noname/card/guozhan.js

1188 lines
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JavaScript
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'use strict';
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card.guozhan={
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connect:true,
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card:{
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feilongduofeng:{
mode:['guozhan'],
fullskin:true,
type:'equip',
subtype:'equip1',
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nomod:true,
nopower:true,
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unique:true,
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distance:{attackFrom:-1},
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skills:['feilongduofeng','feilongduofeng2'],
ai:{
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equipValue:function(card,player){
if(player.hasSkill('zhangwu')) return 9;
if(game.hasPlayer(function(current){
return current.hasSkill('zhangwu')&&ai.get.attitude(player,current)<=0;
})){
return 1;
}
return 8;
}
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}
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},
taipingyaoshu:{
mode:['guozhan'],
fullskin:true,
type:'equip',
subtype:'equip2',
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nomod:true,
nopower:true,
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unique:true,
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skills:['taipingyaoshu'],
ai:{
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equipValue:function(card,player){
if(player.hasSkill('wendao')) return 9;
if(game.hasPlayer(function(current){
return current.hasSkill('wendao')&&ai.get.attitude(player,current)<=0;
})){
return 1;
}
return 6;
}
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},
onLose:function(){
'step 0'
player.loseHp();
'step 1'
player.draw(2);
}
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},
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yuxi:{
mode:['guozhan'],
fullskin:true,
type:'equip',
subtype:'equip5',
skills:['yuxi_skill'],
ai:{
equipValue:9
}
},
xietianzi:{
fullskin:true,
type:'trick',
lianheng:true,
enable:function(card,player){
if(get.mode()=='guozhan'&&!player.isMajor()) return false;
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if(player.hasSkill('xietianzi')) return false;
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return _status.event.getParent().name=='phaseUse';
},
filterTarget:function(card,player,target){
return player==target;
},
selectTarget:-1,
content:function(){
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var evt=_status.event.getParent('phaseUse');
if(evt&&evt.name=='phaseUse'){
evt.skipped=true;
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}
target.addSkill('xietianzi');
},
ai:{
order:0.5,
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value:4,
useful:2,
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result:{
target:function(player,target){
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if(target.countCards('he')>=2) return 1;
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return 0;
}
}
}
},
shuiyanqijunx:{
fullskin:true,
type:'trick',
filterTarget:function(card,player,target){
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return target!=player&&target.countCards('e')>0;
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},
enable:true,
content:function(){
'step 0'
target.chooseControl('discard_card','take_damage',function(event,player){
if(ai.get.damageEffect(player,event.player,player,'thunder')>=0){
return 'take_damage';
}
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if(player.hp>=3&&player.countCards('e')>=2){
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return 'take_damage';
}
return 'discard_card';
});
'step 1'
if(result.control=='discard_card'){
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target.discard(target.getCards('e'));
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}
else{
target.damage('thunder');
}
},
ai:{
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order:7,
value:4,
useful:2,
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tag:{
damage:1,
thunderDamage:1,
natureDamage:1
},
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result:{
target:function(player,target){
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return -target.countCards('e');
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}
}
}
},
lulitongxin:{
fullskin:true,
type:'trick',
enable:function(card,player){
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return game.hasPlayer(function(current){
return current.isMajor();
});
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},
mode:['guozhan'],
filterTarget:true,
chongzhu:true,
changeTarget:function(player,targets){
var target=targets[0];
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game.filterPlayer(function(current){
return current.isMajor()==target.isMajor()&&current!=target;
},targets);
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},
content:function(){
if(target.isLinked()){
target.draw();
}
else{
target.link();
}
},
ai:{
order:7.5,
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value:4,
useful:2,
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wuxie:function(){
return 0;
},
result:{
player:function(player,target){
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return game.countPlayer(function(current){
if(target.isMajor()==current.isMajor()){
if(current.isLinked()){
return ai.get.attitude(player,target);
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}
else{
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return -ai.get.attitude(player,target)*0.8;
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}
}
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});
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}
}
}
},
lianjunshengyan:{
fullskin:true,
type:'trick',
enable:function(card,player){
return !player.isUnseen();
},
mode:['guozhan'],
filterTarget:function(card,player,target){
return target.identity!='unknown'&&(target.identity!=player.identity||target.identity=='ye');
},
changeTarget:function(player,targets){
var target=targets[0];
targets.push(player);
if(target.identity!='ye'){
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game.filterPlayer(function(current){
return target!=current&&target.identity==current.identity;
},targets);
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}
},
content:function(){
'step 0'
if(target==player){
target.draw(targets.length-1);
event.finish();
}
else{
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target.chooseDrawRecover(true);
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}
'step 1'
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target.link(false);
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},
ai:{
order:3,
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value:4,
useful:2,
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result:{
player:0.8,
target:1
}
}
},
chiling:{
fullskin:true,
type:'trick',
enable:true,
mode:['guozhan'],
filterTarget:function(card,player,target){
return target.isUnseen();
},
selectTarget:-1,
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chooseai:function(event,player){
if(_status.event.controls.contains('选项三')){
return Math.random()<0.5?'选项一':'选项三';
}
else{
if(player.hasSkillTag('maixie')||player.hp<=2) return '选项一';
return Math.random()<0.5?'选项一':'选项二';
}
},
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content:function(){
'step 0'
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var choiceList=['明置一张武将牌,然后摸一张牌','失去1点体力'];
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if(target.num('he',{type:'equip'})){
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choiceList.push('弃置一张装备牌');
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}
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target.chooseControl(lib.card.chiling.chooseai).set('prompt','敕令').set('choiceList',choiceList);
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'step 1'
if(result.control=='选项一'){
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target.chooseControl('主将','副将',function(){
return Math.floor(Math.random()*2);
}).set('prompt','选择要明置的武将牌');
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}
else if(result.control=='选项二'){
target.loseHp();
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event.finish();
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}
else{
target.chooseToDiscard('he',{type:'equip'},true);
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event.finish();
}
'step 2'
if(result.index==0){
target.showCharacter(0);
}
else{
target.showCharacter(1);
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}
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target.draw();
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},
ai:{
order:6,
result:{
target:-1
}
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}
},
diaohulishan:{
fullskin:true,
type:'trick',
lianheng:true,
enable:true,
filterTarget:function(card,player,target){
return target!=player;
},
content:function(){
target.addTempSkill('diaohulishan','phaseAfter');
},
ai:{
order:10,
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value:4,
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useful:[2,1],
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wuxie:function(){
return 0;
},
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result:{
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player:function(player,target){
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var att=ai.get.attitude(player,target);
if(target.hp==1&&att<0) return 0;
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if(game.hasPlayer(function(current){
return ai.get.attitude(player,current)<att;
})){
var num=1;
if(target==player.next||target==player.previous){
num+=0.5;
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}
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return num;
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}
return 0;
}
}
}
},
huxinjing:{
lianheng:true,
fullskin:true,
type:"equip",
subtype:"equip2",
skills:['huxinjing'],
ai:{
basic:{
equipValue:6
},
},
},
huoshaolianying:{
fullskin:true,
type:'trick',
lianheng:true,
filterTarget:function(card,player,target){
if(get.mode()=='guozhan'){
var next=player.getNext();
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if(!next) return false;
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return target==next||target.inline(next);
}
if(player==target) return false;
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if(game.hasPlayer(function(current){
return current.isLinked()&&current!=player;
})){
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if(!target.isLinked()) return false;
var distance=get.distance(player,target,'absolute');
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return !game.hasPlayer(function(current){
if(target!=current&&current!=player&&current.isLinked()){
var dist=get.distance(player,current,'absolute');
if(dist<distance){
return true;
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}
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if(dist==distance&&parseInt(current.dataset.position)<parseInt(target.dataset.position)){
return true;
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}
}
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});
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}
else{
var dist=get.distance(player,target);
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return !game.hasPlayer(function(current){
return current!=player&&get.distance(player,current)<dist
});
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}
},
enable:true,
selectTarget:-1,
content:function(){
target.damage('fire');
},
ai:{
order:5,
value:6,
tag:{
damage:1,
natureDamage:1,
fireDamage:1,
},
result:{
target:function(player,target){
if(target.hasSkillTag('nofire')||target.hasSkillTag('nodamage')) return 0;
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if(target.hasSkill('xuying')&&target.countCards('h')==0) return 0;
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if(!target.isLinked()){
return ai.get.damageEffect(target,player,target,'fire');
}
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return game.countPlayer(function(current){
if(current.isLinked()){
return get.sgn(ai.get.damageEffect(current,player,target,'fire'));
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}
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});
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}
}
}
},
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yuanjiao:{
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audio:true,
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fullskin:true,
type:'trick',
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enable:function(card,player){
if(get.mode()=='guozhan'&&player.isUnseen()) return false;
return true;
},
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filterTarget:function(card,player,target){
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if(get.mode()!='guozhan') return player!=target;
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if(target.identity=='unknown'||player.identity=='unknown') return false;
if(player==target) return false;
if(player.identity=='ye') return true;
return player.identity!=target.identity;
},
content:function(){
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game.asyncDraw([target,player],[1,get.mode()=='guozhan'?3:1]);
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},
ai:{
basic:{
useful:4,
value:8,
order:9
},
result:{
target:1,
player:3,
},
},
},
zhibi:{
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audio:true,
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fullskin:true,
type:'trick',
enable:true,
chongzhu:true,
filterTarget:function(card,player,target){
if(player==target) return false;
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return (target.countCards('h')||target.isUnseen(2));
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},
content:function(){
"step 0"
if(!player.storage.zhibi){
player.storage.zhibi=[];
}
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player.storage.zhibi.add(target);
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var controls=[];
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if(target.countCards('h')) controls.push('手牌');
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if(target.isUnseen(0)) controls.push('主将');
if(target.isUnseen(1)) controls.push('副将');
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if(controls.length>1){
player.chooseControl(controls);
}
if(controls.length==0) event.finish();
"step 1"
var content;
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var str=get.translation(target)+'的';
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if(result.control){
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if(result.control=='手牌'){
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content=[str+'手牌',target.getCards('h')];
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game.log(player,'观看了',target,'的手牌');
}
else if(result.control=='主将'){
content=[str+'主将',[[target.name1],'character']];
game.log(player,'观看了',target,'的主将');
}
else{
content=[str+'副将',[[target.name2],'character']];
game.log(player,'观看了',target,'的副将');
}
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}
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else if(target.countCards('h')){
content=[str+'手牌',target.getCards('h')];
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game.log(player,'观看了',target,'的手牌');
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}
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else if(target.isUnseen(0)){
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content=[str+'主将',[[target.name1],'character']];
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game.log(player,'观看了',target,'的主将');
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}
else{
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content=[str+'副将',[[target.name2],'character']];
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game.log(player,'观看了',target,'的副将');
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}
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player.chooseControl('ok').set('dialog',content);
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},
mode:['guozhan'],
ai:{
order:9.5,
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wuxie:function(){
return 0;
},
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result:{
player:function(player,target){
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if(player.countCards('h')<=player.hp) return 0;
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if(player.storage.zhibi&&player.storage.zhibi.contains(target)) return 0;
return target.isUnseen()?1:0;
}
}
}
},
yiyi:{
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audio:true,
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fullskin:true,
type:'trick',
enable:true,
filterTarget:function(card,player,target){
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if(get.mode()=='guozhan'){
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if(player.identity=='unknown'||player.identity=='ye') return player==target;
return player.identity==target.identity;
}
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else if(get.is.versus()){
return player.side==target.side;
}
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else{
return true;
}
},
selectTarget:function(){
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if(get.mode()=='guozhan') return -1;
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return [1,3];
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},
content:function(){
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target.draw(2);
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target.chooseToDiscard(2,'he',true).ai=ai.get.disvalue;
},
ai:{
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wuxie:function(){
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return 0;
},
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basic:{
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useful:3,
value:3,
order:5
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},
result:{
target:function(player,target){
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var hs=target.getCards('h');
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if(hs.length<=1){
if(target==player&&hs[0].name=='yiyi'){
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return 0;
}
return 0.3;
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}
return 1;
},
},
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tag:{
loseCard:1,
discard:1
}
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},
},
wuliu:{
fullskin:true,
type:'equip',
subtype:'equip1',
distance:{attackFrom:-1},
ai:{
basic:{
equipValue:function(card,player){
if(player.identity=='unknown'||player.identity=='ye') return 2.5;
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return 2+game.countPlayer(function(current){
return current.identity==player.identity;
})/2;
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}
}
},
skills:['wuliu_skill'],
mode:['guozhan'],
},
sanjian:{
fullskin:true,
type:'equip',
subtype:'equip1',
distance:{attackFrom:-2},
ai:{
basic:{
equipValue:4
}
},
skills:['sanjian_skill']
},
jingfanma:{
fullskin:true,
type:'equip',
subtype:'equip4',
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lianheng:true,
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distance:{globalFrom:-1},
},
},
skill:{
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_feilongduofeng_ai:{
ai:{
effect:{
player:function(card,player){
if(player.hasSkill('zhangwu')) return;
if(card.name=='feilongduofeng'&&game.hasPlayer(function(current){
return current.hasSkill('zhangwu')&&ai.get.attitude(player,current)<=0;
})){
return [0,0,0,0];
}
}
}
}
},
_taipingyaoshu_ai:{
ai:{
effect:{
player:function(card,player){
if(player.hasSkill('wendao')) return;
if(card.name=='taipingyaoshu'&&game.hasPlayer(function(current){
return current.hasSkill('wendao')&&ai.get.attitude(player,current)<=0;
})){
return [0,0,0,0];
}
}
}
}
},
feilongduofeng:{
trigger:{player:'shaBegin'},
priority:5,
logTarget:'target',
filter:function(event,player){
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return event.target.countCards('he');
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},
content:function(){
trigger.target.chooseToDiscard('he',true);
},
},
feilongduofeng2:{
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trigger:{source:'dieAfter'},
filter:function(event,player){
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if(event.reason&&event.reason.card&&event.reason.card.name=='sha'){
return event.player.isDead()&&lib.group.contains(player.identity)&&player.isMinor();
}
return false;
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},
logTarget:'player',
content:function(){
'step 0'
var list=[];
for(var i=0;i<_status.characterlist.length;i++){
var info=lib.character[_status.characterlist[i]];
if(info[4]&&info[4].contains('jun')) continue;
if(info[1]==player.identity){
list.push(_status.characterlist[i]);
}
}
event.identity=event.player.identity;
if(trigger.player==game.me&&!_status.auto){
event.dialog=ui.create.dialog('是否选择一名角色重新加入游戏?',[list,'character']);
event.filterButton=function(){return true};
event.player=game.me;
event.custom.replace.confirm=function(){
2017-02-26 06:07:37 +00:00
if(!ui.selected.buttons.length){
event.directresult='refuse';
}
else{
event.directresult=ui.selected.buttons[0].link;
}
2017-02-26 05:52:55 +00:00
event.dialog.close();
if(ui.confirm) ui.confirm.close();
delete event.player;
game.resume();
}
event.switchToAuto=function(){
event.directresult=list.randomGet();
event.dialog.close();
if(ui.confirm) ui.confirm.close();
delete event.player;
};
game.check();
game.pause();
}
else if(trigger.player.isOnline()){
trigger.player.send(function(player,list){
if(_status.auto){
_status.event._result=list.randomGet();
}
else{
var next=game.createEvent('replacePlayer');
next.source=player;
next.list=list;
next.setContent(function(){
event.dialog=ui.create.dialog('是否选择一名角色重新加入游戏?',[event.list,'character']);
event.filterButton=function(){return true};
event.player=event.source;
event.custom.replace.confirm=function(){
2017-02-26 06:07:37 +00:00
if(!ui.selected.buttons.length){
event.result='refuse';
}
else{
event.result=ui.selected.buttons[0].link;
}
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event.dialog.close();
if(ui.confirm) ui.confirm.close();
delete event.player;
game.resume();
game.uncheck();
}
event.switchToAuto=function(){
event.result=list.randomGet();
event.dialog.close();
if(ui.confirm) ui.confirm.close();
delete event.player;
game.uncheck();
};
game.check();
game.pause();
});
}
game.resume();
},trigger.player,list);
trigger.player.wait();
game.pause();
}
else{
event.directresult=list.randomGet();
}
event.list=list;
'step 1'
game.uncheck();
if(!event.directresult){
if(event.resultOL){
event.directresult=event.resultOL[trigger.player.playerid];
}
if(!event.directresult||event.directresult=='ai'){
event.directresult=event.list.randomGet();
}
}
2017-02-26 06:07:37 +00:00
if(event.directresult=='refuse'){
game.log(trigger.player,'拒绝重新加入游戏');
return;
}
2017-02-26 05:52:55 +00:00
game.log(trigger.player,'重新加入游戏');
var name=event.directresult;
game.log(trigger.player,'将主将替换为','#b'+name);
_status.characterlist.remove(name);
game.broadcastAll(function(source,name,identity){
source.revive(2,false);
source.identity=identity;
source._group=identity;
source.setIdentity();
if(source==game.me){
ui.arena.classList.remove('selecting');
}
},trigger.player,name,event.identity);
trigger.player.draw();
trigger.player.reinit(trigger.player.name1,name,false);
trigger.player.removeCharacter(1);
trigger.getParent('damage').untrigger(false,trigger.player);
game.addVideo('setIdentity',trigger.player,event.identity);
}
2017-02-26 04:22:53 +00:00
},
taipingyaoshu:{
trigger:{player:'damageBefore'},
filter:function(event){
2017-02-28 05:24:12 +00:00
if(event.source&&event.source.hasSkillTag('unequip',false,event.card)) return false;
2017-02-26 04:22:53 +00:00
if(event.nature) return true;
},
forced:true,
content:function(){
trigger.untrigger();
trigger.finish();
},
ai:{
nofire:true,
nothunder:true,
effect:{
target:function(card,player,target,current){
2017-02-28 05:40:28 +00:00
if(player.hasSkillTag('unequip',false,card)) return;
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if(get.tag(card,'natureDamage')) return 'zerotarget';
if(card.name=='tiesuo'){
return [0,0];
}
}
}
}
},
_taipingyaoshu:{
mod:{
maxHandcard:function(player,num){
2017-02-26 15:27:37 +00:00
var source=game.findPlayer(function(current){
2017-02-26 04:22:53 +00:00
return current.hasSkill('taipingyaoshu')&&current.isFriendOf(player);
2017-02-26 15:27:37 +00:00
});
if(source){
if(source.hasSkill('huangjintianbingfu')){
num+=source.storage.huangjintianbingfu.length;
}
2017-02-26 04:22:53 +00:00
return num+game.countPlayer(function(current){
2017-02-26 15:27:37 +00:00
return current.isFriendOf(source);
2017-02-26 04:22:53 +00:00
});
}
}
},
},
2016-06-25 06:30:34 +00:00
yuxi_skill:{
trigger:{player:'phaseDrawBegin'},
forced:true,
2017-03-16 12:51:51 +00:00
filter:function(event,player){
return !player.isUnseen();
},
2016-06-25 06:30:34 +00:00
content:function(){
trigger.num++;
},
ai:{
threaten:1.3
},
group:'yuxi_skill2'
},
yuxi_skill2:{
trigger:{player:'phaseUseBegin'},
forced:true,
filter:function(event,player){
2017-03-16 12:51:51 +00:00
if(player.isUnseen()) return false;
2017-02-11 13:42:46 +00:00
return game.hasPlayer(function(current){
return player.canUse('zhibi',current);
});
2016-06-25 06:30:34 +00:00
},
content:function(){
'step 0'
player.chooseTarget('玉玺:选择知己知彼的目标',function(card,player,target){
return player.canUse({name:'zhibi'},target);
},true).set('ai',function(target){
var player=_status.event.player;
return ai.get.effect(target,{name:'zhibi'},player,player);
});
'step 1'
if(result.bool){
player.useCard({name:'zhibi'},result.targets);
}
}
},
xietianzi:{
trigger:{player:'phaseAfter'},
filter:function(event,player){
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return player.hasSkill('xietianzi');
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},
forced:true,
popup:false,
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priority:-50,
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content:function(){
"step 0"
player.removeSkill('xietianzi');
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if(player.countCards('he')>0){
2016-07-01 01:31:02 +00:00
player.chooseToDiscard('he','是否弃置一张牌并获得一个额外回合?').set('ai',function(card){
return 10-ai.get.value(card);
});
}
else{
event.finish();
}
2016-06-25 06:30:34 +00:00
"step 1"
if(result.bool){
player.phase();
}
},
},
_chiling1:{
mode:['guozhan'],
trigger:{player:'discardAfter'},
filter:function(event,player){
for(var i=0;i<event.cards.length;i++){
if(event.cards[i].name=='chiling'&&get.position(event.cards[i])=='d'){
return true;
}
}
return false;
},
forced:true,
popup:false,
content:function(){
var cards=[];
for(var i=0;i<trigger.cards.length;i++){
if(trigger.cards[i].name=='chiling'&&get.position(trigger.cards[i])=='d'){
cards.push(trigger.cards[i]);
}
}
if(cards.length){
for(var i=0;i<cards.length;i++){
cards[i].remove();
}
_status.chiling=true;
player.popup('敕令');
}
},
},
_chiling2:{
mode:['guozhan'],
trigger:{player:'judgeAfter'},
forced:true,
popup:false,
filter:function(event,player){
if(event.result.card.parentNode.id!='discardPile') return false;
return event.result.card.name=='chiling';
},
content:function(){
_status.chiling=true;
trigger.result.card.remove();
player.popup('敕令');
}
},
_chiling3:{
mode:['guozhan'],
trigger:{player:'phaseAfter'},
forced:true,
popup:false,
filter:function(){
return _status.chiling;
},
content:function(){
'step 0'
2016-06-25 16:38:59 +00:00
_status.chiling=false;
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var targets=game.filterPlayer(function(target){
return target.isUnseen();
});
targets.sort(lib.sort.seat);
event.targets=targets;
'step 1'
if(event.targets.length){
var target=event.targets.shift();
event.current=target;
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var choiceList=['明置一张武将牌,然后摸一张牌','失去1点体力'];
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if(target.num('he',{type:'equip'})){
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choiceList.push('弃置一张装备牌');
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}
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target.chooseControl(lib.card.chiling.chooseai).set('prompt','敕令').set('choiceList',choiceList);
2016-06-25 06:30:34 +00:00
}
else{
event.finish();
}
'step 2'
var target=event.current;
if(result.control=='选项一'){
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target.chooseControl('主将','副将',function(){
return Math.floor(Math.random()*2);
}).set('prompt','选择要明置的武将牌');
2016-06-25 06:30:34 +00:00
}
else if(result.control=='选项二'){
target.loseHp();
2017-02-26 17:01:20 +00:00
event.goto(1);
2016-06-25 06:30:34 +00:00
}
else{
target.chooseToDiscard('he',{type:'equip'},true);
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event.goto(1);
2016-06-25 06:30:34 +00:00
}
'step 3'
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var target=event.current;
if(result.index==0){
target.showCharacter(0);
}
else{
target.showCharacter(1);
}
target.draw();
2016-06-25 06:30:34 +00:00
event.goto(1);
}
},
_diaohulishan:{
trigger:{player:'useCardAfter'},
forced:true,
popup:false,
filter:function(event,player){
return event.card.name=='diaohulishan';
},
content:function(){
player.draw();
}
},
diaohulishan:{
mod:{
cardEnabled:function(){
return false;
},
2016-07-01 07:34:40 +00:00
cardSavable:function(){
return false;
},
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targetEnabled:function(){
return false;
}
},
mark:true,
intro:{
content:'不计入距离的计算且不能使用牌且不是牌的合法目标'
},
group:'undist'
},
huxinjing:{
trigger:{player:'damageBegin'},
priority:10,
forced:true,
filter:function(event){
2017-02-28 06:24:41 +00:00
if(event.source&&event.source.hasSkillTag('unequip',false,event.card)) return false;
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return event.num>0;
},
content:function(){
trigger.num--;
player.addSkill('huxinjing2');
}
},
huxinjing2:{
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trigger:{player:['damageEnd','damageZero']},
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priority:10,
forced:true,
popup:false,
content:function(){
2017-02-06 06:56:22 +00:00
var card=player.getEquip('huxinjing');
if(card){
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player.discard(card);
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}
2017-03-22 13:21:00 +00:00
player.removeSkill('huxinjing2');
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}
},
_lianheng:{
mode:['guozhan'],
enable:'phaseUse',
prompt:'将可连横的牌交给一名与你势力不同的角色,或未确定势力的角色,若你交给与你势力不同的角色,则你摸一张牌',
filter:function(event,player){
2017-03-27 09:12:10 +00:00
return (player.getCards('h',function(card){
2016-06-25 06:30:34 +00:00
return get.info(card).lianheng;
}).length);
},
filterCard:function(card){
return get.info(card).lianheng;
},
filterTarget:function(card,player,target){
if(target==player) return false;
if(player.isUnseen()) return target.isUnseen();
if(player.identity=='ye') return true;
return target.identity!=player.identity;
},
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prepare:'give',
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discard:false,
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// delay:0.5,
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content:function(){
"step 0"
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target.gain(cards,player);
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"step 1"
if(!target.isUnseen()){
player.draw();
}
},
ai:{
basic:{
order:2
},
result:{
player:function(player,target){
if(target.isUnseen()) return 0;
2017-02-26 01:44:20 +00:00
if(player.isMajor()) return 0;
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return 0.5;
},
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target:function(player,target){
if(target.isUnseen()) return 0;
return 1;
}
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},
}
},
2016-02-18 06:22:24 +00:00
wuliu_skill:{},
_wuliu_skill2:{
2015-04-29 03:25:17 +00:00
mod:{
attackFrom:function(from,to,distance){
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return distance-game.countPlayer(function(current){
if(current==from) return false;
if(current.identity=='unknown'||current.identity=='ye') return false;
if(current.identity!=from.identity) return false;
if(current.hasSkill('wuliu_skill')) return true;
});
2015-04-29 03:25:17 +00:00
}
}
},
sanjian_skill:{
2015-05-14 09:23:45 +00:00
audio:true,
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trigger:{source:'damageAfter'},
direct:true,
filter:function(event,player){
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if(player.countCards('h')==0) return false;
2015-04-29 03:25:17 +00:00
if(!event.card) return false;
if(event.card.name!='sha') return false;
2017-02-11 13:42:46 +00:00
return game.hasPlayer(function(current){
return current!=event.player&&get.distance(event.player,current)<=1;
});
2015-04-29 03:25:17 +00:00
},
content:function(){
"step 0"
var damaged=trigger.player;
player.chooseCardTarget({
2017-01-13 16:02:19 +00:00
filterCard:lib.filter.cardDiscardable,
2015-04-29 03:25:17 +00:00
filterTarget:function(card,player,target){
2016-04-19 08:57:06 +00:00
var damaged=_status.event.damaged;
2015-04-29 03:25:17 +00:00
return get.distance(damaged,target)<=1&&target!=damaged;
},
ai1:function(card){
return 9-ai.get.value(card);
},
ai2:function(target){
2016-04-19 08:57:06 +00:00
var player=_status.event.player;
2015-04-29 03:25:17 +00:00
return ai.get.damageEffect(target,player,player);
},
2016-09-20 05:06:35 +00:00
prompt:get.prompt('sanjian')
2016-04-19 08:57:06 +00:00
}).set('damaged',damaged);
2015-04-29 03:25:17 +00:00
"step 1"
if(result.bool){
2015-12-31 07:03:13 +00:00
player.logSkill('sanjian_skill',result.targets);
2015-04-29 03:25:17 +00:00
player.discard(result.cards);
result.targets[0].damage();
}
}
},
},
translate:{
2017-02-26 04:04:58 +00:00
feilongduofeng:'飞龙夺凤',
2017-02-26 04:22:53 +00:00
feilongduofeng2:'飞龙夺凤',
2017-02-26 04:04:58 +00:00
feilongduofeng_info:'当你使用【杀】指定一名角色为目标后,你可令该角色弃置一张牌。你使用【杀】杀死一名角色后,若你所属的势力是全场最少的(或之一),你可令该角色的使用者选择是否从未使用的武将牌中选择一张与你势力相同的武将牌重新加入游戏',
taipingyaoshu:'太平要术',
taipingyaoshu_info:'锁定技,防止你受到的所有属性伤害;全场每有一名与你势力相同的角色存活,所有此势力角色的手牌上限便+1当你失去装备区里的【太平要术】时你失去1点体力然后摸两张牌',
2016-06-25 06:30:34 +00:00
yuxi_skill:'玉玺',
yuxi_skill2:'玉玺',
yuxi:'玉玺',
yuxi_info:'锁定技,若你有明置的武将牌,你的势力视为唯一的大势力;锁定技,摸牌阶段,若你有明置的武将牌,你多摸一张牌;锁定技,出牌阶段开始时,若你有明置的武将牌,你视为使用【知己知彼】',
xietianzi:'挟令',
xietianzi_info:'出牌阶段,对自己使用。你结束出牌阶段,若如此做,此回合结束时,你可以弃置一张牌,获得一个额外的回合',
xietianzi_info_guozhan:'出牌阶段,对为大势力角色的你使用。你结束出牌阶段,若如此做,此回合结束时,你可以弃置一张牌,获得一个额外的回合',
shuiyanqijunx:'水淹七军',
shuiyanqijunx_info:'出牌阶段对一名装备区里有牌的其他角色使用。目标角色选择一项1、弃置装备区里的所有牌2、受到你造成的1点雷电伤害',
lulitongxin:'勠力同心',
lulitongxin_info:'出牌阶段,对所有大势力角色或所有小势力角色使用。若目标角色:不处于“连环状态”,其横置;处于“连环状态”,其摸一张牌',
lianjunshengyan:'联军盛宴',
lianjunshengyan_info:'出牌阶段对你和你选择的除你的势力外的一个势力的所有角色。若目标角色为你你摸X张牌X为该势力的角色数不为你其选择一项1、回复1点体力2、摸一张牌然后重置',
chiling:'敕令',
chiling_info:'出牌阶段对所有没有势力的角色使用。目标角色选择一项1、明置一张武将牌然后摸一张牌2、弃置一张装备牌3、失去1点体力。当【敕令】因判定或弃置而置入弃牌堆时系统将之移出游戏然后系统于当前回合结束后视为对所有没有势力的角色使用【敕令】',
diaohulishan:'调虎离山',
diaohulishan_info:'出牌阶段,对至多两名其他角色使用。目标角色于此回合结束之前不计入距离的计算且不能使用牌且不是牌的合法目标。此牌结算结束时,你摸一张牌',
_lianheng:'连横',
huoshaolianying:'火烧连营',
huoshaolianying_bg:'烧',
huoshaolianying_info_guozhan:'出牌阶段,对你的下家和与其处于同一队列的角色使用,每名角色受到一点火焰伤害',
huoshaolianying_info:'对离你最近的一名横置角色使用(若无横置角色则改为对距离你最近的所有角色使用),对目标造成一点火焰伤害',
2015-04-29 03:25:17 +00:00
yuanjiao:'远交近攻',
2016-06-25 06:30:34 +00:00
yuanjiao_info_guozhan:'对一名不同势力的角色使用对方摸一张牌然后你摸3张牌',
yuanjiao_info:'对一名其他角色使用,你与其各摸一张牌',
2015-04-29 03:25:17 +00:00
yuanjiao_bg:'交',
zhibi:'知己知彼',
2016-06-25 06:30:34 +00:00
zhibi_info:'出牌阶段对一名其他角色使用,观看其手牌或武将牌',
2015-04-29 03:25:17 +00:00
yiyi:'以逸待劳',
2016-06-25 06:30:34 +00:00
yiyi_info_guozhan:'对与自己势力相同的所有角色使用,摸两张牌然后弃置两张牌',
2017-03-01 03:45:26 +00:00
yiyi_info_combat:'对所有友方角色使用,摸两张牌然后弃置两张牌',
2016-06-25 06:30:34 +00:00
yiyi_info:'对与任意三名角色使用,摸两张牌然后弃置两张牌',
2015-04-29 03:25:17 +00:00
yiyi_bg:'逸',
wuliu:'吴六剑',
2016-02-18 06:22:24 +00:00
wuliu_info:'其他与装备者势力相同的角色攻击范围+1',
2015-04-29 03:25:17 +00:00
sanjian:'三尖两刃刀',
sanjian_info:'当你使用杀造成伤害后可以弃置1张手牌对一名距离受伤害角色1以内的其他角色造成1点伤害',
wuliu_skill:'吴六剑',
sanjian_skill:'三尖两刃刀',
jingfanma_bg:'-马',
jingfanma:'惊帆',
2017-02-06 12:28:57 +00:00
jingfanma_info:'你的进攻距离+1',
2016-06-25 06:30:34 +00:00
huxinjing_bg:'镜',
huxinjing:'护心镜',
huxinjing_info:'抵消一点伤害',
2015-04-29 03:25:17 +00:00
},
list:[
['heart',9,'yuanjiao'],
['club',3,'zhibi'],
['club',4,'zhibi'],
['diamond',4,'yiyi'],
['heart',11,'yiyi'],
['diamond',6,'wuliu'],
['diamond',12,'sanjian'],
['heart',3,'jingfanma'],
2015-09-16 07:31:41 +00:00
["spade",4,'shunshou'],
["spade",12,'guohe'],
["spade",11,'wuxie'],
2016-06-25 06:30:34 +00:00
['spade',3,'huoshaolianying','fire'],
['club',11,'huoshaolianying','fire'],
['heart',12,'huoshaolianying','fire'],
['club',2,'huxinjing'],
['heart',2,'diaohulishan'],
['diamond',10,'diaohulishan'],
['heart',1,'lianjunshengyan'],
['club',3,'chiling'],
['spade',12,'lulitongxin'],
['club',10,'lulitongxin'],
['club',12,'shuiyanqijunx'],
['heart',13,'shuiyanqijunx'],
['spade',1,'xietianzi'],
['diamond',1,'xietianzi'],
['diamond',4,'xietianzi'],
['club',1,'yuxi'],
2015-04-29 03:25:17 +00:00
],
}