noname/character/yxs.js

2283 lines
63 KiB
JavaScript
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2015-04-29 03:25:17 +00:00
'use strict';
character.yxs={
character:{
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yxs_wuzetian:['female','wu',4,['nvquan','qiandu','weiyi']],
yxs_caocao:['male','wei',4,['zhulu','xieling']],
yxs_mozi:['male','qun',3,['jieyong','feigong','jianai']],
yxs_bole:['male','wu',3,['bolehuiyan','xiangma']],
yxs_aijiyanhou:['female','qun',3,['seyou','sheshi']],
yxs_diaochan:['female','qun',3,['fengyi','wange']],
yxs_yangyuhuan:['female','wu',3,['fengyan','nichang']],
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yxs_baosi:['female','wu',3,['jieyin','fenghuo']],
yxs_napolun:['male','wei',4,['tongling','fanpu']],
yxs_kaisa:['male','shu',4,['ducai']],
yxs_zhuyuanzhang:['male','wu',4,['qiangyun']],
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yxs_jinke:['male','qun',3,['cike','qiangxi']],
yxs_libai:['male','qun',3,['miaobi','zhexian']],
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yxs_luban:['male','wu',3,['guifu','lshengong']],
yxs_lvzhi:['female','shu',4,['zhensha','xumou']],
yxs_goujian:['male','wu',3,['keji','tuqiang']],
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yxs_lishimin:['male','qun',4,['kongju']],
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yxs_huamulan:['female','shu',3,['xiaoji','yizhuang']],
yxs_luobinhan:['male','wu',4,['xiadao','lzhangyi']],
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yxs_chengjisihan:['male','qun',4,['mashu','qianglue']],
yxs_mingchenghuanghou:['female','shu',3,['tiewan','chajue']],
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yxs_wangzhaojun:['female','wei',3,['heqin','wluoyan']],
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yxs_luocheng:['male','wu',4,['hanqiang','biaoqi']],
yxs_direnjie:['male','wei',3,['shentan','kanpo']],
yxs_sunwu:['male','wu',3,['bingsheng','taolue']],
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yxs_chengyaojin:['male','shu',4,['sanbanfu']],
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yxs_yujix:['female','shu',3,['sheshen','changnian']],
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yxs_xiangyu:['male','shu',4,['wushuang','ciqiu']],
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yxs_yingzheng:['male','qun',4,['jianxiong','batu']],
yxs_yuefei:['male','qun',4,['longdan','wumu']],
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yxs_fuermosi:['male','wei',3,['yanyi','jiean']],
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yxs_guiguzi:['male','qun',3,['baihe','yinyang','xiushen']],
yxs_xiaoqiao:['female','wu',3,['chujia','zhijie']],
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yxs_luzhishen:['male','wei',4,['dili','kuangchan']],
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},
skill:{
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zhijie:{
enable:'phaseUse',
usable:1,
viewAsFilter:function(player){
return player.num('h',{suit:'heart'})>0;
},
viewAs:{name:'wuzhong'},
filterCard:{suit:'heart'},
check:function(card){
return 8-ai.get.value(card);
}
},
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dili:{
trigger:{player:'phaseDrawBegin'},
forced:true,
filter:function(event,player){
return player.hp<player.maxHp;
},
content:function(){
trigger.num+=player.maxHp-player.hp;
},
ai:{
threaten:function(player,target){
if(target.hp==1) return 2.5;
if(target.hp==2) return 1.5;
return 0.5;
},
maixie:true,
effect:{
target:function(card,player,target){
if(target.maxHp<=3) return;
if(get.tag(card,'damage')){
if(target.hp==target.maxHp) return [0,1];
}
if(get.tag(card,'recover')&&player.hp>=player.maxHp-1) return [0,0];
}
}
}
},
kuangchan:{
init:function(player){
if(lib.config.mode=='identity'&&player.isZhu){
player.maxHp--;
player.update();
}
}
},
chujia:{
enable:'phaseUse',
filterCard:function(card){
if(ui.selected.cards.length){
return get.color(card)==get.color(ui.selected.cards[0]);
}
return true;
},
usable:1,
selectCard:2,
check:function(card){
return 6-ai.get.value(card);
},
filterTarget:function(card,player,target){
return target.hp<target.maxHp;
},
content:function(){
if(target.maxHp>target.hp){
target.draw(target.maxHp-target.hp);
}
},
ai:{
order:2,
result:{
target:function(player,target){
var num=target.maxHp-target.hp;
if(num>2) return num;
return 0;
}
}
}
},
baihe:{
enable:'phaseUse',
usable:1,
filterCard:true,
position:'he',
filterTarget:true,
content:function(){
'step 0'
if(target.isLinked()){
target.link();
}
else{
target.link();
target.draw();
event.finish();
}
'step 1'
if(target.num('h')){
target.chooseToDiscard('h',true);
}
},
check:function(card){
return 8-ai.get.value(card);
},
ai:{
order:1,
result:{
player:function(player,target){
if(!player.skills.contains('xiushen')) return 0;
if(target.isLinked()) return 0;
for(var i=0;i<game.players.length;i++){
if(game.players[i].isLinked()) return 0;
}
return 1;
}
}
}
},
yinyang:{
enable:'phaseUse',
usable:1,
filterCard:true,
selectCard:2,
filterTarget:true,
selectTarget:3,
content:function(){
target.link();
},
check:function(card){
return 6-ai.get.value(card);
},
ai:{
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order:2,
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result:{
target:function(player,target){
if(target.isLinked()) return 1;
return -1;
}
}
}
},
xiushen:{
trigger:{player:'phaseEnd'},
forced:true,
filter:function(event,player){
for(var i=0;i<game.players.length;i++){
if(game.players[i].isLinked()) return true;
}
return false;
},
content:function(){
player.draw(2);
},
ai:{
threaten:1.4
}
},
jiean:{
trigger:{source:'damageEnd'},
frequent:true,
filter:function(event){
return event.player.isAlive()&&event.parent.name=='yanyi'&&event.player.hp<event.player.maxHp;
},
content:function(){
"step 0"
player.draw(trigger.player.maxHp-trigger.player.hp);
"step 1"
event.cards=result;
"step 2"
player.chooseCardTarget({
filterCard:function(card){
return _status.event.parent.cards.contains(card);
},
selectCard:[1,event.cards.length],
filterTarget:function(card,player,target){
return player!=target;
},
ai1:function(card){
if(ui.selected.cards.length>0) return -1;
return (_status.event.player.num('h')-_status.event.player.hp);
},
ai2:function(target){
return ai.get.attitude(_status.event.player,target)-4;
},
prompt:'请选择要送人的卡牌'
});
"step 3"
if(result.bool){
result.targets[0].gain(result.cards);
player.$give(result.cards.length,result.targets[0]);
for(var i=0;i<result.cards.length;i++){
event.cards.remove(result.cards[i]);
}
if(event.cards.length) event.goto(2);
}
},
ai:{
maixie:true,
effect:{
target:function(card,player,target){
if(get.tag(card,'damage')){
if(player.skills.contains('jueqing')) return [1,-2];
if(!target.hasFriend()) return;
if(target.hp>=4) return [1,get.tag(card,'damage')*2];
if(target.hp==3) return [1,get.tag(card,'damage')*1.5];
if(target.hp==2) return [1,get.tag(card,'damage')*0.5];
}
}
}
}
},
yanyi:{
enable:'phaseUse',
usable:1,
filterCard:{color:'black'},
position:'he',
filterTarget:function(card,player,target){
return target!=player&&target.num('h')>0;
},
content:function(){
"step 0"
player.chooseControl('heart2','diamond2','club2','spade2').ai=function(event){
switch(Math.floor(Math.random()*5)){
case 0:return 'heart2';
case 1:case 4:return 'diamond2';
case 2:return 'club2';
case 3:return 'spade2';
}
};
"step 1"
game.log(player,'选择了'+get.translation(result.control));
event.choice=result.control.slice(0,result.control.length-1);
target.popup(result.control);
target.showHandcards();
"step 2"
if(target.num('h',{suit:event.choice})){
target.damage();
}
},
ai:{
result:{
target:function(player,target){
return ai.get.damageEffect(target,player,target);
}
}
}
},
wumu:{
mod:{
targetInRange:function(card,player){
if(card.name=='sha'&&get.color(card)=='black') return true;
},
cardUsable:function(card){
if(card.name=='sha'&&get.color(card)=='red') return Infinity;
}
},
trigger:{player:'useCard'},
filter:function(event,player){
return event.card.name=='sha'&&get.color(event.card)=='red';
},
forced:true,
content:function(){
if(player.stat[player.stat.length-1].card.sha>0){
player.stat[player.stat.length-1].card.sha--;
}
},
},
sheshen:{
inherit:'yiji'
},
sanbanfu:{
trigger:{player:'shaBegin'},
filter:function(event,player){
return !event.directHit;
},
check:function(event,player){
if(ai.get.attitude(player,event.target)>=0) return false;
if(event.target.num('e','bagua')) return false;
if(event.target.hasSkillTag('respondShan')&&event.target.num('h')>=3) return false;
return true;
},
content:function(){
"step 0"
var next=trigger.target.chooseToRespond({name:'shan'});
next.autochoose=lib.filter.autoRespondShan;
next.ai=function(card){
return ai.get.unuseful2(card);
};
player.storage.sanbanfu=false;
player.storage.sanbanfu2=false;
"step 1"
if(result.bool==false){
trigger.untrigger();
trigger.directHit=true;
player.storage.sanbanfu2=true;
}
else{
player.storage.sanbanfu=true;
}
},
group:['sanbanfu2','sanbanfu3']
},
sanbanfu2:{
trigger:{player:'shaAfter'},
forced:true,
popup:false,
filter:function(event,player){
return player.storage.sanbanfu;
},
content:function(){
player.damage(trigger.target);
}
},
sanbanfu3:{
trigger:{source:'damageBegin'},
forced:true,
popup:false,
filter:function(event,player){
return event.card&&event.card.name=='sha'&&player.storage.sanbanfu2;
},
content:function(){
trigger.num++;
}
},
bingsheng:{
enable:'phaseUse',
usable:1,
filterCard:function(card){
if(ui.selected.cards.length){
return get.suit(card)!=get.suit(ui.selected.cards[0]);
}
return true;
},
selectCard:2,
check:function(card){
return 8-ai.get.value(card);
},
filterTarget:function(card,player,target){
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if(target.hp==Infinity) return false;
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if(target.hp>player.hp) return true;
if(target.hp<player.hp&&target.hp<target.maxHp) return true;
return false;
},
content:function(){
var num=target.hp-player.hp;
if(num>0){
target.damage(num);
}
else if(num<0&&target.hp<target.maxHp){
target.recover(-num);
}
},
ai:{
order:8.5,
result:{
target:function(player,target){
var num;
if(player.hp>target.maxHp){
num=player.hp-target.maxHp;
}
else{
num=player.hp-target.hp;
}
if(target.hp==1&&num){
return num+1;
}
return num;
}
}
}
},
taolue:{
mod:{
maxHandcard:function(player,num){
return num+1;
}
},
},
shentan:{
enable:'phaseUse',
usable:1,
filterCard:true,
filterTarget:function(card,player,target){
return target.num('h')>0&&get.distance(player,target)<=2;
},
check:function(card){
return 7-ai.get.value(card);
},
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position:'he',
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content:function(){
"step 0"
var hs=target.get('h');
if(hs.length){
event.card=hs.randomGet();
player.gain(event.card);
target.$give(1,player);
}
else{
event.finish();
}
"step 1"
var source=target;
player.chooseTarget('选择一个目标送出'+get.translation(event.card),function(card,player,target){
return target!=player;
}).ai=function(target){
var att=ai.get.attitude(player,target);
if(att>3&&player.num('h')>target.num('h')){
return att;
}
return 0;
}
"step 2"
if(result.bool){
result.targets[0].gain(card);
player.$give(1,result.targets[0]);
game.delay();
}
},
ai:{
order:9,
result:{
target:-1,
player:function(player,target){
if(ai.get.attitude(player,target)>0){
return 0;
}
return 1;
}
},
},
},
hanqiang:{
mod:{
attackFrom:function(from,to,distance){
if(!from.get('e','1')) return distance-1
}
}
},
biaoqi:{
trigger:{player:'shaBegin'},
forced:true,
content:function(){
var range=get.attackRange(player);
if(range>trigger.target.hp){
trigger.directHit=true;
}
else if(range<trigger.target.hp){
player.draw();
}
}
},
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wluoyan:{
trigger:{player:'damageBefore'},
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forced:true,
content:function(){
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trigger.untrigger();
trigger.finish();
player.loseHp();
},
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ai:{
noDirectDamage:true,
}
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},
heqin:{
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skillAnimation:true,
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enable:'phaseUse',
filter:function(event,player){
return !player.storage.heqin;
},
filterTarget:function(card,player,target){
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return target.sex=='male'&&target!=player;
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},
content:function(){
player.addSkill('heqin2');
target.addSkill('heqin2');
target.marks.heqin=target.markCharacter(player,{
name:'和亲',
content:'摸牌阶段摸牌数+1'
});
game.addVideo('markCharacter',target,{
name:'放权',
content:'摸牌阶段摸牌数+1',
id:'heqin',
target:player.dataset.position
});
player.storage.heqin=target;
target.storage.heqin=player;
player.marks.heqin=player.markCharacter(target,{
name:'和亲',
content:'摸牌阶段摸牌数+1'
});
game.addVideo('markCharacter',player,{
name:'放权',
content:'摸牌阶段摸牌数+1',
id:'heqin',
target:target.dataset.position
});
},
ai:{
order:1,
result:{
target:1
}
}
},
heqin2:{
trigger:{player:'phaseDrawBegin'},
forced:true,
content:function(){
trigger.num++;
},
group:'heqin3'
},
heqin3:{
trigger:{player:'dieBegin'},
forced:true,
popup:false,
content:function(){
player.removeSkill('heqin2');
player.unmarkSkill('heqin');
if(player.storage.heqin){
player.storage.heqin.removeSkill('heqin2');
player.storage.heqin.unmarkSkill('heqin');
}
}
},
chajue:{
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trigger:{player:'damageEnd'},
forced:true,
filter:function(event,player){
return _status.currentPhase!=player;
},
content:function(){
player.addTempSkill('chajue2',['phaseAfter','phaseBefore']);
}
},
chajue2:{
trigger:{target:'useCardToBefore'},
forced:true,
priority:15,
filter:function(event,player){
return get.type(event.card)=='trick'||event.card.name=='sha';
},
content:function(){
game.log(player,'发动了察觉,',trigger.card,'对',trigger.target,'失效')
trigger.untrigger();
trigger.finish();
},
ai:{
effect:{
target:function(card,player,target,current){
if(get.type(card)=='trick'||card.name=='sha') return [0,0,0,0];
}
}
}
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},
tiewan:{
trigger:{global:'useCardAfter'},
filter:function(event,player){
return (event.card.viewAs||event.card.name)=='lebu'&&event.player!=player;
},
direct:true,
content:function(){
'step 0'
player.chooseCardTarget({
prompt:'是否发动【铁腕】?',
filterCard:{color:'red'},
position:'he',
filterTarget:function(card,player,target){
return player.canUse({name:'lebu'},target);
},
ai1:function(card){
return 7-ai.get.value(card);
},
ai2:function(target){
return ai.get.effect(target,{name:'lebu'},player,player);
}
});
'step 1'
if(result.bool){
player.logSkill('tiewan');
player.useCard({name:'lebu'},result.cards,result.targets);
}
}
},
qianglue:{
trigger:{player:'shaMiss'},
priority:-1,
filter:function(event){
return event.target.num('he')>0;
},
check:function(event,player){
return ai.get.attitude(player,event.target)<0;
},
content:function(){
'step 0'
player.judge(function(card){
return get.color(card)=='black'?1:-1;
});
'step 1'
if(result.bool){
player.gainPlayerCard('he',trigger.target);
}
}
},
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xiadao:{
enable:['chooseToRespond'],
filterCard:true,
viewAs:{name:'shan'},
viewAsFilter:function(player){
if(!player.num('h')) return false;
if(player.num('e')) return false;
},
prompt:'将一张手牌当闪打出',
check:function(){return 1},
ai:{
respondShan:true,
skillTagFilter:function(player){
if(!player.num('h')) return false;
if(player.num('e')) return false;
},
result:{
target:function(card,player,target,current){
if(get.tag(card,'respondShan')&&current<0&&!target.num('e')) return 0.6
}
}
}
},
lzhangyi:{
trigger:{player:'discardAfter'},
filter:function(event,player){
for(var i=0;i<event.cards.length;i++){
if(get.position(event.cards[i])=='d'){
return true;
}
}
return false;
},
direct:true,
popup:false,
content:function(){
"step 0"
if(trigger.delay==false) game.delay();
"step 1"
player.chooseTarget('是否发动【仗义】?',function(card,player,target){
return player!=target
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}).set('du',(trigger.cards.length==1&&trigger.cards[0].name=='du')).ai=function(target){
var att=ai.get.attitude(_status.event.player,target);
if(_status.event.du) return -att;
return att;
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};
"step 2"
if(result.bool){
var target=result.targets[0];
player.logSkill('lzhangyi',target);
var cards=[];
for(var i=0;i<trigger.cards.length;i++){
if(get.position(trigger.cards[i])=='d'){
cards.push(trigger.cards[i]);
}
}
target.gain(cards);
if(event.isMine()){
target.$draw(cards);
}
else{
target.$gain2(cards);
}
if(target==game.me){
game.delay();
}
}
},
ai:{
threaten:0.9,
expose:0.1
}
},
yizhuang:{
trigger:{player:'phaseBegin'},
group:'yizhuang2',
direct:true,
content:function(){
"step 0"
player.unmark(player.storage.yizhuang+'_charactermark');
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if(player.additionalSkills.yizhuang){
player.removeSkill(player.additionalSkills.yizhuang);
}
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delete player.storage.yizhuang;
delete player.additionalSkills.yizhuang;
player.checkMarks();
if(player.num('he')){
player.chooseCardTarget({
prompt:'是否发动【易装】?',
filterCard:true,
position:'he',
filterTarget:function(card,player,target){
if(target==player) return false;
if(target.sex!='male') return false;
var name=target.name.indexOf('unknown')==0?target.name2:target.name;
var info=lib.character[name];
if(info){
var skills=info[3];
for(var j=0;j<skills.length;j++){
if(lib.translate[skills[j]+'_info']&&lib.skill[skills[j]]&&
!lib.skill[skills[j]].unique&&!player.skills.contains(skills[j])){
return true;
}
}
}
return false;
},
ai1:function(card){
return 7-ai.get.value(card);
},
ai2:function(target){
if(target.isMin()) return 0;
return 6-target.maxHp;
}
});
}
else{
event.finish();
}
"step 1"
if(result.bool){
player.discard(result.cards);
player.logSkill('yizhuang',result.targets);
var name=result.targets[0].name;
if(name.indexOf('unknown')==0){
name=result.targets[0].name2;
}
var list=[];
var skills=lib.character[name][3];
for(var j=0;j<skills.length;j++){
if(lib.translate[skills[j]+'_info']&&lib.skill[skills[j]]&&
!lib.skill[skills[j]].unique&&!player.skills.contains(skills[j])){
list.push(skills[j]);
}
}
for(var i=0;i<list.length;i++){
player.addSkill(list[i]);
player.skills.remove(list[i]);
}
player.additionalSkills.yizhuang=list;
player.markCharacter(name,null,true,true);
game.addVideo('markCharacter',player,{
name:'易装',
content:'',
id:'yizhuang',
target:name
});
player.storage.yizhuang=name;
}
},
ai:{
threaten:1.5
}
},
yizhuang2:{
trigger:{player:'damageAfter'},
priority:-15,
forced:true,
filter:function(event,player){
return player.additionalSkills.yizhuang?true:false;
},
content:function(){
player.unmark(player.storage.yizhuang+'_charactermark');
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if(player.additionalSkills.yizhuang){
player.removeSkill(player.additionalSkills.yizhuang);
}
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delete player.storage.yizhuang;
delete player.additionalSkills.yizhuang;
player.checkMarks();
}
},
kongju:{
mod:{
maxHandcard:function(player,num){
if(player.hp<player.maxHp) return num+player.maxHp-player.hp;
},
targetEnabled:function(card,player,target,now){
if(target.num('h')<target.maxHp){
if(card.name=='shunshou'||card.name=='guohe') return false;
}
else if(target.num('h')>target.maxHp){
if(card.name=='lebu') return false;
}
}
},
},
tuqiang:{
trigger:{player:'respond'},
filter:function(event,player){
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return event.card&&event.card.name=='shan';
2015-12-19 09:28:50 +00:00
},
frequent:true,
content:function(){
player.draw();
},
ai:{
mingzhi:false,
effect:{
target:function(card,player,target){
if(get.tag(card,'respondShan')){
return 0.8;
}
}
},
}
},
xumou:{
inherit:'jushou'
},
zhensha:{
trigger:{global:'dying'},
priority:11,
filter:function(event,player){
return event.player.hp<=0&&player.num('h','jiu')>0&&player!=event.player;
},
check:function(event,player){
return ai.get.attitude(player,event.player)<0;
},
direct:true,
content:function(){
'step 0'
var goon=(ai.get.attitude(player,trigger.player)<0);
var next=player.chooseToDiscard({name:'jiu'},'鸠杀:是否弃置一张酒令'+get.translation(trigger.player)+'立即死亡?');
next.ai=function(card){
if(goon) return 1;
return 0;
};
next.logSkill=['zhensha',trigger.player];
'step 1'
if(result.bool){
trigger.player.die();
}
else{
event.finish();
}
'step 2'
if(!trigger.player.isAlive()){
trigger.untrigger(true);
trigger.finish();
}
}
},
ducai:{
enable:'phaseUse',
usable:1,
unique:true,
forceunique:true,
check:function(card){
return 5-ai.get.value(card);
},
position:'he',
filterCard:true,
content:function(){
player.storage.ducai2=cards[0];
player.addTempSkill('ducai2',{player:'phaseBegin'});
},
ai:{
order:8,
result:{
player:1
}
},
global:'ducai3'
},
ducai2:{
mark:'card',
intro:{
content:'card'
}
},
ducai3:{
mod:{
cardEnabled:function(card,player){
if(player.skills.contains('ducai2')) return;
var suit;
for(var i=0;i<game.players.length;i++){
if(game.players[i].skills.contains('ducai2')){
suit=get.suit(game.players[i].storage.ducai2);
}
}
if(suit&&get.suit(card)==suit) return false;
},
cardUsable:function(card,player){
if(player.skills.contains('ducai2')) return;
var suit;
for(var i=0;i<game.players.length;i++){
if(game.players[i].skills.contains('ducai2')){
suit=get.suit(game.players[i].storage.ducai2);
}
}
if(suit&&get.suit(card)==suit) return false;
},
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cardRespondable:function(card,player){
if(player.skills.contains('ducai2')) return;
var suit;
for(var i=0;i<game.players.length;i++){
if(game.players[i].skills.contains('ducai2')){
suit=get.suit(game.players[i].storage.ducai2);
}
}
if(suit&&get.suit(card)==suit) return false;
},
2015-12-19 09:28:50 +00:00
cardSavable:function(card,player){
if(player.skills.contains('ducai2')) return;
var suit;
for(var i=0;i<game.players.length;i++){
if(game.players[i].skills.contains('ducai2')){
suit=get.suit(game.players[i].storage.ducai2);
}
}
if(suit&&get.suit(card)==suit) return false;
}
},
},
tongling:{
init:function(player){
player.storage.tongling=0;
},
intro:{
content:'mark'
},
forced:true,
trigger:{global:'damageAfter'},
filter:function(event,player){
return event.player!=player&&player.storage.tongling<3;
},
content:function(){
player.storage.tongling++;
player.syncStorage('tongling');
player.markSkill('tongling');
}
},
fanpu:{
enable:'phaseUse',
usable:1,
filter:function(event,player){
return player.storage.tongling>=3;
},
promptfunc:function(){
return '令自己在本轮内不能成为出杀的目标(选择自己),或对攻击范围内的一名其他角色造成一点伤害'
},
filterTarget:function(card,player,target){
return player==target||get.distance(player,target,'attack')<=1;
},
content:function(){
if(target==player){
target.addTempSkill('fanpu_disable',{player:'phaseBegin'});
}
else{
target.damage();
}
player.storage.tongling-=3;
player.unmarkSkill('tongling');
player.syncStorage('tongling');
},
subSkill:{
disable:{
mark:true,
intro:{
content:'不能成为杀的目标'
},
mod:{
targetEnabled:function(card,player,target,now){
if(card.name=='sha') return false;
}
}
}
},
ai:{
order:2,
result:{
target:function(player,target){
if(player==target){
if(player.hp<=2&&!player.num('h','shan')){
return 2;
}
return 0;
}
else{
return ai.get.damageEffect(target,player,target);
}
}
}
}
},
fenghuo:{
enable:'chooseToUse',
filter:function(event,player){
return player.num('e')>0;
},
filterCard:true,
position:'e',
viewAs:{name:'nanman'},
prompt:'将一张装备区内的牌当南蛮入侵使用',
check:function(card){
var player=_status.currentPhase;
if(player.num('he',{subtype:get.subtype(card)})>1){
return 11-ai.get.equipValue(card);
}
if(player.num('h')<player.hp){
return 6-ai.get.value(card);
}
return 2-ai.get.equipValue(card);
},
ai:{
order:9,
threaten:1.1
}
},
2015-04-29 03:25:17 +00:00
nichang:{
trigger:{player:'phaseDrawBefore'},
check:function(event,player){
var suits=['spade','heart','diamond','club'];
var cards=player.get('h');
for(var i=0;i<cards.length;i++){
suits.remove(get.suit(cards[i]));
}
return suits.length>=2;
},
content:function(){
trigger.untrigger();
trigger.finish();
player.addSkill('nichang2');
}
},
nichang2:{
trigger:{player:'phaseEnd'},
forced:true,
content:function(){
"step 0"
if(player.num('h')){
player.showHandcards();
}
player.removeSkill('nichang2');
"step 1"
var suits=['spade','heart','diamond','club'];
var cards=player.get('h');
for(var i=0;i<cards.length;i++){
suits.remove(get.suit(cards[i]));
}
player.draw(suits.length);
}
},
fengyan:{
trigger:{global:'judgeAfter'},
frequent:true,
filter:function(event,player){
if(event.player==player) return false;
if(event.player.sex!='male') return false;
if(event.result.card.parentNode.id!='discardPile') return false;
return (get.color(event.result.card)=='red');
},
content:function(){
player.gain(trigger.result.card);
player.$gain2(trigger.result.card);
}
},
fengyi:{
enable:'phaseUse',
usable:1,
filterCard:true,
filterTarget:function(card,player,target){
return player!=target;
},
check:function(card){
return 8-ai.get.value(card);
},
content:function(){
target.draw(2);
},
ai:{
result:{
target:2
},
order:1,
threaten:1.5
}
},
wange:{
trigger:{player:'phaseDrawBegin'},
check:function(event,player){
for(var i=0;i<game.players.length;i++){
if(ai.get.attitude(player,game.players[i])<0) return true;
}
},
content:function(){
trigger.num--;
player.addSkill('wange2');
},
ai:{
threaten:1.8
}
},
wange2:{
trigger:{player:'phaseEnd'},
direct:true,
content:function(){
"step 0"
var num=Math.max(1,player.maxHp-player.hp);
player.chooseTarget('婉歌:获得至多'+get.cnNumber(num)+'名角色的一张手牌',[1,num],function(card,player,target){
return target.num('h')&&target!=player;
}).ai=function(target){
return -ai.get.attitude(player,target);
};
player.removeSkill('wange2');
"step 1"
if(result.bool){
event.targets=result.targets;
player.logSkill('wange',result.targets);
}
else{
event.finish();
}
"step 2"
if(event.targets.length){
var target=event.targets.shift();
player.gain(target.get('h').randomGet(),'give');
target.$give(1,player);
event.redo();
}
}
},
seyou:{
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skillAnimation:true,
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unique:true,
mark:true,
init:function(player){
player.storage.seyou=false;
},
enable:'phaseUse',
filter:function(event,player){
return !player.storage.seyou
},
intro:{
content:'limited'
},
filterTarget:true,
content:function(){
"step 0"
player.unmarkSkill('seyou');
player.storage.seyou=true;
event.targets=game.players.slice(0);
event.targets.remove(player);
event.targets.remove(target);
for(var i=0;i<event.targets.length;i++){
if(event.targets[i].sex!='male'){
event.targets.splice(i--,1);
}
}
"step 1"
if(event.targets.length){
event.current=event.targets.shift();
if(event.current.num('he')&&target.isAlive()){
event.current.chooseToUse({name:'sha'},target,-1);
}
}
else{
event.finish();
}
"step 2"
if(result.bool==false){
player.gainPlayerCard(event.current,true,'he');
}
event.goto(1);
},
ai:{
order:5,
result:{
target:function(player,target){
if(player.hp>1){
if(game.phaseNumber<game.players.length) return 0;
for(var i=0;i<game.players.length;i++){
if(game.players[i].ai.shown==0) return 0;
if(game.players[i].sex=='unknown') return 0;
}
}
var effect=0;
for(var i=0;i<game.players.length;i++){
if(game.players[i].sex=='male'&&game.players[i]!=target&&game.players[i]!=player&&game.players[i].num('he'))
effect+=ai.get.effect(target,{name:'sha'},game.players[i],target);
}
return effect;
}
}
}
},
sheshi:{
trigger:{player:'damageEnd'},
direct:true,
content:function(){
"step 0"
if(event.isMine()){
event.dialog=ui.create.dialog('是否发动【蛇噬】?');
}
if(ui.cardPile.childNodes.length<4){
var discardcards=get.cards(4);
for(var i=0;i<discardcards.length;i++){
ui.discardPile.appendChild(discardcards[i]);
}
}
player.chooseControl('heart2','diamond2','club2','spade2','cancel').ai=function(event){
if(Math.random()<0.5) return 'club2';
if(Math.random()<0.5) return 'spade2';
if(Math.random<2/3) return 'diamond2';
return 'heart2';
};
"step 1"
if(event.dialog){
event.dialog.close();
}
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if(result.control&&result.control.indexOf('2')!=-1){
2015-04-29 03:25:17 +00:00
player.logSkill('sheshi');
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game.log(player,'指定的花色为'+get.translation(result.control));
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var suit=result.control.slice(0,result.control.length-1);
var cards=[];
for(var i=0;i<ui.cardPile.childNodes.length;i++){
var card=ui.cardPile.childNodes[i];
cards.push(card);
if(get.suit(card)==suit||i>=3){
break;
}
}
event.cards=cards;
event.suit=suit;
player.showCards(cards);
}
else{
event.finish();
}
"step 2"
if(event.cards&&event.cards.length){
if(get.suit(event.cards[event.cards.length-1])==event.suit){
ui.discardPile.appendChild(event.cards.pop());
}
if(event.cards.length){
player.gain(event.cards,'draw2');
}
}
},
ai:{
maixie:true,
effect:{
target:function(card,player,target){
if(get.tag(card,'damage')){
if(player.skills.contains('jueqing')) return [1,-2];
var hasfriend=false;
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=target&&ai.get.attitude(game.players[i],target)>=0){
hasfriend=true;break;
}
}
if(!hasfriend) return;
if(target.hp>=4) return [1,2];
if(target.hp==3) return [1,1.5];
if(target.hp==2) return [1,0.5];
}
}
}
}
},
bolehuiyan:{
trigger:{global:'shaBegin'},
direct:true,
priority:11,
filter:function(event,player){
if(player.skills.contains('bolehuiyan4')) return false;
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if(event.target.isUnderControl()) return false;
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return event.player!=player&&event.target!=player&&event.target.num('h')>0;
},
group:['bolehuiyan2','bolehuiyan3'],
content:function(){
"step 0"
if(event.isMine()){
event.dialog=ui.create.dialog('慧眼:预言'+get.translation(trigger.player)+'对'+get.translation(trigger.target)+'的杀能否命中');
}
player.chooseControl('能命中','不能命中','cancel').ai=function(event){
if(trigger.player.skills.contains('wushuang')) return 0;
if(trigger.player.skills.contains('liegong')) return 0;
if(trigger.player.skills.contains('tieji')) return 0;
2016-07-19 07:32:04 +00:00
if(trigger.player.skills.contains('juji')) return 0;
2015-04-29 03:25:17 +00:00
if(trigger.player.skills.contains('retieji')) return 0;
if(trigger.player.skills.contains('roulin')&&trigger.target.sex=='female') return 0;
if(trigger.player.skills.contains('nvquan')&&trigger.target.sex=='male') return 0;
if(trigger.target.skills.contains('yijue2')) return 0;
if(trigger.target.skills.contains('shejie2')) return 0;
2016-07-19 07:32:04 +00:00
if(trigger.target.skills.contains('shanguang2')) return 0;
2015-04-29 03:25:17 +00:00
var equip=trigger.target.get('e','2');
if(equip&&equip.name=='bagua') return 1;
return trigger.target.num('h')<2?0:1;
};
"step 1"
if(event.dialog){
event.dialog.close();
}
if(result.control!='cancel'){
player.addTempSkill('bolehuiyan4','phaseAfter');
2015-08-15 09:10:06 +00:00
player.logSkill(['bolehuiyan',result.control],trigger.target);
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game.log(player,'预言'+result.control);
2015-04-29 03:25:17 +00:00
player.storage.bolehuiyan=result.control;
game.delay();
}
2015-08-15 09:10:06 +00:00
},
ai:{
threaten:1.3
2015-04-29 03:25:17 +00:00
}
},
bolehuiyan2:{
trigger:{global:'shaEnd'},
forced:true,
popup:false,
filter:function(event,player){
return player.storage.bolehuiyan?true:false;
},
content:function(){
if(player.storage.bolehuiyan=='不能命中'){
player.popup('预言成功');
player.draw();
}
2015-08-15 09:10:06 +00:00
else{
player.popup('预言失败');
player.chooseToDiscard('预言失败,请弃置一张牌','he',true);
}
2015-04-29 03:25:17 +00:00
delete player.storage.bolehuiyan;
}
},
bolehuiyan3:{
trigger:{global:'shaDamage'},
forced:true,
popup:false,
filter:function(event,player){
return player.storage.bolehuiyan?true:false;
},
content:function(){
if(player.storage.bolehuiyan=='能命中'){
player.popup('预言成功');
player.draw();
}
2015-08-15 09:10:06 +00:00
else{
player.popup('预言失败');
player.chooseToDiscard('预言失败,请弃置一张牌','he',true);
}
2015-04-29 03:25:17 +00:00
delete player.storage.bolehuiyan;
}
},
bolehuiyan4:{},
oldbolehuiyan:{
trigger:{global:'judgeBegin'},
direct:true,
priority:11,
filter:function(event,player){
return event.player!=player;
},
content:function(){
"step 0"
if(event.isMine()){
event.dialog=ui.create.dialog('慧眼:预言'+get.translation(trigger.player)+'的'+trigger.judgestr+'判定');
}
player.chooseControl('heart2','diamond2','club2','spade2','cancel').ai=function(event){
switch(Math.floor(Math.random()*4)){
case 0:return 'heart2';
case 1:return 'diamond2';
case 2:return 'club2';
case 3:return 'spade2';
}
};
"step 1"
if(event.dialog){
event.dialog.close();
}
if(result.control!='cancel'){
2015-12-08 13:54:44 +00:00
game.log(player,'预言判定结果为'+get.translation(result.control));
2015-04-29 03:25:17 +00:00
player.storage.bolehuiyan=result.control.slice(0,result.control.length-1);
player.popup(result.control);
game.delay();
}
},
group:'bolehuiyan2'
},
oldbolehuiyan2:{
trigger:{global:'judgeEnd'},
forced:true,
popup:false,
content:function(){
if(player.storage.bolehuiyan==trigger.result.suit){
2015-12-08 13:54:44 +00:00
game.log(player,'预言成功');
2015-04-29 03:25:17 +00:00
player.popup('洗具');
player.draw(2);
}
else if(get.color({suit:player.storage.bolehuiyan})==trigger.result.color){
player.popup('洗具');
player.draw();
}
delete player.storage.bolehuiyan;
}
},
xiangma:{
inherit:'yicong'
},
weiyi:{
trigger:{player:'damageEnd'},
filter:function(event,player){
return (event.source&&event.source.num('he'));
},
check:function(event,player){
return ai.get.attitude(player,event.source)<0;
},
content:function(){
trigger.source.chooseToDiscard(2,'he',true);
},
ai:{
2016-06-09 15:06:55 +00:00
expose:0.3,
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result:{
target:function(card,player,target){
if(player.num('he')>1&&get.tag(card,'damage')){
if(player.skills.contains('jueqing')) return [1,-1];
if(ai.get.attitude(target,player)<0) return [1,0,0,-1.5];
}
}
}
}
},
qiandu:{
enable:'phaseUse',
usable:1,
2015-05-01 13:51:00 +00:00
changeSeat:true,
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filterTarget:function(card,player,target){
return player!=target&&player.next!=target;
},
filterCard:{color:'black'},
check:function(card){
return 4-ai.get.value(card);
},
content:function(){
game.swapSeat(player,target);
},
ai:{
order:5,
result:{
player:function(player,target){
var att=ai.get.attitude(player,target);
if(target==player.previous&&att>0) return att;
if(target==player.next&&att<0) return -att;
var att2=ai.get.attitude(player,player.next);
if(target==player.next.next&&att<0&&att2<0) return -att-att2;
return 0;
}
}
}
},
nvquan:{
group:['nvquan1','nvquan2','nvquan3'],
},
nvquan1:{
trigger:{player:'shaBegin'},
forced:true,
filter:function(event){
return event.target.sex=='male';
},
content:function(){
"step 0"
var next=trigger.target.chooseToRespond({name:'shan'});
next.autochoose=lib.filter.autoRespondShan;
next.ai=function(card){
if(trigger.target.num('h','shan')>1){
return ai.get.unuseful2(card);
}
return -1;
};
"step 1"
if(result.bool==false){
trigger.untrigger();
trigger.directHit=true;
}
}
},
nvquan2:{
trigger:{player:'juedou',target:'juedou'},
forced:true,
filter:function(event,player){
return event.turn!=player&&event.turn.sex=='male';
},
content:function(){
"step 0"
var next=trigger.turn.chooseToRespond({name:'sha'});
next.autochoose=lib.filter.autoRespondSha;
next.ai=function(card){
if(ai.get.attitude(trigger.turn,player)<0&&trigger.turn.num('h','sha')>1){
return ai.get.unuseful2(card);
}
return -1;
};
"step 1"
if(result.bool==false){
trigger.directHit=true;
}
},
ai:{
result:{
target:function(card,player,target){
if(card.name=='juedou'&&target.num('h')>0) return [1,0,0,-1];
}
}
}
},
nvquan3:{
// trigger:{target:'useCardToBegin'},
// filter:function(event){
// return event.player.sex=='male'&&(event.card.name=='sha'||event.card.name=='juedou');
// },
// check:function(event,player){
// return ai.get.attitude(player,event.player)<=0;
// },
// direct:true,
// content:function(){
// "step 0"
// var bool=(ai.get.attitude(player,trigger.player)<=0);
// player.choosePlayerCard(trigger.player,'是否发动【女权】?','he').ai=function(button){
// if(bool){
// return ai.get.buttonValue(button);
// }
// else{
// return 0;
// }
// }
// "step 1"
// if(result.bool){
// trigger.player.discard(result.links);
// }
// }
mod:{
targetEnabled:function(card,player,target){
if(card.name=='juedou'&&player.sex=='male'){
return false;
}
}
}
},
feigong:{
trigger:{global:'useCard'},
priority:15,
filter:function(event,player){
return event.card.name=='sha'&&event.player!=player&&
player.num('h','sha')>0&&event.targets.contains(player)==false;
},
direct:true,
content:function(){
"step 0"
var effect=0;
for(var i=0;i<trigger.targets.length;i++){
effect+=ai.get.effect(trigger.targets[i],trigger.card,trigger.player,player);
}
2015-12-20 04:34:31 +00:00
var str='非攻:是否弃置一张杀令'+get.translation(trigger.player);
2015-04-29 03:25:17 +00:00
if(trigger.targets&&trigger.targets.length){
str+='对'+get.translation(trigger.targets);
}
str+='的'+get.translation(trigger.card)+'失效?';
if(event.isMine()||effect<0){
game.delay(0.5);
}
player.chooseToDiscard('h',{name:'sha'},str).ai=function(card){
if(effect<0){
return 9-ai.get.value(card);
}
return -1;
}
"step 1"
if(result.bool){
trigger.untrigger();
trigger.finish();
player.logSkill('feigong',trigger.targets);
}
},
ai:{
threaten:1.2,
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expose:0.2
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}
},
feiming:{
trigger:{player:'damageEnd'},
check:function(event,player){
return ai.get.attitude(player,event.source)<=0;
},
filter:function(event,player){
return event.source&&event.source!=player;
},
content:function(){
"step 0"
trigger.source.chooseCard('交出一张红桃牌或流失一点体力',function(card){
return get.suit(card)=='heart';
}).ai=function(card){
return 6-ai.get.value(card);
};
"step 1"
if(result.bool){
player.gain(result.cards[0]);
trigger.source.$give(1,player);
}
else{
trigger.source.loseHp();
}
},
ai:{
effect:{
target:function(card,player,target){
if(get.tag(card,'damage')) return [1,0,0,-1];
}
}
}
},
jianai:{
trigger:{player:'recoverEnd'},
check:function(event,player){
if(event.parent.name=='taoyuan'&&event.parent.player==player){
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return false;
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}
var num=0;
var ef;
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=player){
ef=0;
if(game.players[i].hp<game.players[i].maxHp){
ef++;
}
if(game.players[i].hp==1&&game.players[i].maxHp>2){
ef+=0.5;
}
}
if(ai.get.attitude(player,game.players[i])>0){
num+=ef;
}
else if(ai.get.attitude(player,game.players[i])<0){
num-=ef;
}
}
return num>0;
},
content:function(){
"step 0"
event.targets=game.players.slice(0);
event.targets.remove(player);
"step 1"
if(event.targets.length){
event.targets.shift().recover();
event.redo();
}
},
ai:{
expose:0.1
}
},
jieyong:{
trigger:{player:'useCardAfter'},
direct:true,
filter:function(event,player){
if(get.position(event.card)!='d') return false;
if(player.skills.contains('jieyong2')) return false;
return player.num('he',{color:'black'})>0;
},
content:function(){
"step 0"
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var next=player.chooseToDiscard('he','是否弃置一张黑色牌并收回'+get.translation(trigger.card)+'',{color:'black'});
next.ai=function(card){
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return ai.get.value(trigger.card)-ai.get.value(card);
}
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next.logSkill='jieyong';
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"step 1"
if(result.bool){
player.gain(trigger.card,'gain2');
player.addTempSkill('jieyong2',['phaseAfter','phaseBegin']);
}
},
ai:{
threaten:1.3
}
},
jieyong_old:{
enable:'phaseUse',
usable:1,
group:['jieyong3'],
direct:true,
filter:function(event,player){
return player.num('h',{suit:'heart'})>0;
},
content:function(){
"step 0"
var list=[];
player.getStat('skill').jieyong--;
for(var i in lib.card){
if(lib.card[i].mode&&lib.card[i].mode.contains(lib.config.mode)==false) continue;
if(lib.card[i].type=='trick'||lib.card[i].type=='basic'){
if(lib.filter.filterCard({name:i,suit:'heart'}),player){
var select=get.select(lib.card[i].selectTarget);
if(select[0]==1&&select[1]==1){
list.push(['','',i]);
}
}
}
}
var dialog=ui.create.dialog([list,'vcard']);
player.chooseButton(dialog,function(button){
// if(player.skills.contains('jieyong4')==false){
// for(var i=0;i<game.players.length;i++){
// if(ai.get.attitude(player,game.players[i])<-3&&
// game.players[i].hp==1&&game.players[i].num('h')<=1){
// return (button.link[2]=='juedou')?1:-1
// }
// }
// }
var recover=0,lose=1;
for(var i=0;i<game.players.length;i++){
if(!game.players[i].isOut()){
if(game.players[i].hp<game.players[i].maxHp){
if(ai.get.attitude(player,game.players[i])>0){
if(game.players[i].hp<2){
lose--;
recover+=0.5;
}
lose--;
recover++;
}
else if(ai.get.attitude(player,game.players[i])<0){
if(game.players[i].hp<2){
lose++;
recover-=0.5;
}
lose++;
recover--;
}
}
else{
if(ai.get.attitude(player,game.players[i])>0){
lose--;
}
else if(ai.get.attitude(player,game.players[i])<0){
lose++;
}
}
}
}
if(player.hp<player.num('h')) return (button.link[2]=='wuzhong')?1:-1;
return (button.link[2]=='wuzhong')?1:-1;
});
"step 1"
if(result.bool){
lib.skill.jieyong2.viewAs={name:result.buttons[0].link[2]};
// player.popup(result.buttons[0].link[2]);
event.parent.parent.backup('jieyong2');
event.parent.parent.step=0;
if(event.isMine()){
event.parent.parent.skillDialog='将一张红桃牌当'+get.translation(result.buttons[0].link[2])+'使用';
}
player.addTempSkill('jieyong6','phaseAfter');
}
else{
if(player.skills.contains('jieyong4')){
player.addTempSkill('jieyong5','phaseAfter')
}
else{
player.addTempSkill('jieyong4','phaseAfter')
}
event.finish();
}
},
ai:{
order:9,
result:{
player:function(player){
if(player.skills.contains('jieyong5')||player.skills.contains('jieyong6')) return 0;
return 1;
}
},
threaten:1.6,
}
},
jieyong2:{
filterCard:{suit:'heart'},
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popname:true,
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},
jieyong3:{
trigger:{player:'useCardBefore'},
forced:true,
popup:false,
filter:function(event,player){
return event.skill=='jieyong2';
},
content:function(){
player.popup(trigger.card.name);
player.getStat('skill').jieyong++;
}
},
jieyong4:{},
jieyong5:{},
jieyong6:{},
zhulu:{
trigger:{global:'useCardAfter'},
direct:true,
filter:function(event,player){
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return _status.currentPhase!=player&&event.player!=player&&get.type(event.card)=='trick'&&
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get.position(event.card)=='d'&&!player.skills.contains('zhulu2')&&
get.itemtype(event.card)=='card'&&player.num('he',{suit:get.suit(event.card)})>0;
},
content:function(){
"step 0"
var val=ai.get.value(trigger.card);
var suit=get.suit(trigger.card);
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var next=player.chooseToDiscard('he','逐鹿:是否发动弃置一张'+get.translation(suit)+
'牌并获得'+get.translation(trigger.card)+'',{suit:suit});
next.ai=function(card){
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return val-ai.get.value(card);
};
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next.logSkill='zhulu';
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"step 1"
if(result.bool){
player.gain(trigger.card,'gain2');
player.addTempSkill('zhulu2','phaseAfter');
}
},
ai:{
threaten:1.2
}
},
zhulu2:{},
xieling:{
enable:'phaseUse',
usable:1,
filterCard:true,
selectCard:2,
check:function(card){
return 7-ai.get.value(card);
},
multitarget:true,
targetprompt:['被移走','移动目标'],
filterTarget:function(card,player,target){
if(ui.selected.targets.length){
var from=ui.selected.targets[0];
var judges=from.get('j');
for(var i=0;i<judges.length;i++){
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if(!target.hasJudge(judges[i].viewAs||judges[i].name)) return true;
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}
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if(target.isMin()) return false;
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if((from.get('e','1')&&!target.get('e','1'))||
(from.get('e','2')&&!target.get('e','2'))||
(from.get('e','3')&&!target.get('e','3'))||
(from.get('e','4')&&!target.get('e','4'))||
(from.get('e','5')&&!target.get('e','5'))) return true;
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return false;
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}
else{
return target.num('ej')>0;
}
},
selectTarget:2,
content:function(){
"step 0"
if(targets.length==2){
player.choosePlayerCard('ej',function(button){
if(ai.get.attitude(player,targets[0])>ai.get.attitude(player,targets[1])){
return get.position(button.link)=='j'?10:0;
}
else{
if(get.position(button.link)=='j') return -10;
return ai.get.equipValue(button.link);
}
},targets[0]);
}
else{
event.finish();
}
"step 1"
if(result.bool){
if(get.position(result.buttons[0].link)=='e'){
event.targets[1].equip(result.buttons[0].link);
}
else if(result.buttons[0].link.viewAs){
event.targets[1].addJudge({name:result.buttons[0].link.viewAs},[result.buttons[0].link]);
}
else{
event.targets[1].addJudge(result.buttons[0].link);
}
event.targets[0].$give(result.buttons[0].link,event.targets[1])
game.delay();
}
},
ai:{
order:10,
result:{
target:function(player,target){
if(ui.selected.targets.length==0){
if(target.num('j')&&ai.get.attitude(player,target)>0) return 1;
if(ai.get.attitude(player,target)<0){
for(var i=0;i<game.players.length;i++){
if(ai.get.attitude(player,game.players[i])>0){
if((target.get('e','1')&&!game.players[i].get('e','1'))||
(target.get('e','2')&&!game.players[i].get('e','2'))||
(target.get('e','3')&&!game.players[i].get('e','3'))||
(target.get('e','4')&&!game.players[i].get('e','4'))||
(target.get('e','5')&&!game.players[i].get('e','5')))
return -1;
}
}
}
return 0;
}
else{
return ai.get.attitude(player,ui.selected.targets[0])>0?-1:1;
}
},
},
expose:0.2,
threaten:1.5
}
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},
qiangyun:{
trigger:{player:'loseEnd'},
frequent:true,
filter:function(event,player){
if(player.num('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(2);
},
ai:{
effect:{
target:function(card){
if(card.name=='guohe'||card.name=='liuxinghuoyu') return 0.5;
}
}
}
},
cike:{
trigger:{player:'shaBegin'},
check:function(event,player){
return ai.get.attitude(player,event.target)<=0;
},
content:function(){
"step 0"
player.judge();
"step 1"
if(result.color=='red'){
trigger.directHit=true;
}
else{
player.discardPlayerCard(trigger.target);
}
},
ai:{
threaten:1.2
}
},
miaobi:{
enable:'phaseUse',
viewAs:{name:'wugu'},
filterCard:{suit:'heart'},
filter:function(event,player){
return !player.getStat('skill').miaobi&&player.num('h',{suit:'heart'})>0;
},
check:function(card){
return 5-ai.get.value(card);
}
},
zhexian:{
inherit:'niepan',
},
guifu:{
enable:'phaseUse',
usable:1,
filterTarget:function(card,player,target){
return player!=target&&target.num('e')>0;
},
content:function(){
'step 0'
player.discardPlayerCard(target,'e',true);
'step 1'
game.asyncDraw([player,target]);
},
ai:{
order:8,
threaten:1.5,
result:{
target:-1,
player:0.5
}
}
},
lshengong:{
enable:'phaseUse',
usable:1,
filterTarget:function(card,player,target){
return player!=target&&target.num('e')>0;
},
check:function(card){
return 6-ai.get.value(card);
},
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filterCard:function(card){
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var info=lib.card[card.name];
if(!info) return false;
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return !info.image&&!info.fullimage;
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},
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discard:false,
lose:false,
prepare:function(cards,player,targets){
player.line(targets,'green');
},
content:function(){
'step 0'
player.choosePlayerCard(target,'e',true).ai=ai.get.buttonValue;
'step 1'
if(result.links[0]){
cards[0].init([result.links[0].suit,result.links[0].number,result.links[0].name,result.links[0].nature]);
event.card=cards[0];
player.chooseTarget('选择一个角色装备'+get.translation(result.links),function(card,player,target){
return !target.isMin();
}).ai=function(target){
if(!target.num('e',{subtype:get.subtype(event.card)})){
return ai.get.attitude(player,target);
}
return 0;
}
}
else{
event.finish();
}
'step 2'
if(result.targets&&result.targets[0]&&event.card){
player.$give(event.card,result.targets[0]);
game.delay();
event.toequip=result.targets[0];
}
else{
event.finish();
}
'step 3'
if(event.toequip){
event.toequip.equip(event.card);
}
},
ai:{
order:9,
threaten:1.5,
result:{
player:function(player){
if(player.num('e')<3) return 1;
return 0;
}
}
}
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}
},
translate:{
yxs_guanyu:'关羽',
yxs_wuzetian:'武则天',
yxs_caocao:'曹操',
yxs_mozi:'墨子',
yxs_bole:'伯乐',
yxs_aijiyanhou:'埃及艳后',
yxs_diaochan:'貂蝉',
yxs_yangyuhuan:'杨玉环',
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yxs_baosi:'褒姒',
yxs_napolun:'拿破仑',
yxs_kaisa:'凯撒',
yxs_zhuyuanzhang:'朱元璋',
yxs_jinke:'荆轲',
yxs_libai:'李白',
yxs_luban:'鲁班',
yxs_lvzhi:'吕雉',
yxs_goujian:'勾践',
yxs_lishimin:'李世民',
yxs_huamulan:'花木兰',
yxs_luobinhan:'罗宾汉',
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yxs_chengjisihan:'成吉思汗',
yxs_mingchenghuanghou:'明成皇后',
yxs_wangzhaojun:'王昭君',
yxs_luocheng:'罗成',
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yxs_direnjie:'狄仁杰',
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yxs_sunwu:'孙武',
yxs_chengyaojin:'程咬金',
2016-03-04 02:23:43 +00:00
yxs_yujix:'虞姬',
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yxs_xiangyu:'项羽',
yxs_yingzheng:'嬴政',
yxs_yuefei:'岳飞',
yxs_fuermosi:'福尔摩斯',
yxs_guiguzi:'鬼谷子',
yxs_xiaoqiao:'小乔',
yxs_luzhishen:'鲁智深',
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2015-12-27 08:09:12 +00:00
kuangchan:'狂禅',
kuangchan_info:'锁定技,你做主公时,不增加体力上限',
dili:'底力',
dili_info:'锁定技摸牌阶段你额外摸X张牌X为你已损失的体力值',
chujia:'初嫁',
chujia_info:'出牌阶段限一次你可以弃置两张相同颜色的手牌指定任意一名角色摸X张牌。(X为该角色已损失的体力值) ',
zhijie:'知节',
zhijie_info:'出牌阶段限一次,你的红桃手牌可以当做无中生有使用',
baihe:'捭阖',
baihe_info:'出牌阶段限一次你可以弃置一张牌选择以下1项执行(1)横置1名未横置角色该角色摸一张牌(2)重置一名已横置角色,该角色弃置一张手牌',
yinyang:'阴阳',
yinyang_info:'出牌阶段限一次你可以弃置两张手牌并选择3名角色分别横置或重置这些角色',
xiushen:'修身',
xiushen_info:'锁定技,回合结束阶段,若场上有横置角色,你摸两张牌',
yanyi:'演绎',
yanyi_info:'出牌阶段限一次你可以弃置一张黑色牌指定1名角色和1种花色若被指定角色的手牌中含有此花色则受到1点伤害',
jiean:'结案',
jiean_info:'每当【演绎】造成伤害时你可以摸X张牌并以任意数量分配给任意角色X为被【演绎】造成伤害角色的已损失体力值。',
wumu:'武穆',
wumu_info:'锁定技,你的黑杀无视距离,红色不计入回合内的出杀限制',
sheshen:'舍身',
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sheshen_info:'每当你受到一点伤害可以观看牌堆顶的两张牌并将其交给任意1~2名角色',
2015-12-27 08:09:12 +00:00
sanbanfu:'三板斧',
sanbanfu_info:'当你对其他角色使用杀时你可以使此杀有如下效果若对方没有出闪其受到2点伤害若对方打出了一张闪你与其各受到1点伤害若对方打出了两张闪你受到一点伤害',
bingsheng:'兵圣',
bingsheng_info:'出牌阶段限一次,你可以弃置两张花色不同的手牌,指定一名其他角色使其体力值与你相同',
taolue:'韬略',
taolue_info:'锁定技,你的手牌上限+1',
shentan:'神探',
shentan_info:'出牌阶段限一次你可以弃置一张牌获得距离2以内的一名角色的手牌并可以将其交给任意一名角色',
hanqiang:'寒枪',
hanqiang_info:'锁定技,当你没装备武器时,攻击范围+1',
biaoqi:'骠骑',
biaoqi_info:'锁定技,当你出杀指定目标后,若你的攻击范围大于目标体力值,则此杀不可闪避;若你的攻击范围小于目标体力值,你摸一张牌',
2016-02-14 09:04:31 +00:00
wluoyan:'落雁',
wluoyan_info:'锁定技,你防止即将受到的伤害,改为流失一点体力',
2015-12-27 08:09:12 +00:00
heqin:'和亲',
heqin2:'和亲',
heqin3:'和亲',
heqin_info:'限定技,你可以与场上一名男性角色形成【和亲】状态,你与该男性角色于摸牌阶段摸牌数+1。你或者男性角色阵亡【和亲】状态消失',
chajue:'察觉',
2015-12-30 04:00:49 +00:00
chajue2:'察觉',
2015-12-27 08:09:12 +00:00
chajue_info:'锁定技,你的回合外,你每受到一次伤害,任何【杀】或非延时类锦囊均对你无效,直到该回合结束。',
tiewan:'铁腕',
tiewan_info:'每当其他角色使用乐不思蜀时,你可以立即将一张红色牌当作乐不思蜀使用',
qianglue:'强掠',
qianglue_info:'每当你的杀被闪避时,你可以进行一次判定,若结果为黑色,你可以获得对方的一张牌',
2015-12-19 09:28:50 +00:00
xiadao:'侠盗',
xiadao_info:'当你的装备区内没有牌时,你可以将一张手牌当作闪使用或打出',
lzhangyi:'仗义',
lzhangyi_info:'你可以将你弃置的卡牌交给一名其他角色',
yizhuang:'易装',
yizhuang2:'易装',
yizhuang_info:'回合开始阶段,你可以弃置一张牌并选择一名男性角色,获得其所有技能,直到你首次受到伤害',
kongju:'控局',
kongju_info:'锁定技,你的手牌上限为你的体力上限;当你的手牌数小于体力上限时,你不能成为过河拆桥或顺手牵羊的目标;当你的手牌数大于体力上限时,你不能成为乐不思蜀的目标',
tuqiang:'图强',
tuqiang_info:'每当你使用或打出一张闪,你可以摸一张牌',
zhensha:'鸩杀',
zhensha_info:'当场上有角色进入濒死状态时,你可以弃置一张酒,则该角色立即死亡。',
xumou:'蓄谋',
xumou_info:'回合结束阶段你可以将武将牌翻页并摸3张牌',
guifu:'鬼斧',
guifu_info:'出牌阶段限一次,你可以指定一名角色装备区内的一张牌,将其弃掉,自己和对方同时摸取一张牌',
lshengong:'神工',
lshengong_info:'出牌阶段限一次,你可以选定场上任意一名角色的装备区的牌,出自己的一张手牌复制该装备,然后可以选择装备上自己或者别的角色的装备区',
zhexian:'谪仙',
2015-12-28 07:30:15 +00:00
zhexian_info:'限定技当你处于濒死状态时你可以丢弃你所有的牌和你判定区里的牌并重置你的武将牌然后摸三张牌且体力回复至3点。',
2015-12-19 09:28:50 +00:00
miaobi:'妙笔',
miaobi_info:'出牌阶段限一次,你可以将一张红桃牌当作五谷丰登使用',
cike:'刺客',
cike_info:'你对别的角色出【杀】时可以选择做一次判定:若判定牌为红色花色,则此【杀】不可回避,直接命中;若判定牌为黑色花色,你可以选择弃掉对方一张牌。',
qiangyun:'强运',
qiangyun_info:'每当你失去最后一张手牌,可摸两张牌',
ducai:'独裁',
ducai2:'独裁',
ducai3:'独裁',
2015-12-30 04:00:49 +00:00
ducai_info:'出牌阶段限一次,你可以弃置一张牌,则本轮内除你外的角色不能使用或打出与该手牌花色相同的手牌',
2015-12-19 09:28:50 +00:00
tongling:'统领',
tongling_info:'每当其他角色受到一次伤害时你获得1个统领标记标记上限为3',
fanpu:'反扑',
fanpu_info:'出牌阶段限一次你可以弃掉3个统领标记并选择1项执行1本轮内不能成为【杀】的目标2对你攻击范围内的1名其他角色造成1点伤害。',
fenghuo:'烽火',
fenghuo_info:'你可以将一张装备区内的牌当作南蛮入侵使用',
2015-04-29 03:25:17 +00:00
weiyi:'威仪',
weiyi_info:'每当你受到一次伤害,可以令伤害来源弃置两张牌',
xieling:'挟令',
xieling_info:'出牌阶段,弃掉两张手牌,将任意一名角色装备区或判定区的牌移动到另一名角色对应的区域',
baye:'霸业',
baye_info:'出牌阶段,你可以将一张牌当做本回合内前一张使用的牌来使用。每回合限用一次。',
nvquan:'女权',
nvquan1:'女权',
nvquan2:'女权',
2015-12-27 08:09:12 +00:00
nvquan_info:'你对男性角色使用【杀】或【决斗】时,对方需连续打出两张【闪】或【杀】响应;你不能成为男性角色的决斗目标',
2015-04-29 03:25:17 +00:00
qiandu:'迁都',
qiandu_info:'出牌阶段,你可以弃一张黑色手牌,和一名存活的玩家与其交换位置。每回合限一次。',
budao:'补刀',
budao_info:'你的回合外,你的攻击范围的一名角色受到【杀】的伤害时,你可以对其使用一张【杀】,只要你的【杀】对目标角色造成了伤害,你就可以继续对其使用【杀】。',
feigong:'非攻',
feigong_info:'其他角色使用杀时,若你不是杀的目标,可以弃置一张杀取消之',
jianai:'兼爱',
jianai_info:'每当你回复一点体力,可以令所有其他角色回复一点体力',
bolehuiyan:'慧眼',
2015-08-15 09:10:06 +00:00
bolehuiyan_info:'当一名有手牌的其他角色成为来源不为你的杀的目标时,你可以预言此杀能否命中,若预言正确,你摸一张牌,否则你须弃置一张牌。每回合限发动一次',
2015-04-29 03:25:17 +00:00
xiangma:'相马',
2015-05-05 09:23:31 +00:00
xiangma_info:'锁定技只要你的体力值大于2点你计算与其他角色的距离时始终-1只要你的体力值为2点或更低其他角色计算与你的距离时始终+1。',
2015-04-29 03:25:17 +00:00
seyou:'色诱',
seyou_info:'限定技出牌阶段你可以指定任意1名角色其他所有男性角色需选择1项执行1对你指定的角色出【杀】2令你获得其一张牌。',
sheshi:'蛇噬',
sheshi_info:'每受到1次伤害可以指定1种花色依次展示牌堆顶的牌直到出现指定花色的牌为止你获得与指定花色不同花色的所有牌最多展示4张牌。',
fengyi:'凤仪',
fengyi_info:'出牌阶段,你可以弃一张手牌,指定任意目标摸两张牌。(每回合限用一次)',
wange:'婉歌',
wange_info:'摸牌时你可以少摸一张牌则回合结束时你可以抽取一名其他角色的手牌至少1张至多X张X为你当前的掉血量。',
nichang:'霓裳',
nichang2:'霓裳',
nichang_info:'摸牌时,你可以选择不摸牌,回合结束时展示手牌,每少一种花色摸一张牌',
fengyan:'丰艳',
fengyan_info:'你可以获得其他男性角色的红色判定牌',
zhulu:'逐鹿',
zhulu_info:'回合外,当有非延时锦囊结算完毕后,你可以立即弃掉一张相同花色手牌或装备区的牌,获得这张锦囊牌。',
jieyong:'节用',
jieyong2:'节用',
jieyong_info:'你使用的卡牌进入弃牌堆后,你可以弃置一张黑色牌并重新获得之(每回合限一次)',
shangtong:'尚同',
shangtong_info:'每当你令其他角色恢复1点血量或掉1点血量时你可以摸1张牌摸牌上限为4',
feiming:'非命',
feiming_info:'其他角色对你造成伤害时你可以令该角色须选择1项执行1将1张红桃花色手牌交给你2流失1点血量',
yxsrenwang:'人望',
yxsrenwang_info:'出牌阶段你可以弃掉2张牌并指定一名手牌数大于你的角色你摸牌至与该角色手牌数相等每阶段限一次。',
shiwei:'施威',
shiwei_info:'当其他角色失去最后一张手牌时,你可以将牌堆顶的一张牌背面朝上置于该角色面前,该角色回合,跳过出牌阶段并弃掉这张牌。',
yxswushuang:'无双',
yxswushuang_info:'出牌阶段你使用【杀】时可同时打出两张【杀】则该【杀】具有以下效果之一1伤害+12额外指定两个目标',
xiaoyong:'骁勇',
xiaoyong_info:'你可以将黑色手牌当作【杀】来使用',
qinzheng:'亲征',
qinzheng_info:'出牌阶段,你对其他角色造成伤害时,可以令场上任意角色摸一张牌。',
juma:'拒马',
juma_info:'你与其他角色的距离始终视为1。',
},
};