伤害后,你可令一名敌方角色判定。若结果不为♥,其弃置两张牌或受到来自你的1点伤害。',
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zhongyi:'忠义',
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zhongyi2:'忠义',
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zhongyi_info:'限定技,出牌阶段,你可以将一张牌置于武将牌上。你的武将牌上有〖忠义〗牌时,己方角色使用【杀】造成的伤害+1。下轮游戏开始时,你将〖忠义〗牌置入弃牌堆。',
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zhanshen:'战神',
|
2020-10-05 05:33:08 +00:00
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zhanshen_info:'觉醒技,准备阶段,若场上有已死亡的其他己方角色且你已受伤,则你弃置装备区的武器牌,减1点体力上限,获得技能〖马术〗和〖神戟〗。',
|
2020-09-06 06:26:37 +00:00
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shenji:'神戟',
|
2020-10-05 05:33:08 +00:00
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shenji_info:'锁定技,你使用【杀】指定的目标数上限+2,次数上限+1。',
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2020-10-27 10:59:52 +00:00
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rewangzun:'妄尊',
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rewangzun2:'妄尊',
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2020-10-27 11:01:43 +00:00
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rewangzun_info:'锁定技,一名其他角色的准备阶段开始时,若其体力值大于你,你摸一张牌。然后若其身份为主公/主帅/君主/地主且明置,则你摸一张牌,且其本回合的手牌上限-1。',
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2020-10-27 10:59:52 +00:00
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retongji:'同疾',
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retongji_info:'攻击范围内包含你的角色成为【杀】的目标时,若你不是此【杀】的使用者或目标,其可弃置一张牌,然后将此【杀】转移给你。',
|
2020-09-06 06:26:37 +00:00
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standard_2008:"2008版标准包",
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standard_2013:"2013版标准包",
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standard_2019:"2019版标准包",
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},
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};
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});
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