noname/character/ow.js

2136 lines
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JavaScript
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2016-06-08 01:43:10 +00:00
'use strict';
character.ow={
character:{
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ow_liekong:['female','shu',3,['shanxian','shanhui']],
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ow_sishen:['male','shu',3,['xiandan','yihun','shouge']],
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ow_tianshi:['female','qun',3,['shouhu','ziyu','feiying']],
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ow_falaozhiying:['female','shu',3,['feidan','huoyu','feiying']],
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ow_zhixuzhiguang:['female','qun',3,['guangshu']],
ow_luxiao:['male','wu',3,['yuedong','kuoyin','huhuan']],
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ow_shibing:['male','shu',4,['tuji','mujing']],
ow_yuanshi:['male','qun',3,['feiren','lianpo','zhanlong']],
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ow_chanyata:['male','qun',3,['xie','luan','sheng']],
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ow_dva:['female','shu',2,['jijia','tuijin','zihui','chongzhuang']],
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ow_mei:['female','wei',3,['bingqiang','jidong','baoxue']],
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ow_ana:['female','wei',3,['juji','zhiyuan','mianzhen']],
ow_heibaihe:['female','qun',3,['juji','duwen','dulei']],
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ow_maikelei:['male','shu',4,['shanguang','tiandan','shenqiang']],
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// ow_baolei:['female','shu',3,[]],
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// ow_banzang:['male','shu',4,[]],
// ow_kuangshu:['male','shu',4,[]],
// ow_tuobiang:['male','shu',4,[]],
// ow_laiyinhate:['male','shu',4,[]],
// ow_luba:['male','shu',4,[]],
// ow_wensidun:['male','shu',4,[]],
// ow_zhaliya:['female','shu',4,[]],
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},
skill:{
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shenqiang:{
trigger:{player:'shaHit'},
forced:true,
filter:function(event){
return event.targets&&event.targets.length>1&&_status.currentPhase==player;
},
content:function(){
player.getStat().card.sha--;
}
},
tiandan:{
trigger:{player:'phaseUseBefore'},
filter:function(event,player){
return player.maxHp>player.num('h');
},
check:function(event,player){
var nh=player.num('h');
if(player.maxHp-nh>=2) return true;
if(nh>player.hp) return true;
if(nh==player.hp) return nh<=2;
return false;
},
content:function(){
var num=player.maxHp-player.num('h');
var cards=[];
while(num--){
cards.push(game.createCard('sha'));
}
player.gain(cards,'gain2');
trigger.untrigger();
trigger.finish();
player.skip('phaseDiscard');
}
},
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shanguang:{
enable:'phaseUse',
usable:1,
filterCard:true,
position:'he',
filterTarget:function(card,player,target){
return target!=player;
},
check:function(card){
return 6-ai.get.value(card);
},
content:function(){
target.addTempSkill('shanguang2','phaseAfter');
},
ai:{
order:10,
result:{
target:function(player,target){
}
}
}
},
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baoxue:{
enable:'phaseUse',
init:function(player){
player.storage.baoxue=false;
},
intro:{
content:'limited'
},
mark:true,
skillAnimation:true,
animationColor:'water',
line:'thunder',
filter:function(event,player){
return !player.storage.baoxue&&player.num('he',{color:'black'})>0;
},
filterTarget:function(card,player,target){
return target!=player;
},
selectTarget:function(){
return [1,_status.event.player.num('he',{color:'black'})];
},
content:function(){
'step 0'
if(target==targets[0]){
player.storage.baoxue=true;
player.unmarkSkill('baoxue');
player.showHandcards();
player.discard(player.get('he',{color:'black'}));
}
'step 1'
var he=target.get('he');
if(he.length){
target.discard(he.randomGet());
}
'step 2'
target.loseHp();
'step 3'
if(!target.isTurnedOver()){
target.turnOver();
}
},
ai:{
order:function(skill,player){
var num=0;
var nh=player.num('h',{color:'black'});
for(var i=0;i<game.players.length;i++){
if(ai.get.attitude(player,game.players[i])<0){
num++;
}
}
if(nh==1&&num>1) return 0;
if(nh>num) return 1;
return 11;
},
result:{
target:function(player,target){
var mode=get.mode();
if(mode=='identity'||mode=='guozhan'){
for(var i=0;i<game.players.length;i++){
if(game.players[i].ai.shown<=0) return 0;
}
}
return -1;
}
}
}
},
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mianzhen:{
enable:'phaseUse',
usable:1,
filter:function(event,player){
return player.num('he',{color:'black'})>0;
},
filterTarget:function(card,player,target){
return target!=player&&!target.hasSkill('mianzhen2');
},
filterCard:{color:'black'},
position:'he',
check:function(card){
return 8-ai.get.value(card);
},
content:function(){
target.addSkill('mianzhen2');
},
ai:{
order:2,
result:{
target:function(player,target){
return Math.min(-0.1,-1-target.num('h')+Math.sqrt(target.hp)/2);
}
}
}
},
mianzhen2:{
mark:true,
intro:{
content:'不能使用或打出手牌直到受到伤害或下一回合结束'
},
trigger:{player:['damageEnd','phaseEnd']},
forced:true,
popup:false,
content:function(){
player.removeSkill('mianzhen2');
},
mod:{
cardEnabled:function(){
return false;
},
cardUsable:function(){
return false;
},
cardRespondable:function(){
return false;
},
cardSavable:function(){
return false;
}
},
},
zhiyuan:{
trigger:{source:'damageBefore'},
check:function(event,player){
if(event.player.hp<event.player.maxHp&&ai.get.attitude(player,event.player)<0) return false;
player.disabledSkills.temp='zhiyuan';
var num=ai.get.damageEffect(event.player,player,player,event.nature)<ai.get.recoverEffect(event.player,player,player);
delete player.disabledSkills.temp;
return num;
},
prompt:function(event,player){
return '是否对'+get.translation(event.player)+'发动【支援】?';
},
filter:function(event,player){
return event.num>0;
},
content:function(){
trigger.untrigger();
trigger.finish();
trigger.player.recover(trigger.num);
},
ai:{
effect:{
player:function(card,player,target){
if(get.tag(card,'damage')&&ai.get.attitude(player,target)>0){
if(target.hp==target.maxHp) return [0,0,0,0];
return [0,0,0,1];
}
}
}
}
},
duwen:{
trigger:{source:'damageBegin'},
check:function(event,player){
return ai.get.attitude(player,event.player)<=0;
},
forced:true,
filter:function(event,player){
return event.card&&event.card.name=='sha'&&(player.hp==event.player.hp||player.num('h')==event.player.num('h'))&&
event.parent.name!='_lianhuan'&&event.parent.name!='_lianhuan2';
},
content:function(){
if(player.hp==trigger.player.hp) trigger.num++;
if(player.num('h')==trigger.player.num('h')) trigger.num++;
trigger._duwen=true;
player.addTempSkill('duwen2','phaseAfter');
},
ai:{
threaten:1.5
}
},
duwen2:{
trigger:{source:'damageEnd'},
forced:true,
popup:false,
filter:function(event){
return event._duwen&&event.num>=3;
},
content:function(){
player.loseHp(2);
}
},
dulei:{
enable:'phaseUse',
filter:function(event,player){
return !player.skills.contains('dulei2');
},
filterCard:true,
check:function(card){
return 6-ai.get.value(card);
},
discard:false,
prepare:function(cards,player){
player.$give(1,player);
},
content:function(){
player.storage.dulei=cards[0];
player.addSkill('dulei2');
player.syncStorage('dulei');
},
ai:{
order:1,
result:{
player:1
}
}
},
dulei2:{
mark:true,
trigger:{target:'useCardToBegin'},
forced:true,
filter:function(event,player){
return event.player!=player&&get.suit(event.card)==get.suit(player.storage.dulei);
},
content:function(){
'step 0'
player.showCards([player.storage.dulei],get.translation(player)+'发动了【毒雷】');
'step 1'
ui.discardPile.appendChild(player.storage.dulei);
delete player.storage.dulei;
player.removeSkill('dulei2');
game.addVideo('storage',player,['dulei',null]);
trigger.player.loseHp();
'step 2'
var he=trigger.player.get('he');
if(he.length){
trigger.player.discard(he.randomGet());
}
},
intro:{
mark:function(dialog,content,player){
if(player==game.me||player.isUnderControl()){
dialog.add([player.storage.dulei]);
}
else{
return '已发动冰甲';
}
},
content:function(content,player){
if(player==game.me||player.isUnderControl()){
return get.translation(player.storage.dulei);
}
return '已发动冰甲';
}
}
},
juji:{
trigger:{player:'shaBegin'},
forced:true,
filter:function(event,player){
return get.distance(event.target,player,'attack')>1;
},
content:function(){
trigger.directHit=true;
},
group:'juji2'
},
juji2:{
enable:'phaseUse',
usable:1,
filterTarget:function(card,player,target){
return target!=player;
},
content:function(){
target.addTempSkill('juji3',{player:'phaseEnd'});
if(!target.storage.juji3){
target.storage.juji3=[];
}
target.storage.juji3.push(player);
},
mod:{
targetInRange:function(card,player,target){
if(target.hasSkill('juji3')&&Array.isArray(target.storage.juji3)&&target.storage.juji3.contains(player)){
return true;
}
}
}
},
juji3:{
mark:true,
intro:{
nocount:true,
content:function(storage){
return '对'+get.translation(storage)+'使用卡牌无视距离';
}
},
mod:{
targetInRange:function(card,player,target){
if(Array.isArray(player.storage.juji3)&&player.storage.juji3.contains(target)){
return true;
}
}
}
},
zhuagou:{
enable:'phaseUse',
usable:1,
changeSeat:true,
filterTarget:function(card,player,target){
return player!=target&&player.next!=target;
},
filterCard:true,
check:function(card){
return 4-ai.get.value(card);
},
content:function(){
while(player.next!=target){
game.swapSeat(player,player.next);
}
},
ai:{
order:5,
result:{
player:function(player,target){
var att=ai.get.attitude(player,target);
if(target==player.previous&&att>0) return 1;
if(target==player.next.next&&ai.get.attitude(player,player.next)<0) return 1;
return 0;
}
}
}
},
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bingqiang:{
enable:'phaseUse',
position:'he',
filterCard:function(card){
var color=get.color(card);
for(var i=0;i<ui.selected.cards.length;i++){
if(get.color(ui.selected.cards[i])!=color) return false;
}
return true;
},
selectCard:[1,Infinity],
filterTarget:function(card,player,target){
return !target.hasSkill('bingqiang2')&&!target.hasSkill('bingqiang5')&&
!target.next.hasSkill('bingqiang2')&&!target.next.hasSkill('bingqiang5')&&
!target.previous.hasSkill('bingqiang2')&&!target.previous.hasSkill('bingqiang5');
},
check:function(card){
var player=_status.event.player;
var max=0,min=0;
for(var i=0;i<game.players.length;i++){
if(!lib.skill.bingqiang.filterTarget(null,player,game.players[i])) continue;
var num=lib.skill.bingqiang.ai.result.playerx(player,game.players[i]);
if(num>max){
max=num;
}
if(num<min){
min=num;
}
}
if(max==-min){
return 5-ai.get.value(card);
}
else if(max>-min){
if(get.color(card)=='red') return 5-ai.get.value(card);
}
else{
if(get.color(card)=='black') return 5-ai.get.value(card);
}
},
changeTarget:function(player,targets){
var target=targets[0];
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var add=game.filterPlayer(function(player){
return get.distance(target,player,'pure')==1;
});
for(var i=0;i<add.length;i++){
targets.add(add[i]);
}
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},
content:function(){
if(get.color(cards[0])=='red'){
target.storage.bingqiang2=cards.length;
target.addSkill('bingqiang2');
}
else{
target.storage.bingqiang5=cards.length;
target.addSkill('bingqiang5');
}
if(!player.storage.bingqiang){
player.storage.bingqiang=[];
}
player.storage.bingqiang.add(target);
},
ai:{
order:11,
result:{
playerx:function(player,target){
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var targets=game.filterPlayer(function(player){
return player==target||get.distance(target,player,'pure')==1;
});
var num=0;
for(var i=0;i<targets.length;i++){
num+=ai.get.attitude(player,targets[i]);
}
return num;
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},
player:function(player,target){
var num=lib.skill.bingqiang.ai.result.playerx(player,target);
if(ui.selected.cards.length){
if(get.color(ui.selected.cards[0])=='black'){
return -num;
}
else{
return num;
}
}
return 0;
}
}
},
group:'bingqiang_remove'
},
bingqiang_remove:{
trigger:{player:['phaseBegin','dieBegin']},
forced:true,
popup:false,
filter:function(event,player){
return player.storage.bingqiang&&player.storage.bingqiang.length>0;
},
content:function(){
for(var i=0;i<player.storage.bingqiang.length;i++){
player.storage.bingqiang[i].removeSkill('bingqiang2');
player.storage.bingqiang[i].removeSkill('bingqiang5');
}
player.storage.bingqiang=[];
}
},
bingqiang_old:{
trigger:{global:'phaseBegin'},
direct:true,
filter:function(event,player){
return player.num('he')>0;
},
content:function(){
'step 0'
var goon=false;
var goon2=false;
var att=ai.get.attitude(player,trigger.player);
if(att>0){
if(trigger.player.hp==1) goon=true;
}
else{
if(Math.random()<0.5) goon=true;
}
if(Math.random()<0.3) goon2=true;
player.chooseToDiscard([1,player.num('h')],'he','是否对'+get.translation(trigger.player)+'发动【冰墙】?').set('logSkill',['bingqiang',trigger.player]).ai=function(card){
if(ui.selected.cards.length) return 0;
if(goon) return 6-ai.get.value(card);
if(goon2) return 4-ai.get.value(card);
return 0;
}
'step 1'
if(result.bool){
var num=result.cards.length;
event.num=num;
player.chooseControl('选项一','选项二','选项三','选项四',function(){
if(ai.get.attitude(player,trigger.player)>0){
if(Math.random()<0.7) return '选项一';
return '选项三';
}
else{
if(Math.random()<0.7) return '选项四';
return '选项二';
}
return '';
}).set('prompt','冰墙<br><br><div class="text center">选项一:防御距离+'+num+
'</div><br><div class="text center">选项二:防御距离-'+num+
'</div><br><div class="text center">选项三:进攻距离+'+num+
'</div><br><div class="text center">选项四:进攻距离-'+num+'</div>');
}
else{
event.finish();
}
'step 2'
switch(result.control){
case '选项一':{
trigger.player.storage.bingqiang2=event.num;
trigger.player.addTempSkill('bingqiang2',{player:'phaseBegin'});
break;
}
case '选项二':{
trigger.player.storage.bingqiang3=event.num;
trigger.player.addTempSkill('bingqiang3',{player:'phaseBegin'});
break;
}
case '选项三':{
trigger.player.storage.bingqiang4=event.num;
trigger.player.addTempSkill('bingqiang4',{player:'phaseBegin'});
break;
}
case '选项四':{
trigger.player.storage.bingqiang5=event.num;
trigger.player.addTempSkill('bingqiang5',{player:'phaseBegin'});
break;
}
}
},
ai:{
expose:0.1
}
},
bingqiang2:{
mark:true,
intro:{
content:function(storage){
return '防御距离+'+storage;
}
},
mod:{
globalTo:function(from,to,distance){
if(typeof to.storage.bingqiang2=='number') return distance+to.storage.bingqiang2;
},
}
},
bingqiang3:{
mark:true,
intro:{
content:function(storage){
return '防御距离-'+storage;
}
},
mod:{
globalTo:function(from,to,distance){
if(typeof to.storage.bingqiang3=='number') return distance-to.storage.bingqiang3;
},
}
},
bingqiang4:{
mark:true,
intro:{
content:function(storage){
return '进攻距离+'+storage;
}
},
mod:{
globalFrom:function(from,to,distance){
if(typeof from.storage.bingqiang4=='number') return distance-from.storage.bingqiang4;
}
}
},
bingqiang5:{
mark:true,
intro:{
content:function(storage){
return '进攻距离-'+storage;
}
},
mod:{
globalFrom:function(from,to,distance){
if(typeof from.storage.bingqiang5=='number') return distance+from.storage.bingqiang5;
}
}
},
shuangqiang:{
trigger:{source:'damageBegin'},
check:function(event,player){
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var att=ai.get.attitude(player,event.player);
if(event.player.hp==1) return att>0;
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return att<=0;
},
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prompt:function(event,player){
return '是否对'+get.translation(event.player)+'发动【霜枪】?';
},
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filter:function(event,player){
return !event.player.isTurnedOver()&&event.num>0;
},
content:function(){
trigger.num--;
trigger.player.draw();
trigger.player.turnOver();
}
},
jidong:{
trigger:{global:'phaseEnd'},
filter:function(event,player){
return player.hp==1&&!player.isTurnedOver();
},
content:function(){
'step 0'
player.turnOver();
player.recover(2);
'step 1'
if(player.isTurnedOver()){
player.addTempSkill('jidong2',{player:'turnOverAfter'});
}
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},
ai:{
threaten:function(player,target){
if(target.hp==1) return 2;
return 1;
}
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}
},
jidong2:{
trigger:{player:'damageBefore'},
forced:true,
content:function(){
trigger.untrigger();
trigger.finish();
},
ai:{
nofire:true,
nothunder:true,
nodamage:true,
effect:{
target:function(card,player,target,current){
if(get.tag(card,'damage')) return [0,0];
}
},
},
mod:{
targetEnabled:function(card,player,target){
if(player!=target) return false;
}
}
},
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chongzhuang:{
trigger:{source:'damageEnd'},
forced:true,
filter:function(event,player){
return player.storage.jijia<=0&&event.num>0;
},
popup:false,
unique:true,
content:function(){
player.storage.jijia2+=trigger.num;
if(player.storage.jijia2>=4){
player.storage.jijia=4;
player.storage.jijia2=0;
player.markSkill('jijia');
if(lib.config.skill_animation){
player.logSkill('chongzhuang');
player.$skill('重装')
}
}
}
},
tuijin:{
enable:'phaseUse',
usable:1,
unique:true,
filter:function(event,player){
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if(player.storage.jijia>0){
for(var i=0;i<game.players.length;i++){
if(get.distance(player,game.players[i])>1) return true;
}
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}
return false;
},
filterTarget:function(card,player,target){
return target!=player&&get.distance(player,target)>1;
},
content:function(){
player.storage.tuijin2=target;
player.markSkillCharacter('tuijin2',target,'推进','与'+get.translation(target)+'的距离视为1直到回合结束');
player.addSkill('tuijin2');
},
ai:{
order:11,
result:{
target:function(player,target){
if(ai.get.attitude(player,target)<0){
if(get.distance(player,target)>2) return -1.5;
return -1;
}
return 0.3;
}
}
}
},
tuijin2:{
mod:{
globalFrom:function(from,to){
if(to==from.storage.tuijin2) return -Infinity;
}
},
trigger:{player:'phaseEnd'},
priority:-1,
forced:true,
popup:false,
content:function(){
player.unmarkSkill('tuijin2');
player.removeSkill('tuijin2');
delete player.storage.tuijin2;
}
},
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jijia:{
mark:true,
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unique:true,
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init:function(player){
player.storage.jijia=4;
player.storage.jijia2=0;
},
intro:{
content:function(storage){
return '机甲体力值:'+storage;
}
},
mod:{
maxHandcard:function(player,num){
if(player.storage.jijia>0){
return num+player.storage.jijia;
}
}
},
trigger:{player:'changeHp'},
forced:true,
popup:false,
filter:function(event,player){
return player.storage.jijia>0&&event.parent.name=='damage'&&event.num<0;
},
content:function(){
player.hp-=trigger.num;
player.update();
player.storage.jijia+=trigger.num;
if(player.storage.jijia<=0){
player.unmarkSkill('jijia');
}
else{
player.updateMarks();
}
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},
ai:{
threaten:function(player,target){
if(target.storage.jijia<=0) return 2;
return 1;
}
}
},
zihui:{
enable:'phaseUse',
filter:function(event,player){
return player.storage.jijia>0;
},
filterTarget:function(card,player,target){
return target!=player&&get.distance(player,target)<=2;
},
unique:true,
selectTarget:-1,
skillAnimation:true,
animationColor:'fire',
line:'fire',
content:function(){
'step 0'
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target.chooseToDiscard(player.storage.jijia,'he','弃置'+get.cnNumber(player.storage.jijia)+'张牌或受到2点火焰伤害').ai=function(card){
2016-07-16 06:16:24 +00:00
if(target.hasSkillTag('nofire')) return 0;
if(get.type(card)!='basic') return 11-ai.get.value(card);
if(target.hp>4) return 7-ai.get.value(card);
if(target.hp==4&&player.storage.jijia>=3) return 7-ai.get.value(card);
if(target.hp==3&&player.storage.jijia>=4) return 7-ai.get.value(card);
if(player.storage.hujia>1) return 8-ai.get.value(card);
return 10-ai.get.value(card);
};
'step 1'
if(!result.bool){
target.damage(2,'fire');
}
if(target==targets[targets.length-1]){
player.storage.jijia=0;
player.unmarkSkill('jijia');
}
},
ai:{
order:2,
result:{
player:function(player){
var num=0;
for(var i=0;i<game.players.length;i++){
if(game.players[i]==player||game.players[i].hasSkillTag('nofire')||get.distance(player,game.players[i])>2) continue;
var nh=game.players[i].num('h');
var att=ai.get.attitude(player,game.players[i]);
if(nh<player.storage.jijia){
if(att<0){
if(game.players[i].hp<=2){
num+=2;
}
else{
num+=1.5;
}
}
else if(att>0){
if(game.players[i].hp<=2){
num-=2;
}
else{
num-=1.5;
}
}
}
else if(nh==player.storage.jijia){
if(att<0){
num+=0.5;
}
else if(att>0){
num-=0.5;
}
}
}
if(num>=2) return 1;
return 0;
}
}
2016-07-16 03:32:55 +00:00
}
},
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xiandan:{
trigger:{player:'shaBegin'},
direct:true,
content:function(){
"step 0"
var dis=trigger.target.num('h','shan')||trigger.target.num('e','bagua')||trigger.target.num('h')>2;
var next=player.chooseToDiscard('是否发动【霰弹】?');
next.ai=function(card){
if(dis) return 7-ai.get.value(card);
return 0;
}
next.logSkill='xiandan';
"step 1"
if(result.bool){
if(get.color(result.cards[0])=='red'){
trigger.directHit=true;
}
else{
player.addTempSkill('xiandan2','shaAfter');
}
}
}
},
xiandan2:{
trigger:{source:'damageBegin'},
filter:function(event){
return event.card&&event.card.name=='sha'&&event.notLink();
},
forced:true,
popup:false,
content:function(){
trigger.num++;
}
},
shouge:{
trigger:{source:'dieAfter'},
frequent:true,
content:function(){
player.gain(game.createCard('zhiliaobo'),'gain2');
}
},
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tuji:{
mod:{
globalFrom:function(from,to,distance){
if(_status.currentPhase==from){
return distance-get.cardCount(true,from);
}
},
},
},
mujing:{
trigger:{player:'useCardToBegin'},
filter:function(event,player){
return event.target&&event.target!=player&&get.distance(event.target,player,'attack')>1;
},
direct:true,
content:function(){
'step 0'
player.discardPlayerCard('是否发动【目镜】?',trigger.target).logSkill=['mujing'];
'step 1'
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if(result.bool&&player.num('h')<=trigger.target.num('h')){
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player.draw();
}
}
},
zhanlong:{
trigger:{player:'phaseBegin'},
unique:true,
mark:true,
skillAnimation:true,
init:function(player){
player.storage.zhanlong=false;
},
filter:function(event,player){
if(player.storage.zhanlong) return false;
if(player.num('he')==0) return false;
if(player.hp!=1) return false;
return true;
},
content:function(){
'step 0'
player.discard(player.get('he'));
'step 1'
player.addTempSkill('zhanlong2','phaseAfter');
player.unmarkSkill('zhanlong');
player.storage.zhanlong=true;
var cards=[];
for(var i=0;i<3;i++){
cards.push(game.createCard('sha'));
}
player.gain(cards,'gain2');
},
ai:{
threaten:function(player,target){
if(target.hp==1) return 3;
return 1;
},
effect:{
target:function(card,player,target){
if(!target.hasFriend()) return;
if(get.tag(card,'damage')==1&&target.hp==2&&target.num('he')&&!target.isTurnedOver()&&
_status.currentPhase!=target&&get.distance(_status.currentPhase,target,'absolute')<=3) return [0.5,1];
}
}
},
intro:{
content:'limited'
}
},
zhanlong2:{
mod:{
cardUsable:function(card){
if(card.name=='sha') return Infinity;
}
}
},
feiren:{
trigger:{player:'useCard'},
forced:true,
priority:10,
filter:function(event){
return event.card.name=='sha';
},
content:function(){
player.addTempSkill('unequip','useCardAfter');
},
mod:{
targetInRange:function(card){
if(card.name=='sha') return true;
},
selectTarget:function(card,player,range){
if(card.name=='sha'&&range[1]!=-1&&get.suit(card)=='club'){
range[1]++;
}
},
},
group:['feiren2'],
ai:{
threaten:1.4
}
},
feiren2:{
trigger:{player:'useCardAfter'},
filter:function(event,player){
if(event.parent.name=='feiren2') return false;
if(event.card.name!='sha') return false;
if(get.suit(event.card)!='spade') return false;
var card=game.createCard(event.card.name,event.card.suit,event.card.number,event.card.nature);
for(var i=0;i<event.targets.length;i++){
if(!event.targets[i].isAlive()) return false;
if(!player.canUse({name:event.card.name},event.targets[i],false,false)){
return false;
}
}
return true;
},
content:function(){
var card=game.createCard(trigger.card.name,trigger.card.suit,trigger.card.number,trigger.card.nature);
player.useCard(card,trigger.targets);
},
ai:{
threaten:1.3
},
},
xie:{
enable:'phaseUse',
unique:true,
filterTarget:function(card,player,target){
return target!=player&&!target.hasSkill('xie2');
},
filter:function(event,player){
return player.num('h',{suit:'heart'});
},
filterCard:{suit:'heart'},
check:function(card){
return 7-ai.get.value(card);
},
content:function(){
var current=game.findPlayer(function(player){
return player.hasSkill('xie2');
});
if(current){
current.removeSkill('xie2');
}
target.addSkill('xie2');
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target.storage.xie='now';
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target.storage.xie2=player;
},
ai:{
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expose:0.2,
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order:9.1,
threaten:2,
result:{
target:function(player,target){
var current=game.findPlayer(function(player){
return player.hasSkill('xie2');
});
if(current&&ai.get.recoverEffect(current,player,player)>0){
return 0;
}
return ai.get.recoverEffect(target,player,target);
}
}
}
},
xie2:{
mark:true,
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trigger:{global:'phaseEnd'},
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forced:true,
filter:function(event,player){
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if(player.storage.xie=='now'){
return event.player==player;
}
var num=game.phaseNumber-player.storage.xie;
return num&&num%6==0;
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},
content:function(){
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if(player.storage.xie=='now'){
player.storage.xie=game.phaseNumber;
}
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player.recover();
},
intro:{
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content:function(storage,player){
var str='每隔六回合回复一点体力,直到'+get.translation(storage)+'死亡';
if(typeof player.storage.xie=='number'){
var num=game.phaseNumber-player.storage.xie;
num=num%6;
if(num==0){
str+='(下次生效于本回合)'
}
else{
str+='(下次生效于'+(6-num)+'回合后)'
}
}
return str;
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},
onunmark:function(storage,player){
delete player.storage.xie;
delete player.storage.xie2;
}
},
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group:['xie3','xie4']
},
xie3:{
trigger:{global:'phaseBegin'},
forced:true,
popup:false,
content:function(){
var num=game.phaseNumber-player.storage.xie;
num=num%6;
if(num){
num=6-num;
}
player.storage.xie2_markcount=num;
player.updateMarks();
}
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},
xie4:{
trigger:{global:'dieAfter'},
forced:true,
popup:false,
filter:function(event,player){
return event.player==player.storage.xie2;
},
content:function(){
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game.log(player,'解除了','【谐】');
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player.removeSkill('xie2');
}
},
luan:{
enable:'phaseUse',
unique:true,
filterTarget:function(card,player,target){
return target!=player&&!target.hasSkill('luan2');
},
filter:function(event,player){
return player.num('h',{suit:'spade'});
},
filterCard:{suit:'spade'},
check:function(card){
return 7-ai.get.value(card);
},
content:function(){
var current=game.findPlayer(function(player){
return player.hasSkill('luan2');
});
if(current){
current.removeSkill('luan2');
}
target.addSkill('luan2');
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// target.storage.luan='now';
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target.storage.luan2=player;
},
ai:{
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expose:0.2,
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order:9.1,
threaten:2,
result:{
target:function(player,target){
var current=game.findPlayer(function(player){
return player.hasSkill('luan2');
});
if(current){
return 0;
}
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return -1;
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}
}
}
},
luan2:{
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mark:true,
intro:{
content:'受到的伤害+1直到首次进入濒死状态'
},
trigger:{player:'damageBegin'},
forced:true,
content:function(){
trigger.num++;
},
ai:{
threaten:1.2
},
group:['luan3','luan4']
},
luan3:{
trigger:{player:'dyingAfter'},
forced:true,
popup:false,
content:function(){
game.log(player,'解除了','【乱】');
player.removeSkill('luan2');
}
},
luan2_old:{
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mark:true,
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trigger:{global:'phaseEnd'},
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forced:true,
filter:function(event,player){
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if(player.storage.luan=='now'){
return event.player==player;
}
var num=game.phaseNumber-player.storage.luan;
return num&&num%6==0;
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},
content:function(){
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if(player.storage.luan=='now'){
player.storage.luan=game.phaseNumber;
}
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player.loseHp();
},
intro:{
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content:function(storage,player){
var str='每隔六回合失去一点体力,直到'+get.translation(storage)+'死亡';
if(typeof player.storage.luan=='number'){
var num=game.phaseNumber-player.storage.luan;
num=num%6;
if(num==0){
str+='(下次生效于本回合)'
}
else{
str+='(下次生效于'+(6-num)+'回合后)'
}
}
return str;
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},
onunmark:function(storage,player){
delete player.storage.luan;
delete player.storage.luan2;
}
},
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group:['luan3','luan4']
},
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luan3_old:{
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trigger:{global:'phaseBegin'},
forced:true,
popup:false,
content:function(){
var num=game.phaseNumber-player.storage.luan;
num=num%6;
if(num){
num=6-num;
}
player.storage.luan2_markcount=num;
player.updateMarks();
}
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},
luan4:{
trigger:{global:'dieAfter'},
forced:true,
popup:false,
filter:function(event,player){
return event.player==player.storage.luan2;
},
content:function(){
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game.log(player,'解除了','【乱】');
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player.removeSkill('luan2');
}
},
sheng:{
enable:'phaseUse',
unique:true,
mark:true,
skillAnimation:true,
animationColor:'metal',
init:function(player){
player.storage.sheng=false;
},
filter:function(event,player){
if(player.storage.sheng) return false;
return true;
},
filterTarget:function(card,player,target){
return target.isDamaged();
},
selectTarget:[1,Infinity],
content:function(){
if(target==targets[0]){
player.turnOver();
player.addSkill('sheng2');
player.unmarkSkill('sheng');
player.storage.sheng=true;
}
target.recover();
},
ai:{
order:1,
result:{
target:function(player,target){
var eff=ai.get.recoverEffect(target,player,target);
if(player.hp==1) return eff;
if(player.hasUnknown()) return 0;
var num1=0,num2=0,num3=0;
for(var i=0;i<game.players.length;i++){
if(ai.get.attitude(player,game.players[i])>0){
num1++;
if(game.players[i].isDamaged()){
num2++;
if(game.players[i].hp<=1){
num3++;
}
}
}
}
if(num1==num2) return eff;
if(num2==num1-1&&num3) return eff;
if(num3>=2) return eff;
return 0;
}
},
},
intro:{
content:'limited'
}
},
sheng2:{
trigger:{player:'phaseBegin'},
forced:true,
popup:false,
content:function(){
player.removeSkill('sheng2');
},
mod:{
targetEnabled:function(card,player,target){
if(player!=target) return false;
}
}
},
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xiandan_old:{
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mod:{
selectTarget:function(card,player,range){
if(card.name=='sha'&&range[1]!=-1){
var num=0;
var attack=false;
for(var i=0;i<game.players.length;i++){
if(player!=game.players[i]){
if(get.distance(player,game.players[i])<=1){
num++;
}
else if(get.distance(player,game.players[i],'attack')<=1){
attack=true;
}
}
}
if(!attack){
num--;
}
if(num>0){
range[1]+=num;
}
}
},
playerEnabled:function(card,player,target){
if(card.name=='sha'&&get.distance(player,target)>1){
for(var i=0;i<ui.selected.targets.length;i++){
if(get.distance(player,ui.selected.targets[i])>1){
return false;
}
}
}
}
}
},
yihun:{
trigger:{player:'phaseEnd'},
direct:true,
filter:function(event,player){
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return player.num('he',{suit:'spade'})>0&&!player.hasSkill('yihun2');
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},
content:function(){
'step 0'
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var next=player.chooseCardTarget({
prompt:'是否发动【移魂】?',
position:'he',
filterCard:{suit:'spade'},
ai1:function(card){
return 7-ai.get.value(card);
},
ai2:function(target){
var att=-ai.get.attitude(player,target);
if(target==player.next){
att/=10;
}
if(target==player.next.next){
att/=2;
}
return att;
},
filterTarget:function(card,player,target){
return player!=target;
},
});
2016-06-10 02:56:48 +00:00
'step 1'
if(result.bool){
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player.discard(result.cards);
player.logSkill('yihun',result.targets);
player.addSkill('yihun2');
2016-07-01 01:31:02 +00:00
var target=result.targets[0]
player.storage.yihun2=target;
if(target&&(get.mode()!='guozhan')||!target.isUnseen()){
player.markSkillCharacter('yihun2',target,'移魂','在'+get.translation(target)+'的下一回合开始时视为对其使用一张杀');
}
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}
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},
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},
yihun2:{
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trigger:{global:['phaseBegin','dieAfter']},
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forced:true,
filter:function(event,player){
return event.player==player.storage.yihun2;
},
content:function(){
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if(player.storage.yihun2.isAlive()){
player.useCard({name:'sha'},player.storage.yihun2);
}
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player.removeSkill('yihun2');
delete player.storage.yihun2;
},
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mod:{
targetEnabled:function(){
return false;
},
cardEnabled:function(card,player){
return false;
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},
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}
},
2016-06-09 15:06:55 +00:00
huoyu:{
enable:'phaseUse',
unique:true,
mark:true,
skillAnimation:true,
animationColor:'fire',
init:function(player){
player.storage.huoyu=false;
},
filter:function(event,player){
if(player.storage.huoyu) return false;
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if(player.num('he',{color:'red'})<2) return false;
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return true;
},
filterTarget:function(card,player,target){
return player.canUse('chiyuxi',target);
},
filterCard:{color:'red'},
selectCard:2,
position:'he',
check:function(card){
return 7-ai.get.value(card);
},
selectTarget:-1,
multitarget:true,
multiline:true,
line:'fire',
content:function(){
'step 0'
targets.sort(lib.sort.seat);
player.unmarkSkill('huoyu');
player.storage.huoyu=true;
player.useCard({name:'chiyuxi'},targets).animate=false;
'step 1'
player.useCard({name:'chiyuxi'},targets).animate=false;
},
ai:{
order:5,
result:{
target:function(player,target){
if(player.hasUnknown()) return 0;
return ai.get.effect(target,{name:'chiyuxi'},player,target);
}
},
},
intro:{
content:'limited'
}
},
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feidan:{
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trigger:{source:'damageAfter'},
direct:true,
filter:function(event,player){
if(player.num('he')==0) return false;
if(!event.card) return false;
if(event.card.name!='sha') return false;
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=event.player&&get.distance(event.player,game.players[i])<=1) return true;
}
return false;
},
content:function(){
"step 0"
var eff=0;
var targets=[];
event.targets=targets;
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=trigger.player&&get.distance(trigger.player,game.players[i])<=1){
eff+=ai.get.damageEffect(game.players[i],player,player);
targets.push(game.players[i]);
}
}
2016-06-10 02:56:48 +00:00
player.chooseToDiscard('是否发动【飞弹】?').set('ai',function(card){
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if(eff>0) return 7-ai.get.value(card);
return 0;
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}).set('logSkill',['feidan',targets]);
2016-06-09 15:06:55 +00:00
"step 1"
if(result.bool){
event.targets.sort(lib.sort.seat);
}
else{
event.finish();
}
"step 2"
if(event.targets.length){
event.targets.shift().damage();
event.redo();
}
},
mod:{
targetInRange:function(card,player,target){
if(card.name=='sha'){
if(get.distance(player,target)<=1) return false;
return true;
}
}
}
},
yuedong:{
trigger:{player:'phaseEnd'},
direct:true,
content:function(){
'step 0'
var num=1+player.storage.yuedong_num;
player.chooseTarget('是否发动【乐动】?',[1,num],function(card,player,target){
if(player.storage.yuedong_recover){
return target.hp<target.maxHp;
}
return true;
}).set('ai',function(target){
if(player.storage.yuedong_recover){
return ai.get.recoverEffect(target,player,player);
}
return ai.get.attitude(player,target)/Math.sqrt(2+target.num('h'));
});
'step 1'
if(result.bool){
player.logSkill('yuedong',result.targets);
var eff=1+player.storage.yuedong_eff;
if(player.storage.yuedong_recover){
result.targets.sort(lib.sort.seat);
for(var i=0;i<result.targets.length;i++){
result.targets[i].recover(eff);
}
}
else{
game.asyncDraw(result.targets,eff);
}
}
},
ai:{
expose:0.2,
threaten:1.6
}
},
huhuan:{
enable:'phaseUse',
filterCard:true,
selectCard:2,
position:'he',
filter:function(event,player){
return player.num('he')>1&&!player.storage.yuedong_recover;
},
check:function(card){
return 6-ai.get.value(card);
},
content:function(){
player.storage.yuedong_recover=true;
},
ai:{
order:10.2,
result:{
player:function(player){
var num1=0,num2=0;
for(var i=0;i<game.players.length;i++){
if(ai.get.attitude(player,game.players[i])>0){
num2++;
if(game.players[i].hp<=2&&game.players[i].maxHp>2){
num1++;
if(game.players[i].hp==1){
num1++;
}
}
}
}
if(num1>=3){
return 1;
}
return 0;
}
}
}
},
kuoyin:{
enable:'phaseUse',
filterCard:true,
selectCard:function(){
if(_status.event.player.storage.yuedong_eff) return 1;
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if(_status.event.player.storage.yuedong_num) return 2;
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return [1,2];
},
position:'he',
filter:function(event,player){
if(player.storage.yuedong_eff&&player.storage.yuedong_num) return false;
return player.num('he')>0;
},
check:function(card){
var player=_status.event.player;
var num1=0,num2=0;
for(var i=0;i<game.players.length;i++){
if(ai.get.attitude(player,game.players[i])>0){
num2++;
if(game.players[i].hp<=2&&game.players[i].maxHp>2){
num1++;
}
}
}
if(player.storage.yuedong_recover){
if(num1>1&&!player.storage.yuedong_num){
if(ui.selected.cards.length) return 0;
return 7-ai.get.value(card);
}
return 0;
}
else{
if(num2>1&&!player.storage.yuedong_num){
if(ui.selected.cards.length) return 0;
return 7-ai.get.value(card);
}
if(num2>2){
return 6-ai.get.value(card);
}
return 5-ai.get.value(card);
}
},
content:function(){
if(cards.length==1){
player.storage.yuedong_num+=2;
}
else{
player.storage.yuedong_eff++;
}
},
ai:{
threaten:1.6,
order:10.1,
result:{
player:1
}
},
group:'kuoyin2'
},
kuoyin2:{
trigger:{player:'phaseBegin'},
forced:true,
popup:false,
silent:true,
content:function(){
player.storage.yuedong_recover=false;
player.storage.yuedong_num=0;
player.storage.yuedong_eff=0;
}
},
guangshu:{
enable:'phaseUse',
check:function(card){
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var player=_status.event.player;
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var suit=get.suit(card);
if(suit=='heart'){
for(var i=0;i<game.players.length;i++){
if(game.players[i].hp==1&&ai.get.attitude(player,game.players[i])>0){
return 8-ai.get.value(card);
}
}
}
else if(suit=='spade'){
return 7-ai.get.value(card);
}
return 6-ai.get.value(card);
},
filter:function(event,player){
return player.num('he')>0;
},
filterTarget:function(card,player,target){
return !target.hasSkill('guangshu_heart')&&
!target.hasSkill('guangshu_spade')&&
!target.hasSkill('guangshu_club')&&
!target.hasSkill('guangshu_diamond');
},
filterCard:true,
position:'he',
content:function(){
target.addSkill('guangshu_'+get.suit(cards[0]));
},
ai:{
expose:0.2,
threaten:1.6,
order:5,
result:{
target:function(player,target){
if(!ui.selected.cards.length) return 0;
switch(get.suit(ui.selected.cards[0])){
case 'heart':if(target.hp==1) return 1;return 0.1;
case 'diamond':return 1+Math.sqrt(target.num('h'));
case 'club':return -target.num('h')-Math.sqrt(target.num('h','sha'));
case 'spade':return ai.get.damageEffect(target,player,target,'thunder');
default:return 0;
}
}
}
}
},
guangshu_diamond:{
mark:true,
intro:{
content:'下次造成伤害时摸两张牌'
},
trigger:{source:'damageEnd'},
forced:true,
content:function(){
player.draw(2);
player.removeSkill('guangshu_diamond');
}
},
guangshu_heart:{
mark:true,
intro:{
content:'进入濒死状态时回复一点体力'
},
trigger:{player:'dying'},
priority:6,
forced:true,
content:function(){
player.recover();
player.removeSkill('guangshu_heart');
}
},
guangshu_club:{
mark:true,
intro:{
content:'无法使用杀直到下一回合结束'
},
trigger:{player:'phaseEnd'},
forced:true,
popup:false,
content:function(){
player.removeSkill('guangshu_club');
},
mod:{
cardEnabled:function(card){
if(card.name=='sha') return false;
}
}
},
guangshu_spade:{
mark:true,
intro:{
content:'下个回合结束阶段受到一点无来源的雷电伤害'
},
trigger:{player:'phaseEnd'},
forced:true,
content:function(){
player.damage('thunder','nosource');
player.removeSkill('guangshu_spade');
}
},
ziyu:{
trigger:{global:'phaseEnd'},
direct:true,
filter:function(event,player){
return game.phaseNumber%4==0;
},
content:function(){
"step 0"
var controls=['draw_card'];
if(player.hp<player.maxHp){
controls.push('recover_hp');
}
controls.push('cancel');
player.chooseControl(controls).set('prompt','是否发动【自愈】?').set('ai',function(event,player){
if(player.hp<player.maxHp) return 'recover_hp';
return 'draw_card';
});
"step 1"
if(result.control!='cancel'){
player.logSkill('ziyu');
if(result.control=='draw_card'){
player.draw();
}
else{
player.recover();
}
}
}
},
ziyu_old:{
trigger:{global:'phaseBegin'},
direct:true,
filter:function(event,player){
return event.player.hasSkill('ziyu3');
},
content:function(){
"step 0"
var controls=['draw_card'];
if(player.hp<player.maxHp){
controls.push('recover_hp');
}
controls.push('cancel');
player.chooseControl(controls).set('prompt','是否发动【自愈】?').set('ai',function(event,player){
if(player.hp<player.maxHp) return 'recover_hp';
return 'draw_card';
});
"step 1"
if(result.control!='cancel'){
player.logSkill('ziyu');
if(result.control=='draw_card'){
player.draw();
}
else{
player.recover();
}
}
},
group:'ziyu2'
},
ziyu2:{
trigger:{global:'recoverEnd'},
forced:true,
popup:false,
silent:true,
filter:function(event,player){
return event.source==player&&event.player!=player;
},
content:function(){
trigger.player.addTempSkill('ziyu3',{player:'phaseEnd'});
}
},
ziyu3:{},
shouhu:{
mod:{
cardEnabled:function(card){
if(card.name=='sha') return false;
},
},
enable:'phaseUse',
filter:function(event,player){
return player.num('h','sha')>0;
},
filterTarget:function(card,player,target){
return target.hp<target.maxHp&&target!=player;
},
content:function(){
target.recover();
},
filterCard:{name:'sha'},
ai:{
order:7,
threaten:2,
result:{
target:function(player,target){
return ai.get.recoverEffect(target,player,target);
}
}
}
},
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shanxian:{
trigger:{global:'phaseBefore'},
filter:function(event,player){
return event.player!=player&&!player.isTurnedOver()&&!player.storage.shanxian;
},
check:function(event,player){
return ai.get.attitude(player,event.player)<0&&
((player.num('h')>player.hp&&player.num('h','lebu')==0)||get.distance(player,event.player)>1);
},
prompt:function(event,player){
return '是否对'+get.translation(event.player)+'发动【闪现】?'
},
content:function(){
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"step 0"
player.draw(false);
player.$draw();
player.line(trigger.player,'green');
"step 1"
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player.storage.shanxian_h=player.get('h');
player.storage.shanxian_e=player.get('e');
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player.storage.shanxian_n=2;
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player.syncStorage('shanxian_e');
player.phase();
player.storage.shanxian=trigger.player;
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player.removeSkill('shanxian2');
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"step 2"
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if(!player.isTurnedOver()){
player.turnOver();
}
delete player.storage.shanxian;
},
mod:{
targetInRange:function(card,player,target,now){
if(target==player.storage.shanxian) return true;
},
},
ai:{
expose:0.1,
effect:{
target:function(card){
if(card.name=='guiyoujie') return [0,0];
}
}
}
},
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shanxian2:{
trigger:{player:['gainBegin','loseBegin']},
forced:true,
popup:false,
content:function(){
player.removeSkill('shanxian2');
}
},
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shanhui:{
unique:true,
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trigger:{player:'damageEnd',source:'damageEnd'},
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filter:function(event,player){
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return player.storage.shanxian_h&&player.storage.shanxian_e&&
player.storage.shanxian_n>0&&!player.hasSkill('shanxian2');
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},
check:function(event,player){
var n1=player.num('he');
var n2=player.storage.shanxian_h.length+player.storage.shanxian_e.length;
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if(n1<n2) return true;
if(player.hp==player.maxHp) return false;
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if(n1==n2+1) return true;
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if(n2==n2+2&&player.hp<=1) return true;
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return false;
},
video:function(player){
var cards=player.get('he');
for(var i=0;i<cards.length;i++){
cards[i].remove();
}
for(var i=0;i<player.storage.shanxian_e.length;i++){
player.$equip(player.storage.shanxian_e[i]);
}
},
content:function(){
game.addVideo('skill',player,'shanhui');
for(var i=0;i<player.storage.shanxian_h.length;i++){
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if(get.position(player.storage.shanxian_h[i])=='s'){
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player.storage.shanxian_h[i]=game.createCard(player.storage.shanxian_h[i]);
}
}
for(var i=0;i<player.storage.shanxian_e.length;i++){
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if(get.position(player.storage.shanxian_e[i])=='s'){
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player.storage.shanxian_e[i]=game.createCard(player.storage.shanxian_e[i]);
}
}
var cards=player.get('he');
for(var i=0;i<cards.length;i++){
ui.discardPile.appendChild(cards[i]);
}
player.directgain(player.storage.shanxian_h);
for(var i=0;i<player.storage.shanxian_e.length;i++){
player.$equip(player.storage.shanxian_e[i]);
}
if(cards.length>player.storage.shanxian_h.length+player.storage.shanxian_e.length){
player.recover();
}
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player.storage.shanxian_n--;
if(player.storage.shanxian_n<=0){
delete player.storage.shanxian_h;
delete player.storage.shanxian_e;
delete player.storage.shanxian_n;
}
else{
player.addSkill('shanxian2');
}
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}
}
},
translate:{
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shanguang:'闪光',
shanguang_info:'出牌阶段限一次,你可以弃置一张牌令一名其他角色本回合内不能使用或打出卡牌',
tiandan:'填弹',
tiandan_info:'你可以跳过出牌和弃牌阶段,然后获得若干张杀直到你的手牌数等于你的体力上限',
shenqiang:'神枪',
shenqiang_info:'若你使用杀指定了惟一目标且命中目标,则此杀不计入回合内的出杀次数限制',
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mianzhen:'眠针',
mianzhen2:'眠针',
2016-07-18 02:08:26 +00:00
mianzhen_info:'出牌阶段限一次,你可以弃置一张黑色牌,并令一名其他角色不能使用或打出卡牌直到其受到伤害或下一回合结束',
2016-07-17 03:28:46 +00:00
zhiyuan:'支援',
zhiyuan_info:'每当你即将造成伤害,你可以防止此伤害,改为令目标回复等量的体力',
juji:'狙击',
juji2:'狙击',
juji3:'狙击',
juji_info:'出牌阶段限一次,你可以指定一名角色,你对该角色使用卡牌无视距离且该角色对你使用卡牌无视距离,直到该角色的下一回合结束;锁定技,攻击范围不含你的角色无法闪避你的杀',
duwen:'毒吻',
duwen_info:'锁定技,当你使用杀造成伤害时,若你的手牌数与受伤害角色相等,此杀的伤害+1若你的体力值与受伤害角色相等此杀的伤害+1在伤害结算后若伤害值不小于3你流失两点体力',
zhuagou:'抓钩',
zhuagou_info:'出牌阶段限一次,你可以弃置一张手牌并将你的座位移到任意位置',
dulei:'诡雷',
dulei2:'诡雷',
dulei_info:'出牌阶段,若你武将牌上没有牌,你可以将一张牌背面朝上置于你的武将牌上,当一名角色使用与该牌花色相同的牌指定你为目标时,你展示并将此牌置于弃牌堆,然后该角色失去一点体力并随机弃置一张牌',
2016-07-16 18:53:04 +00:00
shuangqiang:'霜枪',
shuangqiang_info:'每当你对一名未翻面的角色造成伤害,你可以令伤害-1然后令受伤害角色翻面',
2016-07-17 08:06:07 +00:00
baoxue:'暴雪',
baoxue_info:'限定技出牌阶段你可以展示并弃置你的所有黑色牌然后令至多X名其他角色随机弃置一张牌、流失一点体力并将武将牌翻至背面X为你的弃牌数',
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bingqiang:'冰墙',
bingqiang2:'冰墙',
bingqiang2_bg:'墙',
bingqiang3:'冰墙',
bingqiang3_bg:'墙',
bingqiang4:'冰墙',
bingqiang4_bg:'墙',
bingqiang5:'冰墙',
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bingqiang5_bg:'障',
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bingqiang_info:'出牌阶段你可以弃置X张红色牌令一名角色和其相邻角色的防御离+X或弃置X张黑色牌令一名角色和其相邻角色的进攻离-X效果持续到你的下个回合开始',
jidong:'急冻',
jidong_info:'在一名角色的回合结束阶段若你的体力值为1你可以翻面并回复两点体力在你的武将牌翻至正面前你防止所有伤害也不能成为其他角色卡牌的目标',
2016-07-16 03:32:55 +00:00
jijia:'机甲',
jijia_info:'锁定技游戏开始时你获得一个体力为4的机甲你的手牌上限为你和机甲的体力之和你受到的伤害由机甲承担',
zihui:'自毁',
2016-07-16 06:16:24 +00:00
zihui_info:'出牌阶段你可以令距离2以内的所有其他角色选择一项弃置数量等同你机甲体力值的牌或受到2点火焰伤害并在结算完毕后摧毁你的机甲',
2016-07-16 03:32:55 +00:00
tuijin:'推进',
tuijin_info:'出牌阶段限一次若你有机甲你可以指定一名角色本回合内视为与其距离为1',
chongzhuang:'重装',
2016-07-16 06:16:24 +00:00
chongzhuang_info:'在你失去机甲后当你累计造成了4点伤害时你重新获得机甲',
2016-06-25 16:38:59 +00:00
shouge:'收割',
shouge_info:'每当你杀死一名角色,你可以获得一张治疗波',
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tuji:'突击',
tuji_info:'锁定技在你的回合内你每使用一次牌后你计算与其他角色的距离便减少1直到回合结束',
mujing:'目镜',
2016-07-16 03:32:55 +00:00
mujing_info:'每当你对攻击范围不含你的角色使用一张牌,你可以弃置目标一张牌;若你的手牌数不多于目标,你摸一张牌',
2016-06-10 02:56:48 +00:00
feiren:'飞刃',
feiren2:'飞刃',
feiren_info:'你的杀无视距离和防具;你的黑桃杀可以额外结算一次,梅花杀可以额外指定一个目标',
zhanlong:'斩龙',
zhanlong_info:'限定技回合开始阶段若你体力值为1你可以弃置所有牌至少一张然后将三张杀置入你的手牌若如此做你本回合使用杀无次数限制',
xie:'谐',
xie2:'谐',
2016-06-11 02:51:33 +00:00
xie_info:'出牌阶段,你可以弃置一张红桃手牌并指定一名角色,该角色自其下一回合开始每隔六回合回复一点体力,直到你死亡。同一时间只能对一人发动',
2016-06-10 02:56:48 +00:00
luan:'乱',
luan2:'乱',
2016-07-16 02:11:40 +00:00
luan_old_info:'出牌阶段,你可以弃置一张黑桃手牌并指定一名角色,该角色自其下一回合开始每隔六回合失去一点体力,直到你死亡。同一时间只能对一人发动',
luan_info:'出牌阶段,你可以弃置一张黑桃手牌并指定一名角色,该角色受到的伤害+1直到你死亡或其首次进入濒死状态。同一时间只能对一人发动',
2016-06-10 02:56:48 +00:00
sheng:'圣',
sheng_info:'限定技,出牌阶段,你可以将你的武将牌翻面,然后令任意名角色回复一点体力,若如此做,你不能成为其他角色的卡牌目标直到下一回合开始',
xiandan:'霰弹',
2016-06-25 16:38:59 +00:00
xiandan_info:'每当你使用一张杀,你可以弃置一张红色牌令此杀不可闪避,或弃置一张黑色牌令此杀伤害+1',
2016-06-10 02:56:48 +00:00
yihun:'移魂',
2016-06-20 12:02:56 +00:00
yihun_info:'回合结束阶段,你可以弃置一张黑桃牌并指定一名其他角色,你在该角色下一回合开始时视为对其使用一张杀;在此之前,你不能使用卡牌,也不能成为卡牌的目标',
2016-06-10 02:56:48 +00:00
feidan:'飞弹',
feidan_info:'你的杀只能对距离1以外的角色使用每当你使用杀造成伤害后你可以弃置一张牌对距离目标1以内的其他角色各造成一点伤害',
2016-06-09 15:06:55 +00:00
huoyu:'火雨',
huoyu_info:'限定技,出牌阶段,你可以弃置两张红色牌,视为使用两张炽羽袭',
yuedong:'乐动',
yuedong_info:'回合结束阶段,你可以令一名角色摸一张牌',
kuoyin:'扩音',
kuoyin_info:'出牌阶段你可以弃置一张牌令本回合乐动的目标数改为3或弃置两张牌令本回合乐动的摸牌或治疗量改为2',
huhuan:'互换',
huhuan_info:'出牌阶段,你可以弃置两张牌令本回合乐动的摸牌效果改回复体力',
guangshu:'光枢',
guangshu_heart:'光盾',
guangshu_spade:'光塔',
guangshu_club:'光井',
guangshu_diamond:'光流',
guangshu_info:'出牌阶段,你可以弃置一张牌,并指定一名角色,根据弃置牌的花色执行如下效果:♥该角色进入濒死状态时回复一点体力;♦︎该角色下次造成伤害时摸两张牌;♣该角色无法使用杀直到下一回合结束;♠该角色于下个回合结束阶段受到一点无来源的雷电伤害',
ziyu:'自愈',
ziyu_info:'在一名角色的回合结束阶段,你可以回复一点体力或摸一张牌,每隔四回合发动一次',
shouhu:'守护',
shouhu_info:'你不能使用杀;出牌阶段,你可以弃置一张杀令一名其他角色回复一点体力',
2016-06-08 09:05:04 +00:00
shanxian:'闪现',
2016-07-09 00:56:41 +00:00
shanxian_info:'在一名其他角色的回合开始前,若你的武将牌正面朝上,你可以摸一张牌并进行一个额外回合,并在回合结束后将武将牌翻至背面。若如此做,你对其使用卡牌无视距离直到回合结束。',
2016-06-08 09:05:04 +00:00
shanhui:'闪回',
2016-07-09 00:56:41 +00:00
shanhui_info:'每当你造成或受到一次伤害,你可以将你的牌重置为上次发动闪现时的状态,若你的牌数因此而减少,你回复一点体力。每个状态最多可重现两次',
2016-06-08 09:05:04 +00:00
ow_liekong:'猎空',
ow_sishen:'死神',
ow_tianshi:'天使',
ow_falaozhiying:'法老之鹰',
ow_zhixuzhiguang:'秩序之光',
ow_luxiao:'卢西奥',
ow_shibing:'士兵76',
ow_yuanshi:'源氏',
2016-07-16 03:32:55 +00:00
ow_chanyata:'禅雅塔',
ow_dva:'DVA',
2016-07-16 18:53:04 +00:00
ow_mei:'小美',
2016-07-17 03:28:46 +00:00
ow_heibaihe:'黑百合',
ow_ana:'安娜',
ow_baolei:'堡垒',
ow_maikelei:'麦克雷',
ow_banzang:'半藏',
ow_kuangshu:'狂鼠',
ow_tuobiang:'托比昂',
ow_laiyinhate:'莱因哈特',
ow_luba:'路霸',
ow_wensidun:'温斯顿',
ow_zhaliya:'查莉娅',
2016-06-08 01:43:10 +00:00
}
};