noname/character/mobile.js

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JavaScript
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'use strict';
game.import('character',function(lib,game,ui,get,ai,_status){
return {
name:'mobile',
connectBanned:['miheng'],
connect:true,
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characterSort:{
mobile:{
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mobile_default:["miheng","taoqian","liuzan","lingcao","sunru","lifeng","zhuling","liuye","zhaotongzhaoguang","majun","simazhao","wangyuanji","pangdegong","shenpei"],
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mobile_fire:["re_sp_zhugeliang","re_xunyu","re_dianwei","re_yanwen","re_pangtong","xin_yuanshao"],
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mobile_forest:['re_zhurong','re_menghuo','re_dongzhuo','re_sunjian','re_caopi'],
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mobile_others:["re_jikang","old_bulianshi","old_yuanshu","re_wangyun"],
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},
},
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character:{
re_jikang:["male","wei",3,["new_qingxian","new_juexiang"]],
old_bulianshi:['female','wu',3,['anxu','zhuiyi']],
miheng:['male','qun',3,['kuangcai','shejian']],
taoqian:['male','qun',3,['zhaohuo','yixiang','yirang']],
liuzan:['male','wu',4,['fenyin']],lingcao:['male','wu',4,['dujin']],
sunru:['female','wu',3,['yingjian','shixin']],
lifeng:['male','shu',3,['tunchu','shuliang']],
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zhuling:['male','wei',4,['xinzhanyi']],
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liuye:['male','wei',3,['polu','choulve']],
zhaotongzhaoguang:["male","shu",4,["yizan_use","xinfu_longyuan"],[]],
majun:["male","wei",3,["xinfu_jingxie1","xinfu_qiaosi"],[]],
simazhao:["male","wei",3,["xinfu_daigong","xinfu_zhaoxin"],[]],
wangyuanji:["female","wei",3,["xinfu_qianchong","xinfu_shangjian"],[]],
pangdegong:["male","qun",3,["xinfu_pingcai","xinfu_pdgyingshi"],[]],
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re_sp_zhugeliang:["male","shu",3,["rehuoji","rekanpo","bazhen"],[]],
re_xunyu:["male","wei",3,["quhu","rejieming"],[]],
re_dianwei:["male","wei",4,["reqiangxi"],[]],
re_yanwen:["male","qun",4,["reshuangxiong"],[]],
re_pangtong:['male','shu',3,['xinlianhuan','niepan'],[]],
xin_yuanshao:['male','qun',4,['reluanji','xueyi'],['zhu']],
old_yuanshu:['male','qun',4,['xinyongsi','yjixi']],
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shenpei:["male","qun","2/3",["shouye","liezhi"],[]],
re_zhurong:['female','shu',4,['juxiang','relieren']],
re_menghuo:['male','shu',4,['huoshou','rezaiqi']],
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re_wangyun:['male','qun',3,['relianji','remoucheng']],
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re_dongzhuo:['male','qun',8,['rejiuchi','roulin','benghuai','baonue'],['zhu']],
re_sunjian:['male','wu',4,['gzyinghun','repolu']],
re_caopi:['male','wei',3,['rexingshang','refangzhu','songwei'],['zhu']],
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},
characterIntro:{
shenpei:'审配204年字正南魏郡阴安今河北清丰北人。为人正直 袁绍领冀州,审配被委以腹心之任,并总幕府。河北平定,袁绍以审配、逢纪统军事,审配恃其强盛,力主与曹操决战。曾率领弓弩手大破曹军于官渡。官渡战败,审配二子被俘,反因此受谮见疑,幸得逢纪力保。袁绍病死,审配等矫诏立袁尚为嗣,导致兄弟相争,被曹操各个击破。曹操围邺,审配死守数月,终城破被擒,拒不投降,慷慨受死。',
},
card:{
pss_paper:{
type:'pss',
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fullskin:true,
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derivation:'shenpei',
},
pss_scissor:{
type:'pss',
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fullskin:true,
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derivation:'shenpei',
},
pss_stone:{
type:'pss',
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fullskin:true,
derivation:'shenpei',
},
db_atk1:{
type:'db_atk',
fullimage:true,
derivation:'shenpei',
},
db_atk2:{
type:'db_atk',
fullimage:true,
derivation:'shenpei',
},
db_def1:{
type:'db_def',
fullimage:true,
derivation:'shenpei',
},
db_def2:{
type:'db_def',
fullimage:true,
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derivation:'shenpei',
},
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},
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characterFilter:{},
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skill:{
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rexingshang:{
audio:'xingshang',
trigger:{global:'die'},
filter:function(event,player){
return player.isDamaged()||event.player.countCards('he')>0;
},
direct:true,
content:function(){
"step 0"
var choice=[];
if(player.isDamaged()) choice.push('回复体力');
if(trigger.player.countCards('he')) choice.push('获得牌');
choice.push('cancel2');
player.chooseControl(choice).set('prompt',get.prompt2('rexingshang')).set('ai',function(){
if(choice.length==2) return 0;
if(get.value(trigger.player.getCards('he'))>8) return 1;
return 0;
});
"step 1"
if(result.control!='cancel2'){
player.logSkill('rexingshang');
if(result.control=='获得牌'){
event.togain=trigger.player.getCards('he');
player.gain(event.togain,trigger.player,'giveAuto');
}
else player.recover();
}
},
},
refangzhu:{
audio:"fangzhu",
trigger:{
player:"damageEnd",
},
direct:true,
content:function (){
"step 0"
player.chooseTarget(get.prompt2('refangzhu'),function(card,player,target){
return player!=target
}).ai=function(target){
if(target.hasSkillTag('noturn')) return 0;
var player=_status.event.player;
if(get.attitude(_status.event.player,target)==0) return 0;
if(get.attitude(_status.event.player,target)>0){
if(target.classList.contains('turnedover')) return 1000-target.countCards('h');
if(player.getDamagedHp()<3) return -1;
return 100-target.countCards('h');
}
else{
if(target.classList.contains('turnedover')) return -1;
if(player.getDamagedHp()>=3) return -1;
return 1+target.countCards('h');
}
}
"step 1"
if(result.bool){
player.logSkill('refangzhu',result.targets);
event.target=result.targets[0]
event.target.chooseToDiscard('he',player.getDamagedHp()).set('ai',function(card){
var player=_status.event.player;
if(player.isTurnedOver()||_status.event.getTrigger().player.getDamagedHp()>2) return -1;
return (player.hp*player.hp)-get.value(card);
}).set('prompt','弃置'+get.cnNumber(player.getDamagedHp())+'张手牌并失去一点体力;或选择不弃置,将武将牌翻面并摸'+get.cnNumber(player.getDamagedHp())+'张牌。');
}
else event.finish();
"step 2"
if(result.bool){
event.target.loseHp();
}
else{
event.target.draw(player.getDamagedHp());
event.target.turnOver();
}
},
ai:{
maixie:true,
"maixie_hp":true,
effect:{
target:function (card,player,target){
if(get.tag(card,'damage')){
if(player.hasSkillTag('jueqing',false,target)) return [1,-2];
if(target.hp<=1) return;
if(!target.hasFriend()) return;
var hastarget=false;
var turnfriend=false;
var players=game.filterPlayer();
for(var i=0;i<players.length;i++){
if(get.attitude(target,players[i])<0&&!players[i].isTurnedOver()){
hastarget=true;
}
if(get.attitude(target,players[i])>0&&players[i].isTurnedOver()){
hastarget=true;
turnfriend=true;
}
}
if(get.attitude(player,target)>0&&!hastarget) return;
if(turnfriend||target.hp==target.maxHp) return [0.5,1];
if(target.hp>1) return [1,0.5];
}
},
},
},
},
repolu:{
audio:2,
trigger:{
source:'dieAfter',
player:'die',
},
forceDie:true,
filter:function(event,player,name){
return name=='die'||player.isAlive();
},
direct:true,
content:function(){
'step 0'
if(!player.storage.repolu) player.storage.repolu=0;
event.num=player.storage.repolu+1;
player.chooseTarget([1,Infinity],get.prompt('repolu'),'令任意名角色摸'+get.cnNumber(event.num)+'张牌').set('forceDie',true).ai=function(target){
return get.attitude(_status.event.player,target);
};
'step 1'
if(result.bool){
player.storage.repolu++;
result.targets.sortBySeat();
player.logSkill('repolu',result.targets);
game.asyncDraw(result.targets,num);
}
else event.finish();
'step 2'
game.delay();
},
},
rejiuchi:{
group:['jiuchi'],
trigger:{source:'damage'},
forced:true,
popup:false,
locked:false,
audio:'jiuchi',
filter:function(event,player){
return event.card&&event.card.name=='sha'&&event.getParent(2).jiu==true&&!player.hasSkill('rejiuchi_air');
},
content:function(){
player.logSkill('jiuchi');
player.addTempSkill('rejiuchi_air');
},
subSkill:{
air:{
sub:true,
init:function(player,skill){
player.disableSkill(skill,'benghuai');
},
onremove:function(player,skill){
player.enableSkill(skill);
},
},
},
},
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relianji:{
audio:2,
enable:'phaseUse',
usable:1,
filter:function(event,player){
return game.players.length>1;
},
filterTarget:lib.filter.notMe,
targetprompt:['打人','被打'],
selectTarget:2,
multitarget:true,
content:function(){
'step 0'
game.delay(0.5);
if(targets[0].isDisabled(1)) event.goto(2);
'step 1'
var target=targets[0];
var equip1=get.cardPile2(function(card){
return get.subtype(card)=='equip1';
});
if(!equip1){
player.popup('连计失败');
game.log('牌堆中无装备');
event.finish();
return;
}
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if(equip1.name=='qinggang'&&!lib.inpile.contains('qibaodao')){
equip1.remove();
equip1=game.createCard('qibaodao',equip1.suit,equip1.number);
}
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target.$draw(equip1);
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target.chooseUseTarget(equip1,'noanimate','nopopup',true);
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'step 2'
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game.updateRoundNumber();
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var list=['nanman','wanjian','huogong','juedou','sha'];
var list2=game.players.slice(0);
list2.remove(player);
for(var i=0;i<list.length;i++){
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if(!targets[0].canUse(list[i],targets[1],false)) list.splice(i--,1);
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}
if(!list.length) return;
var name=list.randomGet();
if(name=='nanman'||name=='wanjian'){
for(var i=0;i<list2.length;i++){
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if(!targets[0].canUse(name,list2[i],false)) list2.splice(i--,1);
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}
}
else list2=targets[1];
targets[0].useCard({name:name},list2,'noai');
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game.delay(0.5);
},
ai:{
order:8,
result:{
target:function(player,target){
if(ui.selected.targets.length==0){
return 1;
}
else{
return -1;
}
}
},
expose:0.4,
threaten:3,
},
group:'relianji_count',
subSkill:{
count:{
sub:true,
forced:true,
popup:false,
silent:true,
trigger:{global:'damageEnd'},
filter:function(event,player){
var evt=event.getParent(3);
return evt&&evt.name=='relianji'&&evt.player==player;
},
content:function(){
if(!player.storage.relianji) player.storage.relianji=0;
player.storage.relianji++;
if(player.storage.relianji>2){
event.trigger('remoucheng_awaken');
}
},
},
},
},
remoucheng:{
derivation:'rejingong',
trigger:{
player:'remoucheng_awaken'
},
forced:true,
juexingji:true,
skillAnimation:true,
animationColor:'thunder',
content:function(){
player.awakenSkill('remoucheng');
player.removeSkill('relianji');
player.addSkill('rejingong');
player.gainMaxHp();
player.recover();
},
},
rejingong:{
enable:'phaseUse',
delay:0,
usable:1,
content:function(){
'step 0'
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var list=get.inpile('trick').randomGets(2);
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if(Math.random()<0.5){
list.push('wy_meirenji');
}
else{
list.push('wy_xiaolicangdao');
}
for(var i=0;i<list.length;i++){
list[i]=['锦囊','',list[i]];
}
player.chooseButton(['矜功',[list,'vcard']]).set('filterButton',function(button,player){
return game.hasPlayer(function(current){
return player.canUse(button.link[2],current,true,false);
});
}).set('ai',function(button){
var player=_status.event.player;
var name=button.link[2];
if(game.hasPlayer(function(current){
return player.canUse(name,current)&&get.effect(current,{name:name},player,player)>0;
})){
if(name=='wy_meirenji'||name=='wy_xiaolicangdao') return Math.random()+0.5;
return Math.random();
}
return 0;
});
'step 1'
if(result.bool){
player.chooseUseTarget(result.links[0][2],true);
player.addTempSkill('jingong2');
}
},
ai:{
order:2,
result:{
player:function(player){
if((player.hp<=2||player.needsToDiscard())&&!player.getStat('damage')) return 0;
return 1;
}
}
}
},
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relieren:{
audio:'lieren',
audioname:['boss_lvbu3'],
trigger:{player:'shaBegin'},
filter:function(event,player){
return player.canCompare(event.target);
},
check:function(event,player){
return get.attitude(player,event.target)<0;
},
priority:5,
content:function(){
"step 0"
player.chooseToCompare(trigger.target);
"step 1"
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if(result.bool){
if(trigger.target.countGainableCards(player,'he')) player.gainPlayerCard(trigger.target,true,'he');
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}
else{
var card1=result.player;
var card2=result.target;
if(get.position(card1)=='d') trigger.target.gain(card1,'gain2');
if(get.position(card2)=='d') player.gain(card2,'gain2');
}
}
},
rezaiqi:{
init:function(player,skill){
player.storage[skill]=0;
},
audio:'zaiqi',
direct:true,
filter:function(event,player){
return player.storage.rezaiqi>0;
},
trigger:{
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player:'phaseDiscardEnd'
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},
content:function(){
'step 0'
player.chooseTarget([1,player.storage.rezaiqi],get.prompt2('rezaiqi')).ai=function(target){
return get.attitude(_status.event.player,target);
};
'step 1'
if(result.bool){
var targets=result.targets;
targets.sortBySeat();
player.line(targets,'fire');
player.logSkill('rezaiqi',targets);
event.targets=targets;
}
else event.finish();
'step 2'
event.current=targets.shift();
if(player.isHealthy()) event._result={index:0};
else event.current.chooseControl().set('choiceList',[
'摸一张牌',
'令'+get.translation(player)+'回复一点体力',
]).set('ai',function(){
if(get.attitude(event.current,player)>0) return 1;
return 0;
});
'step 3'
if(result.index==1){
event.current.line(player);
player.recover();
}
else event.current.draw();
game.delay();
if(targets.length) event.goto(2);
},
group:'rezaiqi_count',
},
rezaiqi_count:{
trigger:{
global:["loseEnd","cardsDiscardEnd"],
player:'phaseAfter',
},
silent:true,
forced:true,
popup:false,
filter:function (event,player,name){
if(name=='phaseAfter') return true;
if(_status.currentPhase!=player) return false;
var evt=event.getParent();
if(evt&&evt.name=='useCard'&&evt.card&&['equip','delay'].contains(get.type(evt.card))) return false;
var cards=event.cards;
for(var i=0;i<cards.length;i++){
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if(get.color(cards[i])=='red'&&get.position(cards[i])=='d') return true;
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}
return false;
},
content:function(){
if(event.triggername=='phaseAfter') player.storage.rezaiqi=0;
else{
var cards=trigger.cards;
for(var i=0;i<cards.length;i++){
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if(get.color(cards[i])=='red'&&get.position(cards[i])=='d') player.storage.rezaiqi++;
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}
}
},
},
shouye:{
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audio:2,
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group:'shouye_after',
trigger:{global:"useCard"},
filter:function(event,player){
return event.player!=player&&event.targets&&
event.targets[0]==player&&event.targets.length==1;
},
check:function(event,player){
return get.effect(player,event.card,event.player,player)<0;
},
usable:1,
logTarget:'player',
content:function(){
'step 0'
player.line(trigger.player,'green');
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player.chooseToDuiben(trigger.player);
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'step 1'
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if(result.bool){
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trigger.excluded.add(player);
trigger.shouyeer=player;
}
},
subSkill:{
after:{
sub:true,
trigger:{global:'useCardAfter'},
forced:true,
silent:true,
popup:false,
filter:function(event,player){
if(event.shouyeer!=player) return false;
if(event.cards){
for(var i=0;i<event.cards.length;i++){
if(event.cards[i].isInPile()) return true;
}
}
return false;
},
content:function(){
var list=[];
for(var i=0;i<trigger.cards.length;i++){
if(trigger.cards[i].isInPile()){
list.push(trigger.cards[i]);
}
}
player.gain(list,'gain2');
},
},
},
},
liezhi:{
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audio:2,
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group:'liezhi_damage',
trigger:{player:'phaseBegin'},
direct:true,
filter:function(event,player){
return !player.hasSkill('liezhi_disable');
},
content:function(){
'step 0'
player.chooseTarget(get.prompt('liezhi'),'弃置至多两名角色区域内的各一张牌',[1,2],function(card,player,target){
return target!=player&&target.countDiscardableCards(player,'hej')>0;
}).ai=function(target){
var player=_status.event.player;
return get.effect(player,{name:'guohe'},target,player);
};
'step 1'
if(result.bool){
result.targets.sortBySeat();
event.targets=result.targets;
player.line(result.targets,'green');
player.logSkill('liezhi',result.targets);
}
else event.finish();
'step 2'
event.current=targets.shift();
player.discardPlayerCard(event.current,'hej',true)
if(targets.length) event.redo();
},
subSkill:{
disable:{
sub:true,
trigger:{player:'phaseAfter'},
forced:true,
silent:true,
popup:false,
charlotte:true,
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//filter:function(event){return !event.liezhi},
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content:function(){player.removeSkill('liezhi_disable')},
},
damage:{
trigger:{player:'damage'},
forced:true,
silent:true,
popup:false,
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content:function(){player.addSkill('liezhi_disable')}
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},
},
},
xinzhanyi:{
audio:'zhanyi',
enable:'phaseUse',
usable:1,
filterCard:true,
position:'he',
check:function(card){
var player=_status.event.player;
if(player.hp<3) return 0;
var type=get.type(card,'trick');
if(type=='trick'){
return 6-get.value(card);
}
else if(type=='equip'){
if(player.hasSha()&&game.hasPlayer(function(current){
return (player.canUse('sha',current)&&
get.attitude(player,current)<0&&
get.effect(current,{name:'sha'},player,player)>0)
})){
return 6-get.value(card);
}
}
return 0;
},
content:function(){
player.loseHp();
switch(get.type(cards[0],'trick')){
case 'basic':player.addTempSkill('xinzhanyi_basic');break;
case 'equip':player.addTempSkill('xinzhanyi_equip');break;
case 'trick':player.addTempSkill('xinzhanyi_trick');player.draw(3);break;
}
},
ai:{
order:9.1,
result:{
player:1
}
}
},
xinzhanyi_basic1:{
trigger:{player:"useCard"},
filter:function(event,player){
return event.skill=='xinzhanyi_basic_backup'&&!player.storage.xinzhanyi_basic1;
},
forced:true,
silent:true,
popup:false,
onremove:true,
content:function(){
trigger.xinzhanyi=true;
player.storage.xinzhanyi_basic1=true;
},
},
xinzhanyi_basic2:{
trigger:{source:['damageBegin','recoverBegin']},
forced:true,
silent:true,
popup:false,
filter:function(event){
return event.getParent(2).xinzhanyi==true;
},
content:function(){
trigger.num++
},
},
xinzhanyi_basic:{
group:['xinzhanyi_basic1','xinzhanyi_basic2'],
enable:"chooseToUse",
filter:function (event,player){
if(event.filterCard({name:'sha'},player,event)||
event.filterCard({name:'jiu'},player,event)||
event.filterCard({name:'tao'},player,event)){
return player.hasCard(function(card){
return get.type(card)=='basic';
},'h');
}
return false;
},
chooseButton:{
dialog:function (event,player){
var list=[];
if(event.filterCard({name:'sha'},player,event)){
list.push(['基本','','sha']);
list.push(['基本','','sha','fire']);
list.push(['基本','','sha','thunder']);
}
if(event.filterCard({name:'tao'},player,event)){
list.push(['基本','','tao']);
}
if(event.filterCard({name:'jiu'},player,event)){
list.push(['基本','','jiu']);
}
return ui.create.dialog('战意',[list,'vcard'],'hidden');
},
check:function (button){
var player=_status.event.player;
var card={name:button.link[2],nature:button.link[3]};
if(game.hasPlayer(function(current){
return player.canUse(card,current)&&get.effect(current,card,player,player)>0;
})){
switch(button.link[2]){
case 'tao':return 5;
case 'jiu':{
if(player.countCards('h',{type:'basic'})>=2) return 3;
};
case 'sha':
if(button.link[3]=='fire') return 2.95;
else if(button.link[3]=='thunder') return 2.92;
else return 2.9;
}
}
return 0;
},
backup:function (links,player){
return {
audio:'zhanyi',
filterCard:function(card,player,target){
return get.type(card)=='basic';
},
check:function(card,player,target){
return 9-get.value(card);
},
viewAs:{name:links[0][2],nature:links[0][3]},
position:'he',
popname:true,
}
},
prompt:function (links,player){
return '将一张基本牌当做'+get.translation(links[0][3]||'')+get.translation(links[0][2])+'使用';
},
},
ai:{
order:function (){
var player=_status.event.player;
var event=_status.event;
if(event.filterCard({name:'jiu'},player,event)&&get.effect(player,{name:'jiu'})>0&&player.countCards('h',{type:'basic'})>=2){
return 3.3;
}
return 3.1;
},
save:true,
respondSha:true,
skillTagFilter:function (player,tag,arg){
if(player.hasCard(function(card){
return get.type(card)=='basic';
},'he')){
if(tag=='respondSha'){
if(arg!='use') return false;
}
}
else{
return false;
}
},
result:{
player:1,
},
},
},
xinzhanyi_equip:{
audio:'zhanyi',
trigger:{player:'shaBegin'},
forced:true,
filter:function(event,player){
return event.target.countCards('he')>0;
},
check:function(event,player){
return get.attitude(player,event.target)<0;
},
content:function(){
'step 0'
trigger.target.chooseToDiscard('he',true,2);
'step 1'
if(result.bool&&result.cards&&result.cards.length){
if(result.cards.length==1){
event._result={bool:true,links:result.cards.slice(0)};
}
else player.chooseButton(['选择获得其中的一张牌',result.cards.slice(0)],true).ai=function(button){
return get.value(button.link);
};
}
else event.finish();
'step 2'
if(result.links) player.gain(result.links,'gain2');
}
},
xinzhanyi_trick:{
mod:{
wuxieRespondable:function(){
return false;
}
}
},
},
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translate:{
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re_jikang:"手杀嵇康",
old_bulianshi:'手杀步练师',
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old_caochun:'旧曹纯',
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shenpei:'审配',
re_zhurong:'界祝融',
re_menghuo:'界孟获',
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re_wangyun:'手杀王允',
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re_dongzhuo:'界董卓',
re_sunjian:'界孙坚',
re_caopi:'界曹丕',
rejiuchi:'酒池',
rejiuchi_info:'你可以',
repolu:'破虏',
repolu_info:'当你',
rexingshang:'行殇',
rexingshang_info:'当其他角色死亡后,你可以选择一项:',
refangzhu:'放逐',
refangzhu_info:'当你受到伤害后,',
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relianji:'连计',
relianji_info:'出牌阶段限一次你可以选择两名其他角色。第一名角色随机使用牌堆中的一张武器牌然后这名角色视为对另一名角色随机使用一张下列的牌名的牌【决斗】、【火攻】、【南蛮入侵】、【万箭齐发】或普【杀】。然后若此牌造成伤害你获得X枚“连计”标记X为此次扣减的体力值点数。',
remoucheng:'谋逞',
remoucheng_info:'觉醒技当一名角色造成伤害后若你拥有的“连计”标记数大于2你加1点体力上限回复1点体力失去“连计”获得“矜功”。',
rejingong:'矜功',
rejingong_info:'每回合可以用三个随机锦囊中的一个三个锦囊中有一个是专属锦囊本回合未造成伤害会失去1点体力。',
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mobile_default:'常规',
mobile_fire:'界限突破•火',
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mobile_forest:'界限突破•林',
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mobile_others:'其他',
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pss:'手势',
pss_paper:'布',
pss_scissor:'剪刀',
pss_stone:'石头',
pss_paper_info:'石头剪刀布时的一种手势。克制石头,但被剪刀克制。',
pss_scissor_info:'石头剪刀布时的一种手势。克制布,但被石头克制。',
pss_stone_info:'石头剪刀布时的一种手势。克制剪刀,但被布克制。',
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db_atk:'进攻对策',
db_atk1:'全军出击',
db_atk2:'分兵围城',
db_def:'防御对策',
db_def1:'奇袭粮道',
db_def2:'开城诱敌',
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shouye:'守邺',
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shouye_info:'每回合限一次。当其他角色使用牌指定你为唯一目标时,你可以与其进行【对策】。若你赢,则此牌对你无效,且你于此牌结算完成后获得其对应的所有实体牌。',
2019-08-30 15:02:50 +00:00
liezhi:'烈直',
liezhi_info:'准备阶段,你可以依次弃置至多两名角色区域内的各一张牌。若你受到过伤害,则〖烈直〗于你的下个回合无效。',
relieren:'烈刃',
relieren_info:'当你使用【杀】指定目标时,你可以和目标角色进行拼点。若你赢,你获得其一张牌。若你没赢,你获得对方的拼点牌,其获得你的拼点牌。',
rezaiqi:'再起',
2019-08-31 05:48:22 +00:00
rezaiqi_info:'弃牌阶段结束时你可以令至多X名角色选择一项1.摸一张牌2.令你回复1点体力X为本回合进入弃牌堆的红色牌数',
2019-08-30 15:02:50 +00:00
xinzhanyi:'战意',
xinzhanyi_info:'出牌阶段限一次你可以弃置一张牌并失去1点体力然后根据你弃置的牌获得以下效果直到回合结束基本牌你可以将一张基本牌当作杀、酒或桃使用且你本回合第一次以此法使用的牌的回复值/伤害值+1锦囊牌摸三张牌且你使用的牌不能被【无懈可击】响应装备牌你使用【杀】指定目标角色后其弃置两张牌然后你获得其中的一张。',
xinzhanyi_basic_backup:'战意',
xinzhanyi_basic:'战意',
xinzhanyi_equip:'战意',
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}
};
});