noname/card/yunchou.js

1060 lines
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'use strict';
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game.import('card',function(lib,game,ui,get,ai,_status){
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return {
name:'yunchou',
card:{
diaobingqianjiang:{
fullskin:true,
type:'trick',
enable:true,
selectTarget:-1,
filterTarget:function(card,player,target){
return player==target||target.countCards('h');
},
contentBefore:function(){
"step 0"
game.delay();
player.draw();
"step 1"
if(get.is.versus()){
player.chooseControl('顺时针','逆时针',function(event,player){
if(player.next.side==player.side) return '逆时针';
return '顺时针';
}).set('prompt','选择'+get.translation(card)+'的结算方向');
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}
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else{
event.goto(3);
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}
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"step 2"
if(result&&result.control=='顺时针'){
var evt=event.getParent();
evt.fixedSeat=true;
evt.targets.sortBySeat();
evt.targets.reverse();
if(evt.targets[evt.targets.length-1]==player){
evt.targets.unshift(evt.targets.pop());
}
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}
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"step 3"
ui.clear();
var cards=get.cards(Math.ceil(game.countPlayer()/2));
var dialog=ui.create.dialog('调兵遣将',cards,true);
_status.dieClose.push(dialog);
dialog.videoId=lib.status.videoId++;
game.addVideo('cardDialog',null,['调兵遣将',get.cardsInfo(cards),dialog.videoId]);
event.getParent().preResult=dialog.videoId;
},
content:function(){
"step 0"
for(var i=0;i<ui.dialogs.length;i++){
if(ui.dialogs[i].videoId==event.preResult){
event.dialog=ui.dialogs[i];break;
}
}
if(!event.dialog||!target.countCards('h')){
event.finish();
return;
}
var minValue=20;
var hs=target.getCards('h');
for(var i=0;i<hs.length;i++){
minValue=Math.min(minValue,get.value(hs[i],target));
}
if(target.isUnderControl(true)){
event.dialog.setCaption('选择一张牌并用一张手牌替换之');
}
var next=target.chooseButton(function(button){
return get.value(button.link,_status.event.player)-minValue;
});
next.set('dialog',event.preResult);
next.set('closeDialog',false);
next.set('dialogdisplay',true);
"step 1"
event.dialog.setCaption('调兵遣将');
if(result.bool){
event.button=result.buttons[0];
target.chooseCard('用一张牌牌替换'+get.translation(result.links),true).ai=function(card){
return -get.value(card);
}
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}
else{
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target.popup('不换');
event.finish();
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}
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"step 2"
if(result.bool){
target.lose(result.cards,ui.special);
target.$throw(result.cards);
game.log(target,'用',result.cards,'替换了',event.button.link);
target.gain(event.button.link);
target.$gain2(event.button.link);
event.dialog.buttons.remove(event.button);
event.dialog.buttons.push(ui.create.button(result.cards[0],'card',event.button.parentNode));
event.button.remove();
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}
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"step 3"
game.delay(2);
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},
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contentAfter:function(){
'step 0'
event.dialog=get.idDialog(event.preResult);
if(!event.dialog){
event.finish();
return;
}
var nextSeat=_status.currentPhase.next;
var att=get.attitude(player,nextSeat);
if(player.isUnderControl(true)&&!_status.auto){
event.dialog.setCaption('将任意张牌以任意顺序置于牌堆顶(先选择的在上)');
}
var next=player.chooseButton([1,event.dialog.buttons.length],event.dialog);
next.ai=function(button){
if(att>0){
return get.value(button.link,nextSeat)-5;
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}
else{
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return 5-get.value(button.link,nextSeat);
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}
}
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next.set('closeDialog',false);
next.set('dialogdisplay',true);
'step 1'
if(result&&result.bool&&result.links&&result.links.length){
for(var i=0;i<result.buttons.length;i++){
event.dialog.buttons.remove(result.buttons[i]);
}
var cards=result.links.slice(0);
while(cards.length){
ui.cardPile.insertBefore(cards.pop(),ui.cardPile.firstChild);
}
game.log(player,'将'+get.cnNumber(result.links.length)+'张牌置于牌堆顶');
}
for(var i=0;i<event.dialog.buttons.length;i++){
ui.discardPile.appendChild(event.dialog.buttons[i].link);
}
'step 2'
var dialog=event.dialog;
dialog.close();
_status.dieClose.remove(dialog);
game.addVideo('cardDialog',null,event.preResult);
},
ai:{
wuxie:function(){
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return 0;
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},
basic:{
order:2,
useful:[3,1],
value:[5,1]
},
result:{
player:1,
target:function(player,target){
if(target.countCards('h')==0) return 0;
return (Math.sqrt(target.countCards('h'))-get.distance(player,target,'absolute')/game.countPlayer()/3)/2;
}
},
tag:{
loseCard:1,
multitarget:1
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}
}
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},
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caochuanjiejian:{
fullskin:true,
type:'trick',
enable:true,
filterTarget:function(card,player,target){
return target.countCards('h')>0&&target!=player;
},
content:function(){
'step 0'
if(target.countCards('h','sha')){
var name=get.translation(player.name);
target.chooseControl().set('prompt',get.translation('caochuanjiejian')).set('choiceList',[
'将手牌中的所有杀交给'+name+',并视为对'+name+'使用一张杀','展示手牌并令'+name+'弃置任意一张'
],function(){
if(get.effect(player,{name:'sha'},target,target)<0) return 1;
if(target.countCards('h','sha')>=3) return 1;
return 0;
});
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}
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else{
event.directfalse=true;
}
'step 1'
if(event.directfalse||result.control=='选项二'){
if(target.countCards('h')){
if(!player.isUnderControl(true)){
target.showHandcards();
}
else{
game.log(target,'展示了',target.getCards('h'));
}
player.discardPlayerCard(target,'h',true,'visible');
}
event.finish();
}
else{
var hs=target.getCards('h','sha');
player.gain(hs,target);
target.$give(hs,player);
}
'step 2'
target.useCard({name:'sha'},player);
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},
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ai:{
order:4,
value:[5,1],
result:{
target:function(player,target){
if(player.hasShan()) return -1;
return 0;
}
}
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}
},
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// xiaolicangdao:{
// fullskin:true,
// type:'trick',
// enable:true,
// filterTarget:function(card,player,target){
// return target!=player;
// },
// multitarget:true,
// content:function(){
// 'step 0'
// if(cards&&cards.length){
// target.gain(cards,player);
// target.$gain2(cards);
// if(cards.length==1){
// event.card1=cards[0];
// }
// }
// 'step 1'
// event.card2=target.getCards('h').randomGet();
// if(event.card2){
// target.discard(event.card2);
// }
// else{
// event.finish();
// }
// 'step 2'
// if(event.card1&&event.card1.name==event.card2.name){
// target.damage();
// }
// },
// ai:{
// order:6,
// value:[3,1],
// result:{
// target:function(player,target){
// return -2/Math.sqrt(1+target.countCards('h'));
// },
// },
// tag:{
// damage:1,
// discard:1,
// loseCard:1,
// }
// }
// },
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geanguanhuo:{
fullskin:true,
type:'trick',
enable:true,
filterTarget:function(card,player,target){
return target!=player&&target.countCards('h')>0;
},
chongzhu:function(){
return game.countPlayer()<=2;
},
multitarget:true,
multiline:true,
singleCard:true,
content:function(){
'step 0'
target.chooseToCompare(event.addedTarget);
'step 1'
if(!result.tie){
if(result.bool){
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if(event.addedTarget.countCards('he')){
target.line(event.addedTarget);
target.gainPlayerCard(event.addedTarget,true);
}
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}
else{
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if(target.countCards('he')){
event.addedTarget.line(target);
event.addedTarget.gainPlayerCard(target,true);
}
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}
event.finish();
}
'step 2'
target.discardPlayerCard(player);
target.line(player);
},
selectTarget:2,
ai:{
order:5,
value:[7,1],
useful:[4,1],
result:{
target:-1,
}
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}
},
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shezhanqunru:{
fullskin:true,
type:'trick',
enable:true,
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toself:true,
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filterTarget:function(card,player,target){
return target==player;
},
selectTarget:-1,
modTarget:true,
content:function(){
'step 0'
var list=game.filterPlayer(function(current){
return current!=target&&current.countCards('h');
});
if(!list.length){
target.draw(3);
event.finish();
}
else{
list.sortBySeat(target);
event.list=list;
event.torespond=[];
}
'step 1'
if(event.list.length){
event.current=event.list.shift();
event.current.chooseBool('是否响应'+get.translation(target)+'的舌战群儒?',function(event,player){
if(get.attitude(player,_status.event.source)>=0) return false;
var hs=player.getCards('h');
var dutag=player.hasSkillTag('nodu');
for(var i=0;i<hs.length;i++){
var value=get.value(hs[i],player);
if(hs[i].name=='du'&&dutag) continue;
if(value<0) return true;
if(!_status.event.hasTarget){
if(hs[i].number>=8&&value<=7) return true;
if(value<=3) return true;
}
else if(_status.event.hasTarget%2==1){
if(hs[i].number>=11&&value<=6) return true;
}
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}
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return false;
}).set('source',target).set('hasTarget',event.torespond.length);
}
else{
event.goto(3);
}
'step 2'
if(result.bool){
event.torespond.push(event.current);
event.current.line(target,'green');
event.current.popup('响应');
game.log(event.current,'响应了舌战群儒');
game.delayx(0.5);
}
event.goto(1);
'step 3'
if(event.torespond.length==0){
event.num=1;
}
else{
event.num=0;
target.chooseToCompare(event.torespond).callback=lib.card.shezhanqunru.callback;
}
'step 4'
if(event.num>0){
target.draw(3);
}
},
callback:function(){
if(event.card1.number>event.card2.number){
event.parent.parent.num++;
}
else{
event.parent.parent.num--;
}
},
ai:{
order:8.5,
value:[6,1],
useful:[3,1],
tag:{
draw:1
},
result:{
target:function(player,target){
var hs=target.getCards('h');
for(var i=0;i<hs.length;i++){
var value=get.value(hs[i]);
if(hs[i].number>=7&&value<=6) return 1;
if(value<=3) return 1;
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}
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return 0;
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}
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}
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}
},
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youdishenru:{
fullskin:true,
type:'trick',
notarget:true,
wuxieable:true,
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global:'g_youdishenru',
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content:function(){
'step 0'
var info=event.getParent(2).youdiinfo||event.getParent(3).youdiinfo;
if(!info){
event.finish();
return;
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}
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info.evt.untrigger();
info.evt.finish();
event.source=info.source;
event.source.storage.youdishenru=player;
event.source.addSkill('youdishenru');
'step 1'
var next=event.source.chooseToUse({name:'sha'},player,-1,'对'+get.translation(player)+'使用一张杀,或受到一点伤害');
next.ai2=function(){
return 1;
};
'step 2'
if(result.bool){
if(event.source.storage.youdishenru){
event.goto(1);
}
else{
event.source.removeSkill('youdishenru');
}
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}
else{
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event.source.damage(player);
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event.source.removeSkill('youdishenru');
}
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},
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ai:{
value:[5,1],
useful:[5,1],
order:1,
wuxie:function(target,card,player,current,state){
return -state*get.attitude(player,current);
},
result:{
player:function(player){
if(_status.event.parent.youdiinfo&&
get.attitude(player,_status.event.parent.youdiinfo.source)<=0){
return 1;
}
return 0;
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}
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}
}
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},
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wangmeizhike:{
fullskin:true,
type:'trick',
enable:true,
filterTarget:function(card,player,target){
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return (target.isMinHp()&&target.isDamaged())||target.isMinHandcard();
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},
content:function(){
'step 0'
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if(target.isMinHandcard()) target.draw(2);
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'step 1'
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if(target.isMinHp()) target.recover();
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},
ai:{
order:2.5,
value:7,
result:{
target:function(player,target){
var num=0;
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if(target.isMinHp()&&get.recoverEffect(target)>0){
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if(target.hp==1){
num+=3;
}
else{
num+=2;
}
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}
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if(target.isMinHandcard()){
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num+=2;
}
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return num;
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}
}
}
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},
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suolianjia:{
fullskin:true,
type:"equip",
subtype:"equip2",
skills:['suolianjia'],
onEquip:function(){
if(player.isLinked()==false) player.link();
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},
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onLose:function(){
if(player.isLinked()) player.link();
},
ai:{
basic:{
equipValue:5
},
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},
},
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chenhuodajie:{
fullskin:true,
type:'trick',
filterTarget:true,
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global:'g_chenhuodajie',
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content:function(){
if(target.countCards('he')){
player.gainPlayerCard('he',target,true);
}
},
ai:{
order:1,
useful:6,
value:6,
result:{
target:-1
},
tag:{
loseCard:1
}
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}
},
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fudichouxin:{
fullskin:true,
type:'trick',
enable:true,
filterTarget:function(card,player,target){
return player!=target&&target.countCards('h');
},
content:function(){
"step 0"
player.chooseToCompare(target).set('preserve','win').clear=false;
"step 1"
if(result.bool){
player.gain([result.player,result.target]);
result.player.clone.moveDelete(player);
result.target.clone.moveDelete(player);
game.addVideo('gain2',player,get.cardsInfo([result.player,result.target]));
}
else if(!result.cancelled){
result.player.clone.delete();
result.target.clone.delete();
game.addVideo('deletenode',player,get.cardsInfo([result.player,result.target]));
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}
},
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ai:{
order:4,
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value:[4,1],
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result:{
target:function(player){
if(player.countCards('h')<=1) return 0;
return -1;
},
player:function(player){
if(player.countCards('h')<=1) return 0;
return 0.5;
}
},
tag:{
loseCard:1
}
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}
},
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shuiyanqijun:{
fullskin:true,
type:'trick',
enable:true,
filterTarget:function(card,player,target){
return target.countCards('e');
},
selectTarget:-1,
content:function(){
if(target.countCards('e')) target.chooseToDiscard('e',true);
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},
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reverseOrder:true,
ai:{
order:9,
result:{
target:function(player,target){
if(target.countCards('e')) return -1;
return 0;
}
},
tag:{
multitarget:1,
multineg:1
}
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}
},
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toulianghuanzhu:{
fullskin:true,
type:'trick',
enable:true,
filterTarget:function(card,player,target){
return target.countCards('h')>0;
},
selectTarget:2,
multitarget:true,
singleCard:true,
targetprompt:['被拿牌','得牌'],
content:function(){
"step 0"
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target.addTempSkill('toulianghuanzhu2');
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var hs=target.getCards('h');
event.num=Math.min(2,hs.length);
if(event.num){
var gived=hs.randomGets(event.num);
event.addedTarget.gain(gived,target);
target.$giveAuto(gived,event.addedTarget);
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game.delay();
}
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else{
event.finish();
}
"step 1"
if(event.addedTarget.countCards('h')){
if(_status.auto&&event.addedTarget==game.me){
game.delay();
}
event.addedTarget.chooseCard(true,event.num,'选择'+get.cnNumber(event.num)+'张手牌还给'+get.translation(target)).ai=get.disvalue;
}
else{
event.finish();
}
"step 2"
target.gain(result.cards,event.addedTarget);
event.addedTarget.$give(event.num,target);
},
ai:{
order:6.5,
tag:{
loseCard:1,
multitarget:1,
multineg:1,
norepeat:1,
},
result:{
target:function(player,target){
if(ui.selected.targets.length){
if(target==player&&target.countCards('h')<=1) return 0;
return 0.5;
}
if(target.hasSkill('toulianghuanzhu2')) return 0;
return -0.5;
}
},
wuxie:function(){
return 0;
},
useful:[3,1],
value:[4,1]
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}
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},
hufu:{
fullskin:true,
type:'basic',
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global:['g_hufu_sha','g_hufu_shan','g_hufu_jiu'],
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savable:function(card,player,dying){
return dying==player;
},
ai:{
value:[7.5,5,2],
useful:[7.5,5,2],
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}
},
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huoshan:{
fullskin:true,
type:'delay',
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cardcolor:'red',
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cardnature:'fire',
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modTarget:function(card,player,target){
return lib.filter.judge(card,player,target);
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},
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enable:function(card,player){
return player.canAddJudge(card);
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},
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filterTarget:function(card,player,target){
return (lib.filter.judge(card,player,target)&&player==target);
},
selectTarget:[-1,-1],
judge:function(card){
if(get.suit(card)=='heart'&&get.number(card)>1&&get.number(card)<10) return -6;
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return 0;
},
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effect:function(){
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if(result.bool==false){
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player.damage(2,'fire','nosource');
var players=game.filterPlayer(function(current){
return get.distance(player,current)<=1&&player!=current;
});
players.sort(lib.sort.seat);
for(var i=0;i<players.length;i++){
players[i].damage(1,'fire','nosource');
}
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}
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else{
player.addJudgeNext(card);
}
},
cancel:function(){
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player.addJudgeNext(card);
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},
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ai:{
basic:{
useful:0,
value:0,
},
order:1,
result:{
target:function(player,target){
return lib.card.shandian.ai.result.target(player,target);
}
},
tag:{
// damage:1,
// natureDamage:1,
// fireDamage:1,
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}
}
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},
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hongshui:{
type:'delay',
enable:function(card,player){
return player.canAddJudge(card);
},
modTarget:function(card,player,target){
return lib.filter.judge(card,player,target);
},
filterTarget:function(card,player,target){
return (lib.filter.judge(card,player,target)&&player==target);
},
selectTarget:[-1,-1],
judge:function(card){
if(get.suit(card)=='club'&&get.number(card)>1&&get.number(card)<10) return -3;
return 0;
},
fullskin:true,
effect:function(){
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if(result.bool==false){
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if(player.countCards('he')==0) player.loseHp();
else{
player.discard(player.getCards('he').randomGets(3));
}
var players=get.players();
for(var i=0;i<players.length;i++){
var dist=get.distance(player,players[i]);
if(dist<=2&&player!=players[i]){
var cs=players[i].getCards('he');
if(cs.length==0) players[i].loseHp();
else{
players[i].discard(cs.randomGets(3-Math.max(1,dist)));
}
}
}
}
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else{
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if(!card.expired){
var target=player.next;
for(var iwhile=0;iwhile<10;iwhile++){
if(target.hasJudge('hongshui')){
target=target.next;
}
else{
break;
}
}
if(target.hasJudge('hongshui')||target==player){
ui.discardPile.appendChild(card);
}
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else{
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if(card.name!='hongshui'){
target.addJudge('hongshui',card);
}
else{
target.addJudge(card);
}
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}
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}
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else{
card.expired=false;
}
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}
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},
cancel:function(){
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if(!card.expired){
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var target=player.next;
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for(var iwhile=0;iwhile<10;iwhile++){
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if(target.hasJudge('hongshui')){
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target=target.next;
}
else{
break;
}
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}
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if(target.hasJudge('hongshui')||target==player){
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ui.discardPile.appendChild(card);
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}
else{
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if(card.name!='hongshui'){
target.addJudge('hongshui',card);
}
else{
target.addJudge(card);
}
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}
}
else{
card.expired=false;
}
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},
ai:{
basic:{
useful:0,
value:0,
},
order:1,
result:{
target:function(player,target){
return lib.card.shandian.ai.result.target(player,target);
}
},
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}
},
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qiankundai:{
fullskin:true,
type:'equip',
subtype:'equip5',
onLose:function(){
player.draw();
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},
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skills:['qiankundai'],
ai:{
order:9.5,
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equipValue:function(card,player){
if(player.countCards('h','qiankundai')) return 6;
return 1;
},
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basic:{
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equipValue:5,
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}
}
},
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},
skill:{
suolianjia:{
trigger:{player:'damageBefore'},
filter:function(event){
if(event.source&&event.source.hasSkillTag('unequip',false,event.card)) return;
if(event.nature) return true;
},
forced:true,
content:function(){
trigger.untrigger();
trigger.finish();
},
ai:{
nofire:true,
nothunder:true,
effect:{
target:function(card,player,target,current){
if(player.hasSkillTag('unequip',false,card)) return;
if(get.tag(card,'natureDamage')) return 'zerotarget';
if(card.name=='tiesuo'){
return [0,0];
}
}
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}
}
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},
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toulianghuanzhu2:{},
youdishenru:{
trigger:{source:'damageEnd'},
silent:true,
onremove:true,
filter:function(event,player){
return event.card&&event.card.name=='sha'&&event.player==player.storage.youdishenru;
},
content:function(){
delete player.storage.youdishenru;
}
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},
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g_youdishenru:{
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trigger:{target:'shaBefore'},
direct:true,
filter:function(event,player){
return player.hasCard('youdishenru');
},
content:function(){
event.youdiinfo={
source:trigger.player,
evt:trigger
};
player.chooseToUse(function(card,player){
if(card.name!='youdishenru') return false;
return lib.filter.cardEnabled(card,player,'forceEnable');
},'是否使用诱敌深入?').set('source',trigger.player);
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}
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},
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g_chenhuodajie:{
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trigger:{global:'damageEnd'},
direct:true,
filter:function(event,player){
if(event.player==player) return false;
if(!event.player.countCards('he')) return false;
if(!lib.filter.targetEnabled({name:'chenhuodajie'},player,event.player)) return false;
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if(event._notrigger.contains(event.player)) return false;
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return player.hasCard('chenhuodajie');
},
content:function(){
player.chooseToUse(get.prompt('chenhuodajie',trigger.player).replace(/发动/,'使用'),function(card,player){
if(card.name!='chenhuodajie') return false;
return lib.filter.cardEnabled(card,player,'forceEnable');
},trigger.player,-1).targetRequired=true;
}
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},
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qiankundai:{
mod:{
maxHandcard:function(player,num){
return num+1;
}
},
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},
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g_hufu_sha:{
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enable:['chooseToRespond','chooseToUse'],
filter:function(event,player){
return player.countCards('h','hufu')>0;
},
filterCard:{name:'hufu'},
viewAs:{name:'sha'},
prompt:'将一张虎符当杀使用或打出',
check:function(card){return 1},
ai:{
order:1,
useful:7.5,
value:7.5
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}
},
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g_hufu_shan:{
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enable:['chooseToRespond','chooseToUse'],
filter:function(event,player){
return player.countCards('h','hufu')>0;
},
filterCard:{name:'hufu'},
viewAs:{name:'shan'},
prompt:'将一张虎符当闪使用或打出',
check:function(){return 1},
ai:{
order:1,
useful:7.5,
value:7.5
}
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},
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g_hufu_jiu:{
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enable:['chooseToRespond','chooseToUse'],
filter:function(event,player){
return player.countCards('h','hufu')>0;
},
filterCard:{name:'hufu'},
viewAs:{name:'jiu'},
prompt:'将一张虎符当酒使用',
check:function(){return 1},
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},
},
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translate:{
diaobingqianjiang:'调兵遣将',
diaobingqianjiang_info:'出牌阶段对你及其他有手牌的角色使用。你摸一张牌然后亮出牌堆顶的X张牌X为存活角色数的一半向上取整目标可以用一张手牌替换其中的一张牌。结算后你可以将剩余的牌中的任意张以任意顺序置于牌堆顶',
caochuanjiejian:'草船借箭',
caochuanjiejian_info:'出牌阶段对一名有手牌的其他角色使用目标选择一项将手牌中的所有杀至少1张交给你并视为对你使用一张杀或展示手牌并令你弃置任意张',
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// xiaolicangdao:'笑里藏刀',
// xiaolicangdao_info:'出牌阶段对一名其他角色使用。你将此【笑里藏刀】交给目标然后弃置其一张手牌若这两张牌牌名相同你对其造成1点伤害',
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shezhanqunru:'舌战群儒',
shezhanqunru_info:'出牌阶段,对你使用。你请求所有有手牌的其他角色响应,然后同时与响应的角色拼点。若有角色响应且结果中你赢的次数更多,或若没有角色响应,你摸三张牌',
youdishenru:'诱敌深入',
youdishenru_info:'当以你为目标的【杀】生效前对此【杀】使用。抵消此【杀】然后此【杀】的使用者需对你使用【杀】在此【杀】结算结束之后若此【杀】未对你造成伤害其重复此流程否则受到你造成的1点伤害',
suolianjia:'锁链甲',
suolianjia_info:'锁定技,你防止即将受到的属性伤害,当装备时进入连环状态,当卸下时解除连环状态',
suolianjia_bg:'链',
geanguanhuo:'隔岸观火',
geanguanhuo_info:'出牌阶段对一名其他角色使用令目标与一名你指定的另一名角色拼点赢的角色获得对方的一张牌若点数相同目标可弃置你一张牌存活角色不超过2时可重铸',
toulianghuanzhu:'偷梁换柱',
toulianghuanzhu_info:'出牌阶段对一名有手牌的角色使用,选择另一名有手牌的角色获得目标两张手牌(不足则全拿),然后还给其等量手牌',
toulianghuanzhu_bg:'柱',
fudichouxin:'釜底抽薪',
fudichouxin_info:'与一名角色进行拼点,若成功则获得双方拼点牌',
shuiyanqijun:'水攻',
shuiyanqijun_info:'令所有有装备的角色各弃置一张装备牌',
wangmeizhike:'望梅止渴',
wangmeizhike_info:'出牌阶段对一名角色使用,若没有角色手牌比目标少,目标摸两张牌;若没有角色体力比目标少,目标回复一点体力',
chenhuodajie:'趁火打劫',
chenhuodajie_info:'任意一名其他角色受到伤害时对其使用,获得其一张牌',
huoshan:'火山',
huoshan_info:'出牌阶段对自己使用。若判定结果为红桃2~9则目标角色受到2点火焰伤害距离目标1以内的其他角色受到1点火焰伤害。若判定不为红桃2~9将之移动到下家的判定区里。',
hongshui:'洪水',
hongshui_info:'出牌阶段对自己使用。若判定结果为梅花2~9该角色随机弃置3张牌距离该角色为X的角色随机弃置3-X张牌若没有牌则失去一点体力X至少为1',
qiankundai:'乾坤袋',
qiankundai_info:'你的手牌上限+1。当你失去该装备时你摸一张牌。',
hufu:'虎符',
hufu_bg:'符',
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g_hufu_sha:'符杀',
g_hufu_shan:'符闪',
g_hufu_jiu:'符酒',
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hufu_info:'你可以将一张虎符当作杀、闪或酒使用或打出',
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},
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list:[
['heart',1,'hufu'],
['spade',1,'hufu'],
['club',1,'qiankundai'],
['heart',6,'huoshan','fire'],
['club',7,'hongshui'],
["diamond",3,'guohe'],
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['diamond',4,'fudichouxin'],
['club',6,'fudichouxin'],
['spade',1,'fudichouxin'],
['club',7,'shuiyanqijun'],
['club',8,'shuiyanqijun'],
['club',8,'guohe'],
['spade',9,'shuiyanqijun'],
['heart',9,'toulianghuanzhu'],
['club',10,'toulianghuanzhu'],
['spade',13,'guohe'],
['heart',6,'wangmeizhike'],
['club',1,'wangmeizhike'],
['diamond',6,'chenhuodajie'],
['diamond',9,'chenhuodajie'],
['club',3,'chenhuodajie'],
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['club',13,'suolianjia'],
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['club',3,'caochuanjiejian'],
['spade',7,'caochuanjiejian'],
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// ['spade',5,'xiaolicangdao'],
// ['diamond',11,'xiaolicangdao'],
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['heart',1,'geanguanhuo'],
['spade',6,'geanguanhuo'],
['heart',4,'shezhanqunru'],
['club',8,'shezhanqunru'],
['diamond',1,'diaobingqianjiang'],
['spade',2,'diaobingqianjiang'],
['heart',12,'youdishenru'],
['club',2,'youdishenru'],
['spade',9,'youdishenru'],
],
};
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});