noname/character/yijiang.js

5975 lines
164 KiB
JavaScript
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'use strict';
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character.yijiang={
character:{
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yujin:['male','wei',4,['yizhong']],
caozhang:['male','wei',4,['jiangchi']],
guohuai:['male','wei',4,['jingce']],
zhangchunhua:['female','wei',3,['jueqing','shangshi']],
caozhi:['male','wei',3,['luoying','jiushi']],
caochong:['male','wei',3,['renxin','chengxiang']],
xunyou:['male','wei',3,['zhiyu','qice']],
xushu:['male','shu',3,['wuyan','jujian']],
xin_xushu:['male','shu',3,['xinwuyan','xinjujian']],
xin_masu:['male','shu',3,['sanyao','zhiman']],
masu:['male','shu',3,['xinzhan','huilei']],
fazheng:['male','shu',3,['enyuan','xuanhuo']],
xin_fazheng:['male','shu',3,['xinenyuan','xinxuanhuo']],
zhuran:['male','wu',4,['danshou']],
xusheng:['male','wu',4,['xinpojun']],
wuguotai:['female','wu',3,['ganlu','buyi']],
lingtong:['male','wu',4,['xuanfeng']],
liubiao:['male','qun',3,['zongshi','zishou']],
huaxiong:['male','qun',6,['yaowu']],
wangyi:['female','wei',3,['zhenlie','miji']],
yufan:['male','wu',3,['zhiyan','zongxuan']],
chengong:['male','qun',3,['mingce','zhichi']],
bulianshi:['female','wu',3,['anxu','zhuiyi']],
handang:['male','wu',4,['gongji','jiefan']],
fuhuanghou:['female','qun',3,['zhuikong','qiuyuan']],
zhonghui:['male','wei',4,['quanji','zili']],
jianyong:['male','shu',3,['qiaoshui','jyzongshi']],
madai:['male','shu',4,['mashu','qianxi']],
liufeng:['male','shu',4,['xiansi']],
manchong:['male','wei',3,['junxing','yuce']],
liru:['male','qun',3,['juece','mieji','fencheng']],
guanzhang:['male','shu',4,['fuhun']],
chenqun:['male','wei',3,['dingpin','faen']],
sunluban:['female','wu',3,['chanhui','jiaojin']],
guyong:['male','wu',3,['shenxing','bingyi']],
caifuren:['female','qun',3,['qieting','xianzhou']],
yj_jushou:['male','qun',3,['jianying','shibei']],
zhangsong:['male','shu',3,['qiangzhi','xiantu']],
zhuhuan:['male','wu',4,['youdi']],
xiahoushi:['female','shu',3,['qiaoshi','yanyu']],
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panzhangmazhong:['male','wu',4,['anjian','duodao']],
zhoucang:['male','shu',4,['zhongyong']],
guanping:['male','shu',4,['longyin']],
liaohua:['male','shu',4,['dangxian','fuli']],
chengpu:['male','wu',4,['lihuo','chunlao']],
gaoshun:['male','qun',4,['xianzhen','jinjiu']],
caozhen:['male','wei',4,['sidi']],
wuyi:['male','shu',4,['benxi']],
hanhaoshihuan:['male','wei',4,['shenduan','yonglve']],
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caorui:['male','wei',3,['huituo','mingjian','xingshuai'],['fullskin','zhu']],
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caoxiu:['male','wei',4,['taoxi']],
zhongyao:['male','wei',3,['huomo','zuoding']],
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liuchen:['male','shu',4,['zhanjue','qinwang'],['fullskin','zhu']],
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zhangyi:['male','shu',4,['wurong','shizhi']],
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sunxiu:['male','wu',3,['yanzhu','xingxue','zhaofu'],['fullskin','zhu']],
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zhuzhi:['male','wu',4,['anguo']],
quancong:['male','wu',4,['yaoming']],
gongsunyuan:['male','qun',4,['huaiyi']],
guotufengji:['male','qun',3,['jigong','shifei']],
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xin_yujin:['male','wei',4,['jieyue']],
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},
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perfectPair:{
wuguotai:['sunjian','sunshangxiang'],
zhangchunhua:['simayi'],
caozhi:['zhenji'],
xunyou:['xunyu'],
xushu:['liubei'],
lingtong:['ganning'],
chengong:['lvbu'],
bulianshi:['sunquan'],
fuhuanghou:['liuxie'],
sunluban:['quancong'],
caifuren:['liubiao'],
xiahoushi:['zhangfei'],
zhoucang:['guanyu'],
guanping:['guanyu'],
},
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skill:{
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jieyue:{
group:'jieyue1'
},
jieyue1:{
audio:2,
trigger:{player:'phaseEnd'},
direct:true,
content:function(){
'step 0'
player.chooseCardTarget({
filterTarget:function(card,player,target){
return target!=player&&target.num('he')>0;
},
filterCard:true,
ai1:function(card){
return 7-ai.get.useful(card);
},
ai2:function(target){
return 1-ai.get.attitude(player,target);
},
prompt:'是否发动【节钺】?'
});
'step 1'
if(result.bool){
player.logSkill('jieyue1',result.targets);
player.discard(result.cards);
var target=result.targets[0];
event.target=target;
target.chooseCard('将一张牌置于'+get.translation(player)+'的武将牌上,或令其弃置你的一张牌','he').ai=function(card){
if(ai.get.attitude(player,target)>0){
return 8-ai.get.value(card);
}
var nh=player.num('h');
if(nh<=2){
return 6-ai.get.value(card);
}
if(nh<=3){
return 2-ai.get.value(card);
}
return 0;
}
}
else{
event.finish();
}
'step 2'
if(result.bool&&result.cards&&result.cards.length){
event.target.$give(result.cards,player);
player.storage.jieyue2=result.cards[0];
event.target.lose(result.cards[0],ui.special);
player.syncStorage('jieyue2');
player.addSkill('jieyue2');
}
else if(event.target.num('he')){
player.discardPlayerCard(event.target,true);
}
},
ai:{
expose:0.1
}
},
jieyue2:{
mark:'card',
intro:{
content:'card'
},
audio:true,
enable:'chooseToUse',
filterCard:function(card){
return get.color(card)=='black';
},
viewAsFilter:function(player){
return player.num('h',{color:'black'})>0;
},
viewAs:{name:'wuxie'},
prompt:'将一张黑色手牌当无懈可击使用',
check:function(card){return 8-ai.get.value(card)},
threaten:1.2,
group:['jieyue3','jieyue4']
},
jieyue3:{
enable:['chooseToRespond'],
filterCard:function(card){
return get.color(card)=='red';
},
viewAs:{name:'shan'},
viewAsFilter:function(player){
if(!player.num('h',{color:'red'})) return false;
},
audio:true,
prompt:'将一张红色手牌当闪打出',
check:function(){return 1},
ai:{
respondShan:true,
skillTagFilter:function(player){
if(!player.num('h',{color:'red'})) return false;
},
result:{
target:function(card,player,target,current){
if(get.tag(card,'respondShan')&&current<0) return 0.8
}
}
}
},
jieyue4:{
trigger:{player:'phaseBegin'},
forced:true,
content:function(){
player.gain(player.storage.jieyue2,'gain2');
player.storage.jieyue2=null;
player.removeSkill('jieyue2');
}
},
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jinjiu:{
mod:{
cardEnabled:function(card,player){
if(card.name=='jiu'&&_status.event.skill!='jinjiu') return false;
},
cardUsable:function(card,player){
if(card.name=='jiu'&&_status.event.skill!='jinjiu') return false;
},
cardRespondable:function(card,player){
if(card.name=='jiu'&&_status.event.skill!='jinjiu') return false;
},
cardSavable:function(card,player){
if(card.name=='jiu'&&_status.event.skill!='jinjiu') return false;
},
},
enable:['chooseToUse','chooseToRespond'],
filter:function(event,player){
return player.num('h','jiu')>0;
},
filterCard:{name:'jiu'},
viewAs:{name:'sha'},
viewAsFilter:function(player){
if(!player.num('h','jiu')) return false;
},
check:function(){return 1},
ai:{
skillTagFilter:function(player){
if(!player.num('h','jiu')) return false;
},
respondSha:true,
order:4,
useful:-1,
value:-1
}
},
xianzhen:{
audio:2,
enable:'phaseUse',
usable:1,
filterTarget:function(card,player,target){
return player!=target&&target.num('h')>0;
},
filter:function(event,player){
return player.num('h')>0;
},
content:function(){
"step 0"
player.chooseToCompare(target);
"step 1"
if(result.bool){
player.storage.xianzhen=target;
player.addTempSkill('xianzhen2','phaseAfter');
player.addTempSkill('unequip','phaseAfter');
}
else{
player.addTempSkill('xianzhen3','phaseAfter');
}
},
ai:{
order:function(name,player){
var cards=player.get('h');
if(player.num('h','sha')==0){
return 1;
}
for(var i=0;i<cards.length;i++){
if(cards[i].name!='sha'&&cards[i].number>11&&ai.get.value(cards[i])<7){
return 9;
}
}
return lib.card.sha.ai.order-1;
},
result:{
player:function(player){
if(player.num('h','sha')>0) return 0.6;
var num=player.num('h');
if(num>player.hp) return 0;
if(num==1) return -2;
if(num==2) return -1;
return -0.7;
},
target:function(player,target){
var num=target.num('h');
if(num==1) return -1;
if(num==2) return -0.7;
return -0.5
},
},
threaten:1.3
}
},
xianzhen2:{
mod:{
targetInRange:function(card,player,target,now){
if(player.storage.xianzhen==target) return true;
},
cardUsable:function(card,player,num){
if(card.name=='sha') return Infinity;
}
},
},
xianzhen3:{
mod:{
cardEnabled:function(card){if(card.name=='sha') return false}
}
},
lihuo:{
enable:'phaseUse',
usable:1,
filterCard:function(card){
return card.name=='sha'&&!card.nature;
},
filter:function(event,player){
return player.num('h','sha')>0
},
viewAs:{name:'sha',nature:'fire'},
mod:{
selectTarget:function(card,player,range){
if(card.name=='sha'&&card.nature=='fire'&&range[1]!=-1){
range[1]++;
}
},
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},
group:'lihuo2'
},
lihuo2:{
trigger:{source:'damageEnd'},
forced:true,
popup:false,
filter:function(event,player){
return event.parent.skill=='lihuo';
},
content:function(){
player.addTempSkill('lihuo3','phaseAfter');
}
},
lihuo3:{
trigger:{player:'useCardAfter'},
filter:function(event,player){
return event.card.name=='sha';
},
forced:true,
silent:true,
audio:false,
content:function(){
player.loseHp();
player.removeSkill('lihuo3');
delete player.tempSkills.lihuo3;
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}
},
chunlao:{
trigger:{player:'phaseEnd'},
direct:true,
audio:2,
filter:function(event,player){
return player.num('h','sha')>0&&!player.storage.chunlao.length;
},
init:function(player){
player.storage.chunlao=[];
},
intro:{
content:'cards',
},
content:function(){
'step 0'
player.chooseCard([1,player.num('h','sha')],'是否发动【醇醪】?',{name:'sha'}).ai=function(){
return 1;
};
'step 1'
if(result.bool){
player.logSkill('chunlao');
player.storage.chunlao=player.storage.chunlao.concat(result.cards);
player.syncStorage('chunlao');
player.markSkill('chunlao');
player.lose(result.cards,ui.special);
player.$give(result.cards,player);
}
},
ai:{
effect:{
player:function(card,player){
if(_status.currentPhase!=player) return;
if(card.name=='sha'&&player.num('h')<=player.hp&&!player.storage.chunlao.length){
return [0,0,0,0];
}
}
},
threaten:1.4
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},
group:'chunlao2'
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},
chunlao2:{
trigger:{global:'dying'},
priority:6,
filter:function(event,player){
return event.player.hp<=0&&player.storage.chunlao.length>0;
},
direct:true,
content:function(){
"step 0"
var att=ai.get.attitude(player,trigger.player);
player.chooseCardButton('是否对'+get.translation(trigger.player)+'发动【醇醪】?',player.storage.chunlao).ai=function(button){
if(att>0) return 1;
return 0;
};
"step 1"
if(result.bool){
player.logSkill('chunlao',trigger.player);
player.$throw(result.links);
player.storage.chunlao.remove(result.links[0]);
ui.discardPile.appendChild(result.links[0]);
player.syncStorage('chunlao');
trigger.player.useCard({name:'jiu'},trigger.player);
if(!player.storage.chunlao.length){
player.unmarkSkill('chunlao');
}
}
},
ai:{
expose:0.2
}
},
shenduan:{
trigger:{player:'discardAfter'},
filter:function(event,player){
for(var i=0;i<event.cards.length;i++){
if(get.color(event.cards[i])=='black'&&get.type(event.cards[i])=='basic'&&
get.position(event.cards[i])=='d'){
return true;
}
}
return false;
},
direct:true,
content:function(){
'step 0'
var cards=[];
for(var i=0;i<trigger.cards.length;i++){
if(get.color(trigger.cards[i])=='black'&&get.type(trigger.cards[i])=='basic'&&
get.position(trigger.cards[i])=='d'){
cards.push(trigger.cards[i]);
}
}
if(!cards.length){
event.finish();
}
else{
event.cards=cards;
}
'step 1'
if(event.cards.length){
player.chooseTarget('是否发动【慎断】?',function(card,player,target){
return player.canUse({name:'bingliang'},target,false);
}).ai=function(target){
return ai.get.effect(target,{name:'bingliang'},player,player);
};
}
else{
event.finish();
}
'step 2'
if(result.bool&&result.targets&&result.targets.length){
event.current=result.targets[0];
if(event.cards.length==1){
event.directCard=event.cards[0];
}
else{
delete event.directCard;
player.chooseCardButton('选择一张牌当作兵断寸断使用',event.cards,true);
}
}
else{
event.finish();
}
'step 3'
var card;
if(event.directCard){
card=event.directCard;
}
else if(result.links&&result.links.length&&
event.cards.contains(result.links[0])){
card=result.links[0]
}
if(card){
event.cards.remove(card);
event.current.addJudge('bingliang',[card]);
event.goto(1);
player.logSkill('shenduan',event.current);
}
}
},
yonglve:{
trigger:{global:'phaseJudgeBegin'},
direct:true,
filter:function(event,player){
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return event.player!=player&&event.player.num('j')>0&&get.distance(player,event.player,'attack')<=1;
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},
content:function(){
'step 0'
var att=ai.get.attitude(player,trigger.player);
var nh=trigger.player.num('h');
var eff=ai.get.effect(trigger.player,{name:'sha'},player,player);
player.chooseCardButton('是否对'+get.translation(trigger.player)+'发动【勇略】?',trigger.player.get('j')).ai=function(button){
var name=button.link.viewAs||button.link.name;
if(att>0&&eff>=0) return 1;
if(att>=0&&eff>0) return 1;
if(att>0&&(trigger.player.hp>=3||trigger.player.num('e','bagua')||trigger.player.num('h','shan'))){
if(name=='lebu'&&nh>trigger.player.hp) return 1;
if(name=='bingliang'&&nh<trigger.player.hp) return 1;
}
return 0;
};
'step 1'
if(result.bool){
trigger.player.discard(result.links);
player.useCard({name:'sha'},trigger.player,'yonglve');
player.storage.yonglve=false;
}
else{
event.finish();
}
'step 2'
if(player.storage.yonglve){
player.storage.yonglve=false;
}
else{
player.draw();
}
},
group:'yonglve2'
},
yonglve2:{
trigger:{source:'damageAfter'},
forced:true,
popup:false,
filter:function(event){
return event.parent.skill=='yonglve';
},
content:function(){
player.storage.yonglve=true;
}
},
benxi:{
trigger:{player:['useCardAfter','useSkillAfter']},
forced:true,
popup:false,
silent:true,
filter:function(event,player){
if(!player.storage.benxi) return false;
return _status.currentPhase==player;
},
content:function(){
for(var i=0;i<game.players.length;i++){
if(get.distance(player,game.players[i])>1){
player.removeSkill('unequip');
return;
}
}
player.addSkill('unequip');
},
group:['benxi2','benxi3'],
mod:{
globalFrom:function(from,to,distance){
if(_status.currentPhase==from){
return distance-get.cardCount(true,from);
}
},
selectTarget:function(card,player,range){
if(_status.currentPhase==player){
if(card.name=='sha'&&range[1]!=-1){
for(var i=0;i<game.players.length;i++){
if(get.distance(player,game.players[i])>1) return;
}
range[1]++;
}
}
},
},
},
benxi2:{
trigger:{player:'phaseBegin'},
forced:true,
popup:false,
silent:true,
priority:5,
filter:function(event,player){
return player.skills.contains('benxi');
},
content:function(){
player.storage.benxi=!player.skills.contains('unequip');
if(player.storage.benxi){
for(var i=0;i<game.players.length;i++){
if(get.distance(player,game.players[i])>1){
return;
}
}
player.addSkill('unequip');
}
}
},
benxi3:{
trigger:{player:'phaseAfter'},
forced:true,
popup:false,
silent:true,
content:function(){
if(player.storage.benxi){
player.storage.benxi=false;
player.removeSkill('unequip');
}
}
},
sidi:{
trigger:{global:'respondEnd'},
filter:function(event,player){
if(event.parent.parent.name!='sha') return false;
if(event.player==player) return true;
return _status.currentPhase==player;
},
frequent:true,
init:function(player){
player.storage.sidi=[];
},
intro:{
content:'cards'
},
content:function(){
var card=get.cards()[0];
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game.log(player,'将',card,'置于武将牌上');
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player.$gain2(card);
player.storage.sidi.add(card);
player.markSkill('sidi');
player.syncStorage('sidi');
},
group:'sidi2'
},
sidi2:{
trigger:{global:'phaseUseBegin'},
filter:function(event,player){
if(event.player==player) return false;
if(!player.storage.sidi.length) return false;
return true;
},
check:function(event,player){
if(ai.get.attitude(player,event.player)>=0) return false;
if(event.player.num('e','zhuge')) return false;
if(event.player.skills.contains('paoxiao')) return false;
for(var i=0;i<game.players.length;i++){
if(event.player.canUse('sha',game.players[i])&&
ai.get.attitude(player,game.players[i])>0) break;
}
if(i==game.players.length) return false;
var nh=event.player.num('h');
var nsha=event.player.num('h','sha');
if(nh<2) return false;
switch(nh){
case 2:
if(nsha) return Math.random()<0.4;
return Math.random()<0.2;
case 3:
if(nsha) return Math.random()<0.8;
return Math.random()<0.3;
case 4:
if(nsha>1) return true;
if(nsha) return Math.random()<0.9;
return Math.random()<0.5;
default:return true;
}
},
content:function(){
'step 0'
if(player.storage.sidi.length==1){
event.directbutton=player.storage.sidi[0];
}
else{
player.chooseCardButton('弃置武将牌上的一张牌',player.storage.sidi,true);
}
'step 1'
var button;
if(event.directbutton){
button=event.directbutton;
}
else if(result.bool&&result.links&&result.links.length){
button=result.links[0];
}
if(button){
player.$throw([button]);
player.line(trigger.player,'green');
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game.log(player,'将',button,'置于弃牌堆');
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ui.discardPile.appendChild(button);
trigger.player.addTempSkill('sidi3','phaseAfter');
player.storage.sidi.remove(button);
player.syncStorage('sidi');
if(player.storage.sidi.length==0){
player.unmarkSkill('sidi');
}
game.delayx();
}
}
},
sidi3:{
mod:{
cardUsable:function(card,player,num){
if(card.name=='sha') return num-1;
}
}
},
zhongyong:{
trigger:{player:'shaMiss'},
direct:true,
filter:function(event,player){
return event.responded&&get.itemtype(event.responded.cards)=='cards';
},
content:function(){
"step 0"
var cards=trigger.responded.cards;
event.cards=cards;
player.chooseTarget('忠勇:将'+get.translation(trigger.responded.cards)+'交给一名角色',function(card,player,target){
return target!=trigger.target;
}).ai=function(target){
var att=ai.get.attitude(player,target);
if(target.num('h','shan')&&target.num('h')>=2){
att/=1.5;
}
return att;
}
"step 1"
if(result.bool){
player.logSkill('zhongyong',result.targets);
result.targets[0].gain(event.cards,'gain2');
if(result.targets[0]==player){
event.finish();
}
}
else{
event.finish();
}
"step 2"
if(player.skills.contains('jiu')){
player.removeSkill('jiu');
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if(player.node.jiu){
player.node.jiu.delete();
player.node.jiu2.delete();
delete player.node.jiu;
delete player.node.jiu2;
}
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event.jiu=true;
}
player.chooseToUse('是否对'+get.translation(trigger.target)+'再使用一张杀?',
{name:'sha'},trigger.target,-1).logSkill='qinglong';
"step 3"
if(event.jiu){
player.addSkill('jiu');
}
}
},
dangxian:{
trigger:{player:'phaseBegin'},
forced:true,
content:function(){
2015-11-29 11:46:51 +00:00
'step 0'
2015-11-21 05:30:26 +00:00
player.phaseUse();
2015-11-29 11:46:51 +00:00
'step 1'
player.getStat().card={};
2015-11-21 05:30:26 +00:00
}
},
longyin:{
trigger:{global:'shaBegin'},
direct:true,
filter:function(event,player){
return event.target==event.targets[0]&&player.num('he')>0&&event.card.name=='sha'&&
_status.currentPhase==event.player&&event.parent.parent.parent.name=='phaseUse';
},
content:function(){
'step 0'
var go=false;
if(ai.get.attitude(player,trigger.player)>0){
if(get.color(trigger.card)=='red'){
go=true;
}
else if(!trigger.player.skills.contains('paoxiao')&&
!trigger.player.skills.contains('tanlnin3')&&
!trigger.player.skills.contains('zhaxiang2')&&
!trigger.player.skills.contains('fengnu')&&
!trigger.player.num('e','zhuge')){
var nh=trigger.player.num('h');
2016-01-24 08:34:21 +00:00
if(player==trigger.player){
go=(player.num('h','sha')>0);
}
else if(nh>=4){
2015-11-21 05:30:26 +00:00
go=true;
}
else if(player.num('h','sha')){
if(nh==3){
go=Math.random()<0.8;
}
else if(nh==2){
go=Math.random()<0.5;
}
}
else if(nh>=3){
if(nh==3){
go=Math.random()<0.5;
}
else if(nh==2){
go=Math.random()<0.2;
}
}
}
}
var next=player.chooseToDiscard('是否发动【龙吟】?','he');
next.logSkill=['longyin',trigger.player];
next.ai=function(card){
if(go){
return 6-ai.get.value(card);
}
return 0;
}
'step 1'
if(result.bool){
trigger.player.getStat().card.sha--;
if(get.color(trigger.card)=='red'){
player.draw();
}
player.logSkill('longyin',trigger.player);
}
},
ai:{
expose:0.2
}
},
jigong:{
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audio:2,
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trigger:{player:'phaseUseBegin'},
check:function(event,player){
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var nh=player.num('h')-player.num('h',{type:'equip'});
if(nh<=1) return true;
if(player.num('h','tao')) return false;
if(nh<=2) return Math.random()<0.7;
if(nh<=3) return Math.random()<0.4;
2015-11-21 05:30:26 +00:00
return false;
},
content:function(){
player.draw(2);
player.addTempSkill('jigong2','phaseAfter');
}
},
jigong2:{
mod:{
maxHandcard:function(player,num){
var damage=player.getStat().damage;
if(typeof damage=='number') return damage;
return 0;
}
}
},
shifei:{
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audio:2,
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trigger:{player:'chooseToRespondBegin'},
filter:function(event,player){
if(event.responded) return false;
if(!event.filterCard({name:'shan'})) return false;
return true;
},
check:function(event,player){
if(ai.get.attitude(player,_status.currentPhase)>0) return true;
var nh=_status.currentPhase.num('h')+1;
var hasshan=(player.num('h','shan')>0);
for(var i=0;i<game.players.length;i++){
if(game.players[i].num('h')>nh){
if(!hasshan||ai.get.attitude(player,game.players[i])<=0) return true;
}
}
return false;
},
content:function(){
'step 0'
player.line(_status.currentPhase,'green');
_status.currentPhase.draw();
'step 1'
var nh=_status.currentPhase.num('h');
var nmax=nh+1;
var targets=[];
for(var i=0;i<game.players.length;i++){
var nh2=game.players[i].num('h');
if(nh2>nmax){
nmax=nh2;
targets.length=0;
targets.push(game.players[i]);
}
else if(nh2==nmax){
targets.push(game.players[i]);
}
}
if(targets.length==1){
event.onlytarget=targets[0];
}
else if(targets.length){
player.chooseTarget('选择一名角色弃置其一张牌',true,function(card,player,target){
return targets.contains(target);
}).ai=function(target){
return -ai.get.attitude(player,target);
};
}
else{
event.finish();
}
'step 2'
var target;
if(event.onlytarget){
target=event.onlytarget;
}
else if(result.targets&&result.targets.length){
target=result.targets[0];
}
if(target){
player.line(target,'green');
if(target==player){
player.chooseToDiscard('he',true);
}
else{
player.discardPlayerCard(target,'he',true);
}
trigger.untrigger();
trigger.responded=true;
trigger.result={bool:true,card:{name:'shan'}}
}
2016-02-04 06:55:02 +00:00
},
ai:{
effect:{
target:function(card,player,target,current){
if(get.tag(card,'respondShan')&&current<0){
var nh=player.num('h');
for(var i=0;i<game.players.length;i++){
if(game.players[i].num('h')>nh) return 0.4;
}
}
}
}
2015-11-21 05:30:26 +00:00
}
},
huaiyi:{
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audio:2,
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enable:'phaseUse',
usable:1,
delay:0,
filter:function(event,player){
return player.num('h',{color:'red'})&&player.num('h',{color:'black'});
},
content:function(){
'step 0'
player.chooseControl('红色','黑色').ai=function(){
if(player.num('h',{color:'red'})==1&&
player.num('h',{color:'black'})>1) return '红色';
return '黑色';
}
'step 1'
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event.control=result.control;
player.showHandcards();
'step 2'
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var cards;
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if(event.control=='红色'){
2015-11-21 05:30:26 +00:00
cards=player.get('h',{color:'red'});
}
else{
cards=player.get('h',{color:'black'});
}
player.discard(cards);
event.num=cards.length;
2015-11-21 13:23:23 +00:00
'step 3'
2015-11-21 05:30:26 +00:00
player.chooseTarget([1,event.num],function(card,player,target){
return target!=player&&target.num('he')>0;
}).ai=function(target){
return -ai.get.attitude(player,target)+0.5;
}
2015-11-21 13:23:23 +00:00
'step 4'
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if(result.targets){
event.targets=result.targets;
event.gained=event.targets.length;
}
else{
event.finish();
}
2015-11-21 13:23:23 +00:00
'step 5'
2015-11-21 05:30:26 +00:00
if(event.targets.length){
player.gainPlayerCard(event.targets.shift(),'he',true);
event.redo();
}
2015-11-21 13:23:23 +00:00
'step 6'
2015-11-21 05:30:26 +00:00
if(event.gained>=2){
player.loseHp();
}
},
ai:{
order:function(item,player){
if(player.num('h',{color:'red'})==1) return 10;
if(player.num('h',{color:'black'})==1) return 10;
return 1;
},
result:{
player:1
}
}
},
yaoming:{
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audio:2,
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trigger:{player:'damageEnd',source:'damageEnd'},
direct:true,
filter:function(event,player){
if(player.skills.contains('yaoming2')) return false;
var nh=player.num('h');
for(var i=0;i<game.players.length;i++){
if(game.players[i].num('h')!=nh) return true;
}
return false;
},
content:function(){
'step 0'
var nh=player.num('h');
player.chooseTarget('是否发动【邀名】?',function(card,player,target){
return nh!=target.num('h');
}).ai=function(target){
var att=ai.get.attitude(player,target);
if(target.num('h')>nh) return -att;
return att;
}
'step 1'
if(result.bool){
player.logSkill('yaoming',result.targets);
player.addTempSkill('yaoming2','phaseAfter');
var target=result.targets[0];
if(target.num('h')<player.num('h')){
target.draw();
}
else{
2015-12-31 02:35:28 +00:00
target.discard(target.get('h').randomGet());
2015-11-21 05:30:26 +00:00
}
}
},
ai:{
expose:0.2
}
},
yaoming2:{},
anguo:{
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audio:2,
2015-11-21 05:30:26 +00:00
enable:'phaseUse',
usable:1,
filterTarget:function(card,player,target){
return player!=target&&target.num('e')>0;
},
content:function(){
'step 0'
player.choosePlayerCard(target,'e',true);
'step 1'
if(result.links){
var num=0;
for(var i=0;i<game.players.length;i++){
if(get.distance(target,game.players[i],'attack')<=1){
num++;
}
}
event.num=num;
target.gain(result.links,'gain2');
}
else{
event.finish();
}
'step 2'
var num2=0;
for(var i=0;i<game.players.length;i++){
if(get.distance(target,game.players[i],'attack')<=1){
num2++;
}
}
if(event.num>num2){
player.draw();
}
},
ai:{
order:7,
result:{
target:function(player,target){
if(target.get('e','1')||target.get('e','4')) return -1;
if(target.get('e','2')) return -0.7;
return -0.5;
}
}
}
},
zhaofu:{
unique:true,
global:'zhaofu2'
},
zhaofu2:{
mod:{
attackTo:function(from,to,distance){
if(from.group!='wu') return;
var zhu;
for(var i=0;i<game.players.length;i++){
if(game.players[i].isZhu&&game.players[i].skills.contains('zhaofu')){
zhu=game.players[i];break;
}
}
if(!zhu) return;
if(from==zhu||to==zhu) return;
if(get.distance(zhu,to)<=1) return distance-100;
}
}
},
xingxue:{
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audio:2,
2015-11-21 05:30:26 +00:00
trigger:{player:'phaseEnd'},
direct:true,
content:function(){
'step 0'
var num=player.hp;
if(!player.skills.contains('yanzhu')){
num=player.maxHp;
}
player.chooseTarget([1,num],'是否发动【兴学】?').ai=function(target){
var att=ai.get.attitude(player,target);
if(target.num('he')) return att;
return att/10;
}
'step 1'
if(result.bool){
player.logSkill('xingxue',result.targets);
event.targets=result.targets;
event.targets.sort(lib.sort.seat);
}
else{
event.finish();
}
'step 2'
if(event.targets.length){
var target=event.targets.shift();
target.draw();
event.current=target;
}
else{
event.finish();
}
'step 3'
if(event.current&&event.current.num('he')){
event.current.chooseCard('选择一张牌置于牌堆顶','he',true);
}
else{
event.goto(2);
}
'step 4'
if(result&&result.cards){
2015-12-06 15:23:47 +00:00
event.card=result.cards[0];
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event.current.lose(result.cards,ui.special);
2015-12-19 09:28:50 +00:00
var cardx=ui.create.card();
2015-12-20 04:34:31 +00:00
cardx.classList.add('infohidden');
cardx.classList.add('infoflip');
event.current.$throw(cardx,1000);
2015-12-06 15:23:47 +00:00
}
else{
event.card=null;
2015-11-21 05:30:26 +00:00
}
'step 5'
if(event.current==game.me) game.delay(0.5);
'step 6'
2015-12-06 15:23:47 +00:00
if(event.card){
event.card.fix();
ui.cardPile.insertBefore(event.card,ui.cardPile.firstChild);
2015-11-21 05:30:26 +00:00
}
event.goto(2);
}
},
yanzhu:{
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audio:2,
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enable:'phaseUse',
usable:1,
filterTarget:function(card,player,target){
return target.num('he')>0&&target!=player;
},
content:function(){
'step 0'
if(target.num('e')){
target.chooseBool('是否将装备区内的所有牌交给'+get.translation(player)+'').ai=function(){
2015-12-30 04:00:49 +00:00
if(target.num('e')>=3) return false;
2015-11-21 05:30:26 +00:00
return true;
}
}
else{
target.chooseToDiscard(true,'he');
event.finish();
}
'step 1'
if(result.bool){
var es=target.get('e');
player.gain(es);
target.$give(es,player);
player.removeSkill('yanzhu');
}
else{
target.chooseToDiscard(true,'he');
}
},
ai:{
order:6,
result:{
target:function(player,target){
var ne=target.num('e');
if(!ne) return -2;
if(ne>=2) return -ne;
return 0;
}
}
}
},
shizhi:{
mod:{
cardRespondable:function(card,player){
if(card.name=='shan'&&player.hp==1&&_status.event.skill!='shizhi') return false;
},
},
enable:['chooseToUse','chooseToRespond'],
filter:function(event,player){
return player.hp==1;
},
filterCard:{name:'shan'},
viewAs:{name:'sha'},
viewAsFilter:function(player){
if(!player.num('h','shan')) return false;
if(player.hp!=1) return false;
},
check:function(){return 1},
ai:{
skillTagFilter:function(player){
if(!player.num('h','shan')) return false;
if(player.hp!=1) return false;
},
respondSha:true,
order:4,
useful:-1,
value:-1
}
},
wurong:{
enable:'phaseUse',
usable:1,
filter:function(event,player){
return player.num('h')>0;
},
filterTarget:function(card,player,target){
return target.num('h')>0;
},
content:function(){
"step 0"
if(target.num('h')==0||player.num('h')==0){
event.finish();
return;
}
player.chooseCard(true).ai=function(){
return Math.random();
};
"step 1"
event.card1=result.cards[0];
var rand=Math.random()<0.4;
target.chooseCard(true).ai=function(card){
if(rand) return card.name=='shan'?1:0;
return card.name=='shan'?0:1;
};
"step 2"
event.card2=result.cards[0];
ui.arena.classList.add('thrownhighlight');
game.addVideo('thrownhighlight1');
player.$compare(event.card1,target,event.card2);
game.delay(4);
"step 3"
2015-12-08 13:54:44 +00:00
game.log(player,'展示了',event.card1);
game.log(target,'展示了',event.card2);
2015-11-21 05:30:26 +00:00
var name1=event.card1.name;
if(player.hp==1&&name1=='shan'){
name1='sha';
}
if(name1=='sha'&&event.card2.name!='shan'){
player.discard(event.card1).animate=false;
target.$gain2(event.card2);
var clone=event.card1.clone;
if(clone){
clone.style.transition='all 0.5s';
clone.style.transform='scale(1.2)';
clone.delete();
game.addVideo('deletenode',player,get.cardsInfo([clone]));
}
target.damage();
}
else if(name1!='sha'&&event.card2.name=='shan'){
player.discard(event.card1).animate=false;
target.$gain2(event.card2);
var clone=event.card1.clone;
if(clone){
clone.style.transition='all 0.5s';
clone.style.transform='scale(1.2)';
clone.delete();
game.addVideo('deletenode',player,get.cardsInfo([clone]));
}
2015-11-26 08:15:28 +00:00
player.gainPlayerCard(target,true,'he');
2015-11-21 05:30:26 +00:00
}
else{
player.$gain2(event.card1);
target.$gain2(event.card2);
}
ui.arena.classList.remove('thrownhighlight');
game.addVideo('thrownhighlight2');
},
ai:{
order:6,
result:{
target:-1,
}
}
},
zhanjue:{
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audio:2,
2015-11-21 05:30:26 +00:00
enable:'phaseUse',
filterCard:true,
selectCard:-1,
filter:function(event,player){
if(!player.num('h')) return false;
if(player.storage.zhanjue>=2) return false;
return true;
},
prepare:function(cards,player,targets){
player.$throw(cards);
player.line(targets);
},
discard:false,
filterTarget:function(card,player,target){
return player.canUse('juedou',target);
},
content:function(){
targets.sort(lib.sort.seat);
player.useCard({name:'juedou'},cards,targets,'zhanjue').animate=false;
},
group:['zhanjue2','zhanjue3'],
ai:{
order:1,
result:{
target:function(player,target){
if(player.num('h')>3) return 0;
if(target.num('h','sha')) return 0;
if(player.num('h','tao')) return 0;
return ai.get.effect(target,{name:'juedou'},player,target);
}
}
}
},
zhanjue2:{
2015-12-09 04:55:37 +00:00
audio:false,
2016-03-19 17:28:54 +00:00
trigger:{player:'phaseBefore'},
2015-11-21 05:30:26 +00:00
forced:true,
popup:false,
silent:true,
content:function(){
player.storage.zhanjue=0;
}
},
zhanjue3:{
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audio:false,
2015-11-21 05:30:26 +00:00
trigger:{player:'damageAfter',source:'damageAfter'},
forced:true,
popup:false,
filter:function(event,player){
return event.parent.skill=='zhanjue';
},
content:function(){
if(player==trigger.source){
2015-11-23 10:59:44 +00:00
if(trigger.player.isAlive()){
game.asyncDraw([player,trigger.player]);
}
else{
player.draw();
}
2015-11-21 05:30:26 +00:00
player.storage.zhanjue++;
}
else{
player.draw(2);
player.storage.zhanjue+=2;
}
}
},
qinwang:{
unique:true,
group:['qinwang1','qinwang2'],
},
qinwang1:{
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audio:2,
2015-11-21 05:30:26 +00:00
trigger:{player:'chooseToRespondBegin'},
filter:function(event,player){
if(event.responded) return false;
if(!player.isZhu) return false;
if(event.filterCard({name:'sha'})==false) return false;
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=player&&game.players[i].group=='shu') return true;
}
return false;
},
direct:true,
content:function(){
"step 0"
var yep=false;
for(var i=0;i<game.players.length;i++){
if(ai.get.attitude(game.players[i],player)>0&&game.players[i].num('h')>=3){
yep=true;break;
}
}
var next=player.chooseToDiscard('是否发动【勤王】?','he');
next.ai=function(card){
if(yep) return 5-ai.get.value(card);
return 0;
}
next.logSkill='qinwang'
"step 1"
if(!result.bool){
event.finish();
}
"step 2"
if(event.current==undefined) event.current=player.next;
if(event.current==player){
event.finish();
}
else if(event.current.group=='shu'){
var next=event.current.chooseToRespond('是否替'+get.translation(player)+'打出一张杀?',{name:'sha'});
next.ai=function(){
var event=_status.event;
return (ai.get.attitude(event.player,event.source)-2);
};
next.autochoose=lib.filter.autoRespondSha;
next.source=player;
}
2015-11-23 10:59:44 +00:00
else{
event.current=event.current.next;
event.redo();
}
2015-11-21 05:30:26 +00:00
"step 3"
if(result.bool){
event.finish();
trigger.result=result;
trigger.responded=true;
trigger.animate=false;
event.current.draw();
if(typeof event.current.ai.shown=='number'&&event.current.ai.shown<0.95){
event.current.ai.shown+=0.3;
if(event.current.ai.shown>0.95) event.current.ai.shown=0.95;
}
}
else{
event.current=event.current.next;
event.goto(2);
}
}
},
qinwang2:{
2015-12-09 04:55:37 +00:00
audio:2,
2015-11-21 05:30:26 +00:00
enable:'chooseToUse',
filter:function(event,player){
if(event.filterCard&&!event.filterCard({name:'sha'},player)) return false;
if(!player.isZhu) return false;
if(player!=game.me&&player.skills.contains('qinwang3')) return false;
for(var i=0;i<game.players.length;i++){
if(game.players[i].group=='shu'&&game.players[i]!=player){
return lib.filter.cardUsable({name:'sha'},player);
}
}
return false;
},
filterCard:true,
position:'he',
check:function(card){
var player=_status.event.player;
for(var i=0;i<game.players.length;i++){
if(ai.get.attitude(game.players[i],player)>0&&game.players[i].num('h')>=3){
return 5-ai.get.value(card);
}
}
return 0;
},
filterTarget:function(card,player,target){
if(_status.event._backup&&
typeof _status.event._backup.filterTarget=='function'&&
!_status.event._backup.filterTarget({name:'sha'},player,target)){
return false;
}
return player.canUse({name:'sha'},target);
},
content:function(){
"step 0"
if(event.current==undefined) event.current=player.next;
if(event.current==player){
player.addTempSkill('qinwang3','phaseAfter');
event.parent.parent.step=0;
event.finish();
}
else if(event.current.group=='shu'){
var next=event.current.chooseToRespond('是否替'+get.translation(player)+'对'+get.translation(target)+'使用一张杀',
function(card){return player.canUse(card,target)&&card.name=='sha';});
next.ai=function(card){
var event=_status.event;
return ai.get.effect(event.target,card,event.source,event.player);
};
next.autochoose=lib.filter.autoRespondSha;
next.source=player;
next.target=target;
}
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else{
event.current=event.current.next;
event.redo();
}
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"step 1"
if(result.bool){
event.finish();
event.current.draw();
if(result.cards&&result.cards.length==1&&result.cards[0].name=='sha'){
player.useCard(result.cards[0],target).animate=false;
}
else{
player.useCard({name:'sha'},target).animate=false;
}
if(typeof event.current.ai.shown=='number'&&event.current.ai.shown<0.95){
event.current.ai.shown+=0.3;
if(event.current.ai.shown>0.95) event.current.ai.shown=0.95;
}
}
else{
event.current=event.current.next;
event.goto(0);
}
},
ai:{
result:{
target:function(player,target){
if(player.skills.contains('qinwang3')) return 0;
return ai.get.effect(target,{name:'sha'},player,target);
}
},
order:function(){
return lib.card.sha.ai.order-0.1;
},
}
},
qinwang3:{},
zuoding:{
trigger:{global:'useCard'},
filter:function(event,player){
return !player.skills.contains('zuoding2')&&get.suit(event.card)=='spade'&&
event.targets&&event.targets.length&&event.player!=player;
},
direct:true,
content:function(){
'step 0'
player.chooseTarget('是否发动【佐定】?',function(card,player,target){
return trigger.targets.contains(target);
}).ai=function(target){
return ai.get.attitude(player,target);
}
'step 1'
if(result.bool){
player.logSkill('zuoding',result.targets);
result.targets[0].draw();
}
},
ai:{
expose:0.2
},
group:'zuoding3'
},
zuoding2:{},
zuoding3:{
trigger:{global:'damageEnd'},
forced:true,
popup:false,
silent:true,
content:function(){
player.addTempSkill('zuoding2','phaseAfter');
}
},
huomo:{
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audio:2,
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trigger:{player:'chooseToRespondBegin'},
filter:function(event,player){
if(event.responded) return false;
if(!event.filterCard({name:'shan'})) return false;
if(player.skills.contains('huomo2')) return false;
if(event.parent.name!='sha') return false;
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var hs=player.get('he',{color:'black'});
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for(var i=0;i<hs.length;i++){
if(get.type(hs[i])!='basic'){
break;
}
}
if(i==hs.length) return false;
return true;
},
direct:true,
content:function(){
"step 0"
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player.chooseCard('是否发动【活墨】?','he',function(card){
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return get.type(card)!='basic'&&get.color(card)=='black';
}).ai=function(card){
if(!player.num('h','shan')){
return 8-ai.get.value(card);
}
return 6-ai.get.value(card);
}
"step 1"
if(result.bool){
trigger.untrigger();
trigger.responded=true;
trigger.result={bool:true,card:{name:'shan'}}
player.lose(result.cards,ui.special);
player.$throw(result.cards);
event.card=result.cards[0];
player.logSkill('huomo');
player.addTempSkill('huomo2','phaseAfter');
}
else{
event.finish();
}
'step 2'
if(player==game.me&&event.card){
game.delay();
}
'step 3'
if(event.card){
ui.cardPile.insertBefore(event.card,ui.cardPile.firstChild);
}
},
2016-02-18 06:22:24 +00:00
group:['huomo_count','huomo_count2','huomo_sha','huomo_jiu','huomo_tao']
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},
huomo2:{},
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huomo_count:{
init:function(player){
player.storage.huomo={};
},
trigger:{global:'phaseBegin'},
forced:true,
popup:false,
silent:true,
content:function(){
player.storage.huomo={};
}
},
huomo_count2:{
trigger:{player:'useCard'},
forced:true,
popup:false,
silent:true,
content:function(){
switch(trigger.card.name){
case 'sha':player.storage.huomo.sha=true;break;
case 'tao':player.storage.huomo.tao=true;break;
}
}
},
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huomo_sha:{
enable:'phaseUse',
discard:false,
prepare:function(cards,player){
player.$throw(cards);
},
filter:function(event,player){
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if(!player.storage.huomo) player.storage.huomo={};
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if(player.storage.huomo.sha) return false;
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if(!lib.filter.filterCard({name:'sha'},player,event)){
return false;
}
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var hs=player.get('he',{color:'black'});
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for(var i=0;i<hs.length;i++){
if(get.type(hs[i])!='basic'){
break;
}
}
if(i==hs.length) return false;
for(var i=0;i<game.players.length;i++){
if(player.canUse('sha',game.players[i])) return true;
}
return false;
},
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position:'he',
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filterCard:function(card){
return get.type(card)!='basic'&&get.color(card)=='black';
},
filterTarget:function(card,player,target){
return player.canUse('sha',target);
},
check:function(card){
return 6-ai.get.value(card);
},
content:function(){
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game.log(player,'将',cards,'置于牌堆顶');
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ui.cardPile.insertBefore(cards[0],ui.cardPile.firstChild);
player.useCard({name:'sha'},targets);
},
ai:{
order:2,
result:{
target:function(player,target){
return ai.get.effect(target,{name:'sha'},player,target);
}
}
}
},
huomo_tao:{
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enable:'chooseToUse',
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discard:false,
prepare:function(cards,player){
player.$throw(cards);
},
filter:function(event,player){
2016-03-04 14:15:34 +00:00
if(!player.storage.huomo) player.storage.huomo={};
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if(player.storage.huomo.tao) return false;
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var hs=player.get('he',{color:'black'});
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for(var i=0;i<hs.length;i++){
if(get.type(hs[i])!='basic'){
break;
}
}
if(i==hs.length) return false;
2016-02-18 06:22:24 +00:00
if(event.type=='dying'){
return event.filterCard({name:'tao'},player);
}
if(event.parent.name!='phaseUse') return false;
if(!lib.filter.filterCard({name:'tao'},player,event)){
return false;
}
2015-11-21 05:30:26 +00:00
return player.hp<player.maxHp;
},
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position:'he',
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filterCard:function(card){
return get.type(card)!='basic'&&get.color(card)=='black';
},
filterTarget:function(card,player,target){
2016-02-18 06:22:24 +00:00
if(_status.event.type=='dying'){
return target==_status.event.dying;
}
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return player==target;
},
selectTarget:-1,
check:function(card){
return 8-ai.get.value(card);
},
content:function(){
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game.log(player,'将',cards,'置于牌堆顶');
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ui.cardPile.insertBefore(cards[0],ui.cardPile.firstChild);
player.useCard({name:'tao'},targets).delayx=false;
},
ai:{
2016-02-18 06:22:24 +00:00
skillTagFilter:function(player){
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if(!player.storage.huomo) player.storage.huomo={};
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if(player.storage.huomo.tao) return false;
var hs=player.get('he',{color:'black'});
for(var i=0;i<hs.length;i++){
if(get.type(hs[i])!='basic'){
return true;
}
}
return false;
},
threaten:1.5,
save:true,
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order:9,
result:{
target:function(player,target){
return ai.get.effect(target,{name:'tao'},player,target);
}
}
}
},
huomo_jiu:{
enable:'phaseUse',
discard:false,
prepare:function(cards,player){
player.$throw(cards);
},
filter:function(event,player){
if(!lib.filter.filterCard({name:'jiu'},player,event)){
return false;
}
if(player.getStat().card.jiu) return false;
2015-12-27 16:58:56 +00:00
var hs=player.get('he',{color:'black'});
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for(var i=0;i<hs.length;i++){
if(get.type(hs[i])!='basic'){
break;
}
}
if(i==hs.length) return false;
return true;
},
2015-12-27 16:58:56 +00:00
position:'he',
2015-11-21 05:30:26 +00:00
filterCard:function(card){
return get.type(card)!='basic'&&get.color(card)=='black';
},
filterTarget:function(card,player,target){
return player==target;
},
selectTarget:-1,
check:function(card){
return 6-ai.get.value(card);
},
content:function(){
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game.log(player,'将',cards,'置于牌堆顶');
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ui.cardPile.insertBefore(cards[0],ui.cardPile.firstChild);
player.useCard({name:'jiu'},targets).delayx=false;
},
ai:{
order:function(){
return lib.card.sha.ai.order+0.2;
},
result:{
target:function(player,target){
return ai.get.effect(target,{name:'jiu'},player,target);
}
}
}
},
taoxi:{
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audio:2,
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trigger:{player:'useCardToBegin'},
filter:function(event,player){
return _status.currentPhase==player&&event.targets.length==1&&
event.target.num('h')>0&&!player.skills.contains('taoxi4')&&player!=event.target;
},
check:function(event,player){
return ai.get.attitude(player,event.target)<0;
},
intro:{
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content:'card'
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},
content:function(){
var card=trigger.target.get('h').randomGet();
player.showCards([card]);
player.storage.taoxi=card;
player.storage.taoxi2=trigger.target;
player.syncStorage('taoxi');
player.markSkill('taoxi');
player.addTempSkill('taoxi4','phaseAfter');
},
group:['taoxi2','taoxi3']
},
taoxi2:{
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audio:false,
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enable:'phaseUse',
filter:function(event,player){
if(player.storage.taoxi&&player.storage.taoxi2&&
get.owner(player.storage.taoxi)==player.storage.taoxi2&&
lib.filter.filterCard(player.storage.taoxi,player,event)){
return true;
}
return false;
},
filterTarget:function(card,player,target){
return player.canUse(player.storage.taoxi,target);
},
selectTarget:function(){
return get.select(get.info(_status.event.player.storage.taoxi).selectTarget);
},
2015-12-08 13:54:44 +00:00
multitarget:true,
multiline:true,
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content:function(){
2015-12-08 13:54:44 +00:00
'step 0'
var card=player.storage.taoxi;
if(!card){
event.finish();
return;
}
var owner=get.owner(card);
if(owner){
owner.lose(card,ui.special);
}
event.card=card;
2016-02-18 06:22:24 +00:00
player.$throw(card);
2015-12-08 13:54:44 +00:00
'step 1'
player.useCard(event.card,targets).animate=false;
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delete player.storage.taoxi;
delete player.storage.taoxi2;
player.unmarkSkill('taoxi');
},
ai:{
order:8,
result:{
target:function(player,target){
return ai.get.effect(target,player.storage.taoxi,player,target);
},
player:1
}
}
},
taoxi3:{
trigger:{player:'phaseEnd'},
forced:true,
popup:false,
filter:function(event,player){
return player.storage.taoxi?true:false;
},
content:function(){
2016-01-24 16:07:47 +00:00
if(get.owner(player.storage.taoxi)==player.storage.taoxi2&&player.num('he')){
game.log(player,'发动了','【讨袭】');
player.popup('taoxi');
player.chooseToDiscard('he',true);
2015-11-21 05:30:26 +00:00
}
delete player.storage.taoxi;
delete player.storage.taoxi2;
player.unmarkSkill('taoxi');
}
},
taoxi4:{},
xingshuai:{
2015-12-30 04:00:49 +00:00
skillAnimation:true,
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audio:2,
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trigger:{player:'dying'},
priority:6,
filter:function(event,player){
if(player.storage.xingshuai) return false;
if(player.hp>0) return false;
if(!player.isZhu) return false;
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=player&&game.players[i].group=='wei') return true;
}
return false;
},
init:function(player){
2015-11-29 11:46:51 +00:00
if(player.isZhu){
player.markSkill('xingshuai');
player.storage.xingshuai=false;
}
2015-11-21 05:30:26 +00:00
},
intro:{
content:'limited'
},
unique:true,
content:function(){
'step 0'
player.storage.xingshuai=true;
player.unmarkSkill('xingshuai');
var targets=get.players();
targets.remove(player);
event.targets=targets;
event.damages=[];
'step 1'
if(event.targets.length){
var current=event.targets.shift();
if(current.group=='wei'){
current.chooseBool('是否令'+get.translation(player)+'回复一点体力?').ai=function(){
return ai.get.attitude(current,player)>2;
}
event.current=current;
}
else{
event.redo();
}
}
else{
event.goto(3);
}
'step 2'
if(result.bool){
event.damages.push(event.current);
event.current.line(player,'green');
2015-12-08 13:54:44 +00:00
game.log(event.current,'令',player,'回复一点体力');
2015-11-21 05:30:26 +00:00
}
if(event.targets.length){
event.goto(1);
}
'step 3'
if(event.damages.length){
player.recover(event.damages.length);
}
'step 4'
if(event.damages.length){
event.damages.shift().damage('nosource');
event.redo();
}
}
},
mingjian:{
2015-12-27 08:09:12 +00:00
enable:'phaseUse',
usable:1,
filterTarget:function(card,player,target){
return player!=target;
},
2015-12-28 07:30:15 +00:00
filter:function(event,player){
return player.num('h')>0;
},
2015-12-27 08:09:12 +00:00
filterCard:true,
selectCard:-1,
discard:false,
lose:true,
content:function(){
player.$give(cards.length,target);
target.gain(cards);
target.addTempSkill('mingjian2',{player:'phaseAfter'});
},
ai:{
order:1,
result:{
target:function(player,target){
if(player.hp<=2&&player.num('h','shan')) return 0;
if(target.num('h')+player.num('h')>target.hp+2) return 0;
if(ai.get.attitude(player,target)>3) return 1;
return 0;
}
}
}
},
mingjian2:{
mark:true,
intro:{
content:'手牌上限+1出杀次数+1'
},
mod:{
maxHandcard:function(player,num){
return num+1;
},
cardUsable:function(card,player,num){
if(card.name=='sha') return num+1;
}
},
},
mingjian_old:{
2015-12-09 04:55:37 +00:00
audio:2,
2015-11-21 05:30:26 +00:00
trigger:{player:'phaseUseBefore'},
direct:true,
filter:function(event,player){
return player.num('h')>0;
},
content:function(){
'step 0'
var go=Math.random()<0.5;
player.chooseTarget('是否发动【明鉴】?',function(card,player,target){
return player!=target
}).ai=function(target){
var att=ai.get.attitude(player,target);
if(att>3){
if(player.num('h')>player.hp) return att;
if(go) return att;
}
return 0;
}
'step 1'
if(result.bool){
2015-12-09 04:55:37 +00:00
player.logSkill('mingjian',result.targets);
2015-11-21 05:30:26 +00:00
trigger.untrigger();
trigger.finish();
var target=result.targets[0];
target.addSkill('mingjian2');
var hs=player.get('h');
target.gain(hs);
player.$give(hs.length,target);
}
}
},
2015-12-27 08:09:12 +00:00
mingjian2_old:{
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audio:false,
2015-11-21 05:30:26 +00:00
trigger:{global:'phaseAfter'},
forced:true,
popup:false,
content:function(){
if(lib.config.glow_phase){
if(_status.currentPhase){
_status.currentPhase.classList.remove('glow_phase');
}
player.classList.add('glow_phase');
}
game.addVideo('phaseChange',player);
_status.currentPhase=player;
player.ai.tempIgnore=[];
player.stat.push({card:{},skill:{}});
player.phaseUse();
player.removeSkill('mingjian2');
}
},
huituo:{
2015-12-09 04:55:37 +00:00
audio:2,
2015-11-21 05:30:26 +00:00
trigger:{player:'damageEnd'},
direct:true,
content:function(){
'step 0'
player.chooseTarget('是否发动【恢拓】?').ai=function(target){
if(ai.get.attitude(player,target)>0){
return ai.get.recoverEffect(target,player,player)+1;
}
return 0;
}
'step 1'
if(result.bool){
player.logSkill('huituo',result.targets);
var target=result.targets[0];
event.target=target;
target.judge(function(card){
if(target.hp==target.maxHp){
if(get.color(card)=='red') return 0;
}
if(get.color(card)=='red') return 1.5;
return 1;
});
}
else{
event.finish();
}
'step 2'
if(result.color){
if(result.color=='red'){
if(event.target.hp<event.target.maxHp) event.target.recover();
}
else{
event.target.draw(trigger.num);
}
}
}
},
duodao:{
trigger:{player:'damageEnd'},
filter:function(event,player){
return player.num('he')>0&&event.source&&event.source.get('e','1')!=undefined&&
event.card&&event.card.name=='sha';
},
check:function(event,player){
return ai.get.attitude(player,event.source)<=0;
},
direct:true,
priority:5,
audio:2,
content:function(){
'step 0'
var next=player.chooseToDiscard('he','是否发动【夺刀】?');
next.logSkill=['duodao',trigger.source];
next.ai=function(card){
if(ai.get.attitude(player,trigger.source)<0){
return 6-ai.get.value(card);
}
return 0;
};
'step 1'
if(result.bool){
trigger.source.$give(trigger.source.get('e','1'),player);
player.gain(trigger.source.get('e','1'));
}
},
},
anjian:{
audio:2,
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'&&get.distance(event.player,player,'attack')>1&&
event.parent.name!='_lianhuan'&&event.parent.name!='_lianhuan2';
},
content:function(){
trigger.num++;
}
},
xinpojun:{
trigger:{player:'shaBegin'},
direct:true,
filter:function(event,player){
return event.target.hp>0&&event.target.num('he')>0;
},
audio:2,
content:function(){
'step 0'
player.choosePlayerCard(trigger.target,'he',
[1,Math.min(trigger.target.num('he'),trigger.target.hp)],'是否发动【破军】?');
'step 1'
if(result.bool&&result.links.length){
player.logSkill('xinpojun');
if(trigger.target.storage.xinpojun2){
trigger.target.storage.xinpojun2=trigger.target.storage.xinpojun2.concat(result.links);
}
else{
trigger.target.storage.xinpojun2=result.links;
}
game.addVideo('storage',trigger.target,['xinpojun2',get.cardsInfo(trigger.target.storage.xinpojun2),'cards']);
trigger.target.addSkill('xinpojun2');
trigger.target.lose(result.links,ui.special);
}
},
ai:{
expose:0.2
}
},
xinpojun2:{
trigger:{global:'phaseEnd'},
forced:true,
2015-11-25 12:34:54 +00:00
audio:false,
2015-11-21 05:30:26 +00:00
mark:true,
intro:{
content:'cardCount'
},
content:function(){
if(player.storage.xinpojun2){
player.gain(player.storage.xinpojun2);
delete player.storage.xinpojun2;
}
player.removeSkill('xinpojun2');
}
},
2015-10-21 05:11:55 +00:00
qiaoshi:{
2015-12-09 04:55:37 +00:00
audio:2,
2015-10-21 05:11:55 +00:00
trigger:{global:'phaseEnd'},
filter:function(event,player){
return event.player!=player&&event.player.num('h')==player.num('h');
},
check:function(event,player){
return ai.get.attitude(player,event.player)>=0;
},
2015-11-21 05:30:26 +00:00
priority:-5,
2015-10-21 05:11:55 +00:00
content:function(){
game.asyncDraw([trigger.player,player]);
},
ai:{
expose:0.1
}
},
yanyu:{
2015-12-09 04:55:37 +00:00
audio:2,
2015-10-21 05:11:55 +00:00
enable:'phaseUse',
filter:function(event,player){
return player.num('h','sha')>0;
},
filterCard:{name:'sha'},
prepare:function(cards,player){
player.$throw(cards,1000);
},
discard:false,
delay:0.5,
content:function(){
"step 0"
player.draw();
"step 1"
for(var i=0;i<cards.length;i++){
ui.discardPile.appendChild(cards[i]);
}
},
ai:{
basic:{
order:1
},
result:{
player:1,
},
},
group:'yanyu2'
},
yanyu2:{
trigger:{player:'phaseUseEnd'},
direct:true,
filter:function(event,player){
return player.getStat().skill.yanyu>=2;
},
content:function(){
'step 0'
player.chooseTarget('是否发动【燕语】?',function(card,player,target){
return target.sex=='male'&&target!=player;
}).ai=function(target){
return ai.get.attitude(player,target);
};
'step 1'
if(result.bool){
player.logSkill('yanyu',result.targets);
result.targets[0].draw(2);
}
}
},
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youdi:{
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audio:true,
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trigger:{player:'phaseEnd'},
direct:true,
filter:function(event,player){
return player.num('he')>0;
},
content:function(){
"step 0"
player.chooseTarget('是否发动【诱敌】?',function(card,player,target){
return player!=target;
}).ai=function(target){
if(target.num('he')==0) return 0;
return -ai.get.attitude(player,target);
}
"step 1"
if(result.bool){
game.delay();
player.logSkill('youdi',result.targets);
event.target=result.targets[0];
event.target.discardPlayerCard(player,'he',true);
}
else{
event.finish();
}
"step 2"
if(result.links[0].name!='sha'&&event.target.num('he')){
player.gainPlayerCard('he',event.target,true);
}
},
ai:{
expose:0.2,
threaten:1.4
}
},
fuhun:{
enable:['chooseToUse','chooseToRespond'],
filterCard:true,
selectCard:2,
position:'h',
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audio:2,
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viewAs:{name:'sha'},
prompt:'将两张手牌当杀使用或打出',
check:function(card){
if(_status.event.player.num('h')<4) return 6-ai.get.useful(card);
return 7-ai.get.useful(card);
},
ai:{
respondSha:true,
order:function(item,player){
if(player.skills.contains('wusheng')&&player.skills.contains('paoxiao')){
return 1;
}
if(player.num('h')<4){
return 1;
}
return 4;
},
},
group:'fuhun2'
},
fuhun2:{
trigger:{source:'damageAfter'},
forced:true,
filter:function(event){
return event.parent.skill=='fuhun';
},
content:function(){
player.addTempSkill('wusheng','phaseAfter');
player.addTempSkill('paoxiao','phaseAfter');
}
},
fencheng:{
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skillAnimation:'epic',
animationColor:'fire',
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audio:2,
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enable:'phaseUse',
filter:function(event,player){
return !player.storage.fencheng;
},
filterTarget:function(card,player,target){
return player!=target;
},
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unique:true,
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selectTarget:-1,
mark:true,
line:'fire',
content:function(){
"step 0"
player.storage.fencheng=true;
player.unmarkSkill('fencheng');
var res=ai.get.damageEffect(target,player,target,'fire');
var num=Math.max(1,target.num('e'));
target.chooseToDiscard(num,'he','弃置'+get.cnNumber(num)+'张牌或受到1点火焰伤害').ai=function(card){
if(res>=0) return -1;
if(num>2&&player.hp>1) return -1;
if(num>1&&player.hp>2) return -1;
if(get.position(card)=='e'){
return 10-ai.get.value(card);
}
return 6-ai.get.value(card);
}
"step 1"
if(!result.bool){
target.damage('fire');
}
},
ai:{
order:1,
result:{
player:function(player){
var num=0;
for(var i=0;i<game.players.length;i++){
if(player!=game.players[i]&&ai.get.damageEffect(game.players[i],player,game.players[i],'fire')<0){
var att=ai.get.attitude(player,game.players[i]);
if(att>0){
num-=Math.max(1,game.players[i].num('e'));
}
else if(att<0){
num+=Math.max(1,game.players[i].num('e'));
}
}
}
if(game.players.length<5){
return num-1;
}
else{
return num-2;
}
}
}
},
init:function(player){
player.storage.fencheng=false;
},
intro:{
content:'limited'
}
},
mieji:{
trigger:{player:'useCardBegin'},
direct:true,
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audio:2,
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filter:function(event,player){
return event.targets.length==1&&get.type(event.card)=='trick'&&get.color(event.card)=='black';
},
position:'he',
content:function(){
"step 0"
player.chooseTarget('是否发动【灭计】?',function(card,player,target){
return lib.filter.filterTarget(trigger.card,player,target)&&target!=trigger.targets[0];
}).ai=function(target){
return ai.get.effect(target,trigger.card,player,player);
};
"step 1"
if(result.bool){
trigger.targets.push(result.targets[0]);
player.logSkill('mieji',result.targets);
}
}
},
junxing:{
enable:'phaseUse',
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audio:2,
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usable:1,
filterCard:true,
selectCard:[1,Infinity],
filter:function(event,player){
return player.num('h')>0;
},
check:function(card){
if(ui.selected.cards.length) return -1;
var val=ai.get.value(card);
if(get.type(card)=='basic') return 8-ai.get.value(card);
return 5-ai.get.value(card);
},
filterTarget:function(card,player,target){
return player!=target;
},
content:function(){
"step 0"
var types=[];
for(var i=0;i<cards.length;i++){
types.add(get.type(cards[i],'trick'));
}
var dialog=ui.create.dialog('弃置一张与'+get.translation(player)+'弃置的牌类别均不同的牌,或将武将牌翻面','hidden');
dialog.classList.add('noselect');
dialog.add(cards);
target.chooseToDiscard(dialog,function(card){
return !types.contains(get.type(card,'trick'));
}).ai=function(card){
if(target.isTurnedOver()) return -1;
return 8-ai.get.value(card);
};
"step 1"
if(!result.bool){
target.turnOver();
target.draw(cards.length);
}
},
ai:{
order:2,
expose:0.3,
threaten:1.8,
result:{
target:function(player,target){
if(target.isTurnedOver()) return 2;
return -1/(target.num('h')+1);
}
}
}
},
juece:{
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audio:2,
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trigger:{global:'loseEnd'},
check:function(event,player){
return ai.get.damageEffect(event.player,player,player)>0;
},
filter:function(event,player){
if(event.player.num('h')) return false;
if(_status.currentPhase!=player) return false;
if(event.player==player) return false;
for(var i=0;i<event.cards.length;i++){
if(event.cards[i].original=='h') return true;
}
return false;
},
content:function(){
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player.line(trigger.damage,'green');
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trigger.player.damage();
},
ai:{
threaten:1.1
}
},
jiefan:{
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skillAnimation:true,
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audio:2,
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unique:true,
mark:true,
init:function(player){
player.storage.jiefan=false;
},
enable:'phaseUse',
filter:function(event,player){
return !player.storage.jiefan;
},
intro:{
content:'limited'
},
filterTarget:true,
content:function(){
"step 0"
player.unmarkSkill('jiefan');
player.storage.jiefan=true;
event.players=[];
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=target&&get.distance(game.players[i],target,'attack')<=1){
event.players.push(game.players[i]);
}
}
lib.tempSortSeat=target;
event.players.sort(lib.sort.seat);
delete lib.tempSortSeat;
"step 1"
if(event.players.length){
event.current=event.players.shift();
event.current.animate('target');
if(event.current.num('he')&&target.isAlive()){
event.current.chooseToDiscard({subtype:'equip1'},'he','弃置一张武器牌或让'+
get.translation(target)+'摸一张牌').ai=function(card){
if(ai.get.attitude(event.current,target)<0) return 7-ai.get.value(card);
return -1;
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};
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event.tempbool=false;
}
else{
event.tempbool=true;
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}
}
else{
event.finish();
}
"step 2"
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if(event.tempbool||result.bool==false){
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target.draw();
}
event.goto(1);
},
ai:{
order:5,
result:{
target:function(player,target){
if(player.hp>2){
if(game.phaseNumber<game.players.length*2) return 0;
}
var num=0;
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=target&&get.distance(game.players[i],target,'attack')<=1){
num++;
}
}
return num;
}
}
}
},
fuli:{
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skillAnimation:true,
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audio:2,
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unique:true,
enable:'chooseToUse',
init:function(player){
player.storage.fuli=false;
},
mark:true,
filter:function(event,player){
if(event.type!='dying') return false;
if(player!=_status.dying) return false;
if(player.storage.fuli) return false;
},
content:function(){
"step 0"
player.unmarkSkill('fuli');
player.recover(player.maxHp);
"step 1"
player.turnOver();
player.storage.fuli=true;
},
ai:{
save:true,
result:{
player:10
},
threaten:function(player,target){
if(!target.storage.fuli) return 0.9;
}
},
intro:{
content:'limited'
}
},
qianxi:{
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audio:2,
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trigger:{player:'phaseBegin'},
content:function(){
"step 0"
player.judge(function(card){
return get.color(card)=='red'?1:0;
})
"step 1"
event.color=result.color;
player.chooseTarget(function(card,player,target){
return player!=target&&get.distance(player,target)<=1;
},true).ai=function(target){
return -ai.get.attitude(player,target);
};
"step 2"
2015-05-09 07:29:38 +00:00
if(result.bool&&result.targets.length){
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result.targets[0].storage.qianxi2=event.color;
result.targets[0].addSkill('qianxi2');
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player.line(result.targets,'green');
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game.addVideo('storage',result.targets[0],['qianxi2',event.color]);
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}
},
},
qianxi2:{
trigger:{global:'phaseAfter'},
forced:true,
mark:true,
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audio:false,
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content:function(){
player.removeSkill('qianxi2');
delete player.storage.qianxi2;
},
mod:{
cardEnabled:function(card,player){
if(get.color(card)==player.storage.qianxi2) return false;
},
cardUsable:function(card,player){
if(get.color(card)==player.storage.qianxi2) return false;
},
cardRespondable:function(card,player){
if(get.color(card)==player.storage.qianxi2) return false;
},
cardSavable:function(card,player){
if(get.color(card)==player.storage.qianxi2) return false;
}
},
intro:{
content:function(color){
return '不能使用或打出'+get.translation(color)+'的手牌';
}
}
},
zhiman:{
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audio:2,
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trigger:{source:'damageBefore'},
check:function(event,player){
if(ai.get.damageEffect(event.player,player,player)<0) return true;
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if(ai.get.attitude(player,event.player)>0&&event.player.num('j')) return true;
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var cards=event.player.get('e');
for(var i=0;i<cards.length;i++){
if(ai.get.equipValue(cards[i])>=6) return true;
}
return false;
},
content:function(){
if(trigger.player.num('ej')){
player.gainPlayerCard(trigger.player,'ej',true);
}
trigger.untrigger();
trigger.finish();
}
},
sanyao:{
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audio:2,
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enable:'phaseUse',
usable:1,
filterTarget:function(card,player,target){
for(var i=0;i<game.players.length;i++){
if(game.players[i].hp>target.hp) return false;
}
return true;
},
check:function(card){return 7-ai.get.value(card);},
position:'he',
filterCard:true,
content:function(){
target.damage();
},
ai:{
result:{
target:function(player,target){
if(target.num('j')&&ai.get.attitude(player,target)>0){
return 1;
}
if(target.num('e')){
return -1;
}
return ai.get.damageEffect(target,player);
},
},
order:7
}
},
qiaoshui:{
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audio:2,
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trigger:{player:'phaseUseBegin'},
direct:true,
filter:function(event,player){
return player.num('h')>0;
},
content:function(){
"step 0"
player.chooseTarget('是否发动【巧说】?',function(card,player,target){
return player!=target&&target.num('h')>0;
}).ai=function(target){
return -ai.get.attitude(player,target)/target.num('h');
}
"step 1"
if(result.bool){
player.logSkill('qiaoshui',result.targets[0]);
player.chooseToCompare(result.targets[0]);
}
else{
event.finish();
}
"step 2"
if(result.bool){
player.gain(result.target,'gain2');
player.addTempSkill('jizhi','phaseAfter');
}
else{
player.gain(result.player,'gain2');
player.addTempSkill('qiaoshui2','phaseAfter');
}
},
ai:{
expose:0.1
}
},
qiaoshui2:{
mod:{
cardEnabled:function(card){
if(get.type(card,'trick')=='trick') return false;
}
}
},
jyzongshi:{
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audio:2,
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trigger:{target:'useCardToBegin'},
filter:function(event,player){
if(event.targets&&event.targets.length>1) return false;
return event.card&&get.type(event.card)=='trick'&&event.player!=player;
},
frequent:true,
content:function(){
player.draw();
},
ai:{
effect:function(card,player,target){
if(get.type(card)=='trick') return [1,1];
},
}
},
shenxing:{
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audio:2,
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enable:'phaseUse',
position:'he',
filterCard:true,
selectCard:2,
prompt:'弃置任意张牌并摸等量的牌',
check:function(card){return 4-ai.get.useful(card)},
content:function(){
player.draw();
},
ai:{
order:1,
result:{
player:1
},
},
},
bingyi:{
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audio:2,
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trigger:{player:'phaseDiscardEnd'},
filter:function(event,player){
var cards=player.get('h');
if(cards.length<1) return false;
var color=get.color(cards[0]);
for(var i=1;i<cards.length;i++){
if(get.color(cards[i])!=color) return false;
}
return true;
},
content:function(){
"step 0"
player.showHandcards();
"step 1"
var num=player.num('h');
player.chooseTarget('选择至多'+num+'名角色各摸一张牌',[1,num],function(card,player,target){
return true;
}).ai=function(target){
return ai.get.attitude(player,target);
}
"step 2"
if(result.bool){
event.num=0;
event.targets=result.targets;
player.logSkill('bingyi',result.targets);
game.asyncDraw(result.targets);
}
},
ai:{
expose:0.1,
}
},
xiantu:{
unique:true,
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audio:2,
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gainnable:true,
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forceunique:true,
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trigger:{global:'phaseUseBegin'},
filter:function(event,player){
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return event.player!=player;
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},
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prompt:function(event,player){
return '是否对'+get.translation(event.player)+'发动【献图】?'
},
2015-04-29 03:25:17 +00:00
check:function(event,player){
if(ai.get.attitude(player,event.player)<5) return false;
if(player.maxHp-player.hp>=2) return false;
if(player.hp==1) return false;
if(player.hp==2&&player.num('h')<2) return false;
if(event.player.num('h')>=event.player.hp) return false;
return true;
},
content:function(){
"step 0"
player.draw(2);
"step 1"
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player.chooseCard(2,'he',true,'交给'+get.translation(trigger.player)+'两张牌').ai=function(card){
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if(ui.selected.cards.length&&card.name==ui.selected.cards[0].name) return -1;
if(get.tag(card,'damage')) return 1;
if(get.type(card)=='equip') return 1;
return 0;
};
"step 2"
trigger.player.gain(result.cards);
if(player==game.me||trigger.player==game.me)
player.$give(result.cards,trigger.player);
else
player.$give(2,trigger.player);
game.delay();
trigger.player.addSkill('xiantu2');
trigger.player.storage.xiantu=player;
},
ai:{
threaten:1.1,
expose:0.3
}
},
xiantu2:{
trigger:{player:'phaseUseEnd'},
forced:true,
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audio:false,
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content:function(){
if(player.storage.xiantu){
player.storage.xiantu.loseHp();
delete player.storage.xiantu;
}
player.removeSkill('xiantu2');
},
group:'xiantu3'
},
xiantu3:{
trigger:{source:'dieAfter'},
forced:true,
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audio:false,
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content:function(){
delete player.storage.xiantu;
player.removeSkill('xiantu2');
}
},
qiangzhi:{
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audio:2,
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trigger:{player:'phaseUseBegin'},
direct:true,
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filterTarget:function(card,player,target){
return target!=player&&target.num('h')>0;
},
content:function(){
2016-03-30 07:31:51 +00:00
'step 0'
player.chooseTarget('是否发动【强识】?',function(card,player,target){
return target!=player&&target.num('h')>0;
}).ai=function(){
return Math.random();
}
'step 1'
if(result.bool){
var target=result.targets[0];
player.logSkill('qiangzhi',target);
var card=target.get('h').randomGet();
player.showCards(card);
player.storage.qiangzhi=get.type(card,'trick');
game.addVideo('storage',player,['qiangzhi',player.storage.qiangzhi]);
player.markSkill('qiangzhi');
}
2015-04-29 03:25:17 +00:00
},
intro:{
content:function(type){
return get.translation(type)+'牌';
}
},
group:['qiangzhi2','qiangzhi3'],
ai:{
order:11,
result:{
player:1
}
}
},
qiangzhi2:{
trigger:{player:'useCard'},
frequent:true,
filter:function(event,player){
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// return (get.type(event.card,'trick')==player.storage.qiangzhi&&event.cards[0]&&event.cards[0]==event.card);
return get.type(event.card,'trick')==player.storage.qiangzhi;
2015-04-29 03:25:17 +00:00
},
content:function(){
player.draw();
},
ai:{
threaten:1.4
}
},
qiangzhi3:{
trigger:{player:'phaseUseEnd'},
forced:true,
popup:false,
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silent:true,
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content:function(){
delete player.storage.qiangzhi;
player.unmarkSkill('qiangzhi');
}
},
dingpin:{
enable:'phaseUse',
usable:3,
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audio:2,
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filter:function(event,player){
return player.num('h')>0;
},
filterTarget:function(card,player,target){
return target.hp<target.maxHp&&!target.tempSkills.dingpin2;
2015-04-29 03:25:17 +00:00
},
filterCard:true,
check:function(card){
return 6-ai.get.value(card);
},
content:function(){
"step 0"
target.judge(function(card){
return get.color(card)=='black'?1:-1;
});
"step 1"
if(result.bool){
target.draw(target.maxHp-target.hp);
target.addTempSkill('dingpin2','phaseAfter');
}
else{
player.turnOver();
}
},
ai:{
order:9,
result:{
target:function(player,target){
if(player.isTurnedOver()) return 1;
if(target.hp<target.maxHp-1) return 1;
return 0;
}
}
}
},
faen:{
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audio:2,
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trigger:{global:['turnOverAfter','linkAfter']},
filter:function(event,player){
if(event.name=='link') return event.player.isLinked();
return true;
},
check:function(event,player){
return ai.get.attitude(player,event.player)>0;
},
content:function(){
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player.line(trigger.player,'green');
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trigger.player.draw();
},
ai:{
expose:0.2
}
},
jiaojin:{
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audio:2,
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trigger:{player:'damageBegin'},
filter:function(event,player){
return player.num('he',{type:'equip'})&&event.source&&event.source.sex=='male';
},
direct:true,
content:function(){
"step 0"
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var next=player.chooseToDiscard('he','骄矜:是否弃置一张装备牌令伤害-1',function(card,player){
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return get.type(card)=='equip';
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});
next.ai=function(card){
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if(player.hp==1||trigger.num>1){
return 9-ai.get.value(card);
}
if(player.hp==2){
return 8-ai.get.value(card);
}
return 7-ai.get.value(card);
};
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next.logSkill='jiaojin';
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"step 1"
if(result.bool){
game.delay();
trigger.num--;
}
}
},
chanhui:{
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audio:2,
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trigger:{player:'useCard'},
filter:function(event,player){
if(_status.currentPhase!=player) return false;
if(player.skills.contains('chanhui2')) return false;
if(event.targets.length>1) return false;
var card=event.card;
if(card.name=='sha') return true;
if(get.color(card)=='black'&&get.type(card)=='trick') return true;
return false;
},
direct:true,
content:function(){
"step 0"
player.chooseTarget('是否发动【谮毁】?',function(card,player,target){
return player.canUse(trigger.card,target)&&trigger.targets.contains(target)==false;
}).ai=function(target){
return ai.get.effect(target,trigger.card,player,player)+1;
}
"step 1"
if(result.bool){
game.delay();
player.addSkill('chanhui2');
event.target=result.targets[0];
setTimeout(function(){
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player.logSkill('chanhui',event.target);
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},200);
event.target.chooseCard('交给'+get.translation(player)+'一张手牌,或成为'+
get.translation(trigger.card)+'的额外目标').ai=function(card){
return 5-ai.get.value(card);
}
}
else{
event.finish();
}
"step 2"
if(result.bool){
player.gain(result.cards);
event.target.$give(1,player);
game.delay();
trigger.untrigger();
trigger.player=event.target;
trigger.trigger('useCard');
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game.log(event.target,'成为了',trigger.card,'的使用者');
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}
else{
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game.log(event.target,'成为了',trigger.card,'的额外目标');
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trigger.targets.push(event.target);
}
}
},
chanhui2:{
trigger:{player:'phaseEnd'},
forced:true,
popup:false,
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audio:false,
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content:function(){
player.removeSkill('chanhui2');
}
},
quanji:{
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audio:2,
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trigger:{player:'damageEnd'},
frequent:true,
locked:false,
init:function(player){
player.storage.quanji=[];
},
content:function(){
"step 0"
player.draw(trigger.num);
"step 1"
if(player.num('he')){
player.chooseCard('将'+get.cnNumber(trigger.num)+'张手牌置于武将牌上作为“权”',trigger.num,true);
}
else{
event.finish();
}
"step 2"
if(result.cards&&result.cards.length){
player.lose(result.cards,ui.special);
player.storage.quanji=player.storage.quanji.concat(result.cards);
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game.addVideo('storage',player,['quanji',get.cardsInfo(player.storage.quanji),'cards']);
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game.log(player,'将',result.cards,'置于武将牌上作为“权”');
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player.markSkill('quanji');
}
},
intro:{
content:'cards'
},
mod:{
maxHandcard:function(player,num){
return num+player.storage.quanji.length;
}
},
ai:{
maixie:true,
threaten:0.8,
effect:{
target:function(card,player,target){
if(get.tag(card,'damage')){
if(player.skills.contains('jueqing')) return [1,-2];
var hasfriend=false;
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=target&&ai.get.attitude(game.players[i],target)>=0){
hasfriend=true;break;
}
}
if(!hasfriend) return;
if(target.hp>=4) return [0.5,get.tag(card,'damage')*2];
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if(!target.skills.contains('paiyi')&&target.hp>1) return [0.5,get.tag(card,'damage')*1.5];
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if(target.hp==3) return [0.5,get.tag(card,'damage')*1.5];
if(target.hp==2) return [1,get.tag(card,'damage')*0.5];
}
}
}
}
},
zili:{
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skillAnimation:true,
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audio:3,
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unique:true,
trigger:{player:'phaseBegin'},
forced:true,
filter:function(event,player){
return !player.skills.contains('paiyi')&&player.storage.quanji&&player.storage.quanji.length>=3;
},
content:function(){
"step 0"
player.chooseControl('recover_hp','draw_card',function(event,player){
if(player.hp>=2) return 'draw_card';
return 'recover_hp';
});
"step 1"
if(result.control=='draw_card'){
player.draw(2);
}
else{
player.recover();
}
"step 2"
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player.loseMaxHp();
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player.addSkill('paiyi');
}
},
paiyi:{
enable:'phaseUse',
usable:1,
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audio:2,
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filterTarget:true,
filter:function(event,player){
return player.storage.quanji.length>0;
},
content:function(){
"step 0"
player.chooseCardButton(player.storage.quanji,true);
"step 1"
var card=result.buttons[0].link;
player.discard(card);
player.storage.quanji.remove(card);
if(!player.storage.quanji.length){
player.unmarkSkill('quanji');
}
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game.addVideo('storage',player,['quanji',get.cardsInfo(player.storage.quanji),'cards']);
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"step 2"
target.draw(2);
"step 3"
if(target.num('h')>player.num('h')){
target.damage();
}
},
ai:{
order:1,
result:{
target:function(player,target){
if(player!=target) return 0;
if(player.num('h')+2<=player.hp+player.storage.quanji.length) return 1;
return 0;
}
}
}
},
xianzhou:{
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skillAnimation:true,
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audio:2,
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unique:true,
enable:'phaseUse',
filter:function(event,player){
return !player.storage.xianzhou&&player.num('e')>0;
},
init:function(player){
player.storage.xianzhou=false;
},
filterTarget:function(card,player,target){
return player!=target;
},
mark:true,
content:function(){
"step 0"
player.unmarkSkill('xianzhou');
var cards=player.get('e');
target.gain(cards);
event.num=cards.length;
player.$give(cards,target);
player.storage.xianzhou=true;
game.delay();
"step 1"
target.chooseTarget([1,event.num],'令'+get.translation(player)+'回复'+
event.num+'点体力,或对攻击范围内的'+event.num+'名角色造成一点伤害',function(card,player,target2){
return get.distance(target,target2,'attack')<=1;
}).ai=function(target2){
if(ai.get.attitude(target,player)>0){
if(player.hp+event.num<=player.maxHp||player.hp==1) return -1;
}
return ai.get.damageEffect(target2,target,target);
}
"step 2"
if(result.bool){
event.targets=result.targets;
event.num2=0;
}
else{
player.recover(event.num);
event.finish();
}
"step 3"
if(event.num2<event.targets.length){
event.targets[event.num2].damage(target);
event.num2++;
event.redo();
}
},
intro:{
content:'limited'
},
ai:{
order:1,
result:{
target:1,
player:function(player){
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var bool=true;
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=player&&ai.get.attitude(player,game.players[i])>2&&ai.get.attitude(game.players[i],player)>2 ){
bool=false;break;
}
}
if(bool) return -10;
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if(player.hp==1) return 1;
if(game.phaseNumber<game.players.length) return -10;
if(player.num('e')+player.hp<=player.maxHp) return 1;
return -10;
}
},
}
},
qieting:{
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audio:2,
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global:'qieting2',
globalSilent:true,
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trigger:{global:'phaseEnd'},
filter:function(event,player){
return event.player!=player&&!event.player.tempSkills.qieting3;
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},
frequent:true,
content:function(){
"step 0"
if(trigger.player.num('e')){
player.choosePlayerCard(trigger.player,'e','选择装备一张装备牌,或摸一张牌');
}
"step 1"
if(result&&result.buttons&&result.buttons.length){
game.delay(2);
trigger.player.$give(result.buttons[0].link,player);
player.equip(result.buttons[0].link);
}
else{
player.draw();
}
},
ai:{
expose:0.1
}
},
qieting2:{
trigger:{player:'useCard'},
filter:function(event,player){
return _status.currentPhase==player&&event.targets&&(event.targets.length>1||event.targets[0]!=player);
},
forced:true,
popup:false,
content:function(){
player.addTempSkill('qieting3','phaseAfter');
}
},
qieting3:{},
zhuikong:{
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audio:2,
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trigger:{global:'phaseBegin'},
check:function(event,player){
if(ai.get.attitude(player,event.player)<-2){
var cards=player.get('h');
if(cards.length>player.hp) return true;
for(var i=0;i<cards.length;i++){
var useful=ai.get.useful(cards[i]);
if(useful<5) return true;
if(cards[i].number>9&&useful<7) return true;
}
}
return false;
},
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prompt:function(event){
return '是否对'+get.translation(event.player)+'发动【惴恐】?';
},
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filter:function(event,player){
return player.hp<player.maxHp&&event.player!=player&&
player.num('h')>0&&event.player.num('h')>0;
},
content:function(){
"step 0"
player.chooseToCompare(trigger.player);
"step 1"
if(result.bool){
trigger.player.addTempSkill('zishou2','phaseAfter');
}
},
},
qiuyuan:{
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audio:2,
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trigger:{target:'shaBefore'},
direct:true,
priority:11,
content:function(){
"step 0"
player.chooseTarget('是否发动【求援】?',function(card,player,target){
return target!=player&&trigger.player.canUse('sha',target,false);
}).ai=function(target){
return ai.get.effect(target,trigger.card,trigger.player,player)+0.1;
}
"step 1"
if(result.bool){
var target=result.targets[0];
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player.logSkill('qiuyuan',target);
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event.target=target;
target.chooseCard({name:'shan'},'交给'+get.translation(player)+
'一张闪,或成为此杀的额外目标').ai=function(card){
return ai.get.attitude(target,player)>=0?1:-1;
}
game.delay();
}
else{
event.finish();
}
"step 2"
if(result.bool){
player.gain(result.cards);
event.target.$give(result.cards,player);
game.delay();
}
else{
trigger.targets.push(event.target);
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game.log(event.target,'成为了额外目标');
2015-04-29 03:25:17 +00:00
}
},
ai:{
effect:{
target:function(card,player,target){
if(card.name!='sha') return;
for(var i=0;i<game.players.length;i++){
var target2=game.players[i];
if(player!=target2&&target!=target2&&player.canUse(card,target2,false)&&
ai.get.effect(target2,{name:'shacopy',nature:card.nature,suit:card.suit},player,target)<0){
if(target.hp==target.maxHp) return [0,1];
return [0,0];
}
}
}
}
}
},
gongji:{
enable:'phaseUse',
usable:1,
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audio:2,
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position:'he',
filterCard:true,
check:function(card){
if(get.type(card)!='equip') return 0;
var player=_status.currentPhase;
if(player.num('he',{subtype:get.subtype(card)})>1){
return 11-ai.get.equipValue(card);
}
return 6-ai.get.equipValue(card);
},
content:function(){
"step 0"
player.addTempSkill('gongji2','phaseAfter');
"step 1"
if(get.type(cards[0])=='equip'){
player.chooseTarget('是否弃置一名角色的一张牌?',function(card,player,target){
return player!=target&&target.num('he')>0;
}).ai=function(target){
if(ai.get.attitude(player,target)<0){
return Math.max(0.5,ai.get.effect(target,{name:'sha'},player,player));
}
return 0;
}
}
else{
event.finish();
}
"step 2"
if(result.bool){
event.target=result.targets[0];
player.discardPlayerCard(event.target,'he',true).ai=ai.get.buttonValue;
}
},
ai:{
order:9,
result:{
player:1
}
}
},
gongji2:{
mod:{
attackFrom:function(){
return -Infinity;
},
},
},
zhuiyi:{
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audio:2,
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trigger:{player:'dieBegin'},
direct:true,
content:function(){
"step 0"
player.chooseTarget('是否发动【追忆】?',function(card,player,target){
return player!=target&&trigger.source!=target;
}).ai=function(target){
var num=ai.get.attitude(player,target);
if(num>0){
if(target.hp==1){
num+=2;
}
if(target.hp<target.maxHp){
num+=2;
}
}
return num;
}
"step 1"
if(result.bool){
var target=result.targets[0];
player.logSkill('zhuiyi',target);
target.recover();
target.draw(3);
}
},
ai:{
expose:0.5,
}
},
anxu:{
enable:'phaseUse',
usable:1,
multitarget:true,
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audio:2,
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filterTarget:function(card,player,target){
if(player==target) return false;
var num=target.num('h');
if(ui.selected.targets.length){
return num<ui.selected.targets[0].num('h');
}
for(var i=0;i<game.players.length;i++){
if(num>game.players[i].num('h')) return true;
}
return false;
},
selectTarget:2,
content:function(){
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'step 0'
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var gainner,giver;
if(targets[0].num('h')<targets[1].num('h')){
gainner=targets[0];
giver=targets[1];
}
else{
gainner=targets[1];
giver=targets[0];
}
2015-11-18 05:46:30 +00:00
giver.chooseCard('选择一张手牌交给'+get.translation(gainner),true);
event.gainner=gainner;
event.giver=giver;
'step 1'
var card=result.cards[0];
event.gainner.gain(card,'give');
event.giver.$give(1,event.gainner);
'step 2'
if(event.gainner.num('h')==event.giver.num('h')){
if(player.hp<player.maxHp){
player.chooseControl('draw_card','recover_hp',function(event,player){
if(player.hp>=3&&player.num('h')<player.hp) return 'draw_card';
return 'recover_hp';
});
}
else{
player.draw();
event.finish();
}
}
else{
event.finish();
}
'step 3'
if(result.control=='draw_card'){
player.draw();
}
else{
player.recover();
}
2015-04-29 03:25:17 +00:00
},
ai:{
order:10.5,
threaten:2,
result:{
target:function(player,target){
var num=target.num('h');
var att=ai.get.attitude(player,target);
if(ui.selected.targets.length==0){
if(att>0) return -1;
for(var i=0;i<game.players.length;i++){
var num2=game.players[i].num('h');
var att2=ai.get.attitude(player,game.players[i]);
if(att2>=0&&num2<num) return -1;
}
return 0;
}
else{
return 1;
}
},
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player:0.1
2015-04-29 03:25:17 +00:00
}
}
},
mingce:{
enable:'phaseUse',
usable:1,
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audio:2,
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position:'he',
filterCard:function(card){
return card.name=='sha'||get.type(card)=='equip';
},
check:function(card){return 8-ai.get.value(card)},
selectTarget:2,
multitarget:true,
discard:false,
targetprompt:['得到牌','出杀目标'],
prepare:function(cards,player,targets){
player.$give(cards,targets[0]);
player.line2(targets);
},
filterTarget:function(card,player,target){
if(ui.selected.targets.length==0){
return player!=target;
}
else{
return lib.filter.filterTarget({name:'sha'},ui.selected.targets[0],target);
}
},
content:function(){
"step 0"
targets[0].gain(cards);
game.delay(2);
"step 1"
targets[0].chooseControl('draw_card','出杀').ai=function(){
if(ai.get.effect(targets[1],{name:'sha'},targets[0],targets[0])>0){
return 1;
}
return 0;
};
"step 2"
if(result.control=='draw_card'){
targets[0].draw();
}
else{
targets[0].useCard({name:'sha'},targets[1]);
}
},
ai:{
result:{
2015-08-15 09:10:06 +00:00
player:function(player){
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=player&&ai.get.attitude(player,game.players[i])>1&&ai.get.attitude(game.players[i],player)>1){
return 1;
}
}
return 0;
},
2015-04-29 03:25:17 +00:00
target:function(player,target){
if(ui.selected.targets.length){
return -0.1;
}
return 1;
}
},
order:8.5,
expose:0.2
}
},
xinxuanhuo:{
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audio:2,
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trigger:{player:'phaseDrawBegin'},
direct:true,
content:function(){
"step 0"
player.chooseTarget('是否发动【眩惑】',function(card,player,target){
return player!=target;
}).ai=function(target){
var att=ai.get.attitude(player,target);
if(att>0){
if(target.num('h')<target.hp) att+=2;
return att-target.num('h')/3;
}
else{
return -1;
}
}
"step 1"
if(result.bool){
trigger.untrigger();
trigger.finish();
2015-10-20 17:44:00 +00:00
player.logSkill('xinxuanhuo',result.targets);
2015-04-29 03:25:17 +00:00
event.target=result.targets[0];
event.target.draw(2);
player.chooseTarget('选择出杀的目标',true,function(card,player,target){
return event.target.canUse('sha',target)&&player!=target;
}).ai=function(target){
return ai.get.effect(target,{name:'sha'},event.target,player);
}
}
else{
event.finish();
}
"step 2"
2015-05-13 03:14:57 +00:00
if(result.bool&&result.targets.length){
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game.log(player,'指定的出杀目标为',result.targets);
2015-04-29 03:25:17 +00:00
event.target.line(result.targets);
event.target.chooseToUse('对'+get.translation(result.targets)+'使用一张杀,或令'+get.translation(player)+'获得你的两张牌',{name:'sha'},result.targets[0],-1);
}
else{
event.bool=true;
}
"step 3"
if(event.bool||result.bool==false){
player.gainPlayerCard('he',event.target,Math.min(2,event.target.num('he')),true);
event.target.draw();
}
else{
player.draw();
}
},
ai:{
expose:0.2
}
},
zhichi:{
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audio:2,
2015-04-29 03:25:17 +00:00
trigger:{player:'damageEnd'},
forced:true,
filter:function(event,player){
return _status.currentPhase!=player;
},
content:function(){
player.addTempSkill('zhichi2',['phaseAfter','phaseBefore']);
}
},
zhichi2:{
trigger:{target:'useCardToBefore'},
forced:true,
priority:15,
filter:function(event,player){
return get.type(event.card)=='trick'||event.card.name=='sha';
},
content:function(){
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game.log(player,'发动了智迟,',trigger.card,'对',trigger.target,'失效')
2015-04-29 03:25:17 +00:00
trigger.untrigger();
trigger.finish();
},
ai:{
effect:{
target:function(card,player,target,current){
if(get.type(card)=='trick'||card.name=='sha') return [0,0,0,0];
}
}
}
},
zongxuan:{
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audio:2,
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trigger:{player:'discardAfter'},
filter:function(event,player){
for(var i=0;i<event.cards.length;i++){
if(get.position(event.cards[i])=='d'){
return true;
}
}
return false;
},
frequent:true,
popup:false,
content:function(){
"step 0"
var cards=[];
for(var i=0;i<trigger.cards.length;i++){
if(get.position(trigger.cards[i])=='d'){
cards.push(trigger.cards[i]);
}
}
player.chooseCardButton(cards,[1,cards.length],'是否发动【纵玄】?').ai=function(){return -1;};
"step 1"
if(result&&result.bool&&result.buttons&&result.buttons.length){
var cards=result.links.slice(0);
while(cards.length){
ui.cardPile.insertBefore(cards.pop(),ui.cardPile.firstChild);
}
player.logSkill('zongxuan');
}
},
},
zhiyan:{
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audio:2,
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trigger:{player:'phaseEnd'},
direct:true,
content:function(){
"step 0"
player.chooseTarget('是否发动【直言】?').ai=function(target){
return ai.get.attitude(player,target);
}
"step 1"
if(result.bool){
event.target=result.targets[0];
player.logSkill('zhiyan');
}
else{
event.finish();
}
"step 2"
var cards=get.cards();
var card=cards[0];
switch(get.type(card,'trick')){
case 'basic':event.effect='';break;
case 'trick':event.effect='';break;
case 'equip':event.effect='recover';break;
}
if(get.type(card)=='equip'){
event.target.equip(card);
event.target.$draw(cards);
}
else{
event.target.gain(cards,'gain2');
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game.log(event.target,'获得了',card);
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}
"step 3"
switch(event.effect){
case 'recover':event.target.recover();break;
}
},
ai:{
expose:0.2,
threaten:1.2
}
},
miji:{
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audio:2,
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trigger:{player:'phaseEnd'},
filter:function(event,player){
return player.hp<player.maxHp;
},
content:function(){
"step 0"
event.num=player.maxHp-player.hp;
player.draw(event.num);
"step 1"
var check=player.num('h')-event.num;
2015-04-29 03:25:17 +00:00
player.chooseCardTarget({
selectCard:event.num,
filterTarget:function(card,player,target){
return player!=target;
},
ai1:function(card){
if(check<1) return 0;
if(player.hp>1&&check<2) return 0;
2015-04-29 03:25:17 +00:00
return ai.get.unuseful(card)+9;
},
ai2:function(target){
return ai.get.attitude(player,target)-2;
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},
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prompt:'将'+get.cnNumber(event.num)+'张手牌交给一名其他角色',
2015-04-29 03:25:17 +00:00
});
"step 2"
if(result.bool){
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result.targets[0].gain(result.cards);
event.player.$give(result.cards.length,result.targets[0]);
}
},
ai:{
threaten:function(player,target){
if(target.hp==1) return 3;
if(target.hp==2) return 1.5;
return 0.5;
},
effect:{
target:function(card,player,target){
if(get.tag(card,'recover')&&player.hp>=player.maxHp-1) return [0,0];
}
}
}
},
zhenlie:{
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audio:2,
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filter:function(event,player){
return event.player!=player&&event.card&&(event.card.name=='sha'||get.type(event.card)=='trick');
},
check:function(event,player){
if(ai.get.attitude(player,event.player)>0){
return false;
}
if(get.tag(event.card,'respondSha')){
if(player.num('h',{name:'sha'})==0){
return true;
}
}
else if(get.tag(event.card,'respondShan')){
if(player.num('h',{name:'shan'})==0){
return true;
}
}
else if(get.tag(event.card,'damage')){
if(player.num('h')<2) return true;
}
else if(event.card.name=='shunshou'&&player.hp>2){
return true;
}
return false;
},
priority:10,
trigger:{target:'useCardToBefore'},
content:function(){
"step 0"
player.loseHp();
"step 1"
trigger.untrigger();
trigger.finish();
"step 2"
if(trigger.player.num('he')){
player.discardPlayerCard(trigger.player,'he',true);
}
},
ai:{
expose:0.3
}
},
wuyan:{
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audio:2,
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trigger:{target:'useCardToBefore',player:'useCardToBefore'},
forced:true,
priority:15,
check:function(event,player){
return ai.get.effect(event.target,event.card,event.player,player)<0;
},
filter:function(event,player){
if(!event.target) return false;
if(event.player==player&&event.target==player) return false;
return (get.type(event.card)=='trick');
},
content:function(){
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game.log(player,'发动了无言,',trigger.card,'对',trigger.target,'失效');
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trigger.untrigger();
trigger.finish();
},
ai:{
effect:{
target:function(card,player,target,current){
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if(get.type(card)=='trick'&&player!=target) return 'zeroplayertarget';
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},
player:function(card,player,target,current){
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if(get.type(card)=='trick'&&player!=target) return 'zeroplayertarget';
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}
}
}
},
xinwuyan:{
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audio:2,
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trigger:{source:'damageBefore',player:'damageBefore'},
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forced:true,
priority:15,
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check:function(event,player){
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if(player==event.player) return true;
return false;
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},
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filter:function(event,player){
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return get.type(event.card,'trick')=='trick';
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},
content:function(){
trigger.untrigger();
trigger.finish();
},
ai:{
effect:{
target:function(card,player,target,current){
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if(get.type(card)=='trick'&&get.tag(card,'damage')){
return 'zeroplayertarget';
}
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},
player:function(card,player,target,current){
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if(get.type(card)=='trick'&&get.tag(card,'damage')){
return 'zeroplayertarget';
}
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}
}
}
},
xinjujian:{
trigger:{player:'phaseEnd'},
direct:true,
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audio:2,
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filter:function(event,player){
return player.num('he')>player.num('he',{type:'basic'});
},
content:function(){
"step 0"
player.chooseCardTarget({
filterTarget:function(card,player,target){
return player!=target;
},
filterCard:function(card){
return get.type(card)!='basic';
},
ai1:function(card){
if(get.tag(card,'damage')&&get.type(card)=='trick'){
return 20;
}
return 9-ai.get.value(card);
},
ai2:function(target){
var att=ai.get.attitude(player,target);
if(att>0){
if(target.isTurnedOver()) att+=3;
if(target.hp==1) att+=3;
}
return att;
},
position:'he',
prompt:'是否发动【举荐】?'
});
"step 1"
if(result.bool){
var target=result.targets[0];
event.target=target;
player.logSkill('xinjujian',target);
player.discard(result.cards);
if(target.hp==target.maxHp&&
!target.isTurnedOver()&&
!target.isLinked()){
target.draw(2);
event.finish();
}
else{
var controls=['draw_card'];
if(target.hp<target.maxHp){
controls.push('recover_hp');
}
if(target.isLinked()|target.isTurnedOver()){
controls.push('reset_character');
}
target.chooseControl(controls).ai=function(){
if(target.isTurnedOver()){
return 'reset_character';
}
else if(target.hp==1&&target.maxHp>2){
return 'recover_hp';
}
else if(target.hp==2&&target.maxHp>2&&target.num('h')>1){
return 'recover_hp';
}
else{
return 'draw_card';
}
}
}
}
else{
event.finish();
}
"step 2"
event.control=result.control;
switch(event.control){
case 'recover_hp':event.target.recover();event.finish();break;
case 'draw_card':event.target.draw(2);event.finish();break;
case 'reset_character':if(event.target.isTurnedOver()) event.target.turnOver();break;
}
"step 3"
if(event.control=='reset_character'&&event.target.isLinked()){
event.target.link();
}
},
ai:{
expose:0.2,
threaten:1.4
}
},
jujian:{
enable:'phaseUse',
usable:1,
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audio:2,
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filterCard:true,
position:'he',
selectCard:[1,3],
check:function(card){
var player=get.owner(card);
if(get.type(card)=='trick') return 10;
if(player.num('h')-player.hp-ui.selected.cards.length>0){
return 8-ai.get.value(card);
}
return 4-ai.get.value(card);
},
filterTarget:function(card,player,target){
return player!=target;
},
content:function(){
target.draw(cards.length);
if(cards.length==3){
if(get.type(cards[0],'trick')==get.type(cards[1],'trick')&&
get.type(cards[0],'trick')==get.type(cards[2],'trick')){
player.recover();
}
}
},
ai:{
expose:0.2,
order:1,
result:{
target:1
}
}
},
yizhong:{
trigger:{target:'shaBefore'},
forced:true,
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audio:2,
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filter:function(event,player){
if(player.get('e','2')) return false;
return (event.card.name=='sha'&&get.color(event.card)=='black')
},
content:function(){
trigger.untrigger();
trigger.finish();
},
ai:{
effect:{
target:function(card,player,target){
if(target.get('e','2')) return;
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if(card.name=='sha'&&get.color(card)=='black') return 'zerotarget';
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}
}
}
},
jueqing:{
trigger:{source:'damageBefore'},
forced:true,
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audio:2,
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priority:16,
check:function(){return false;},
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content:function(){
trigger.untrigger();
trigger.finish();
var ex=0;
if(trigger.card&&trigger.card.name=='sha'){
if(player.skills.contains('jiu')) ex++;
if(player.skills.contains('luoyi2')) ex++;
if(player.skills.contains('reluoyi2')) ex++;
}
trigger.player.loseHp(trigger.num+ex);
}
},
shangshi:{
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audio:2,
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trigger:{player:['loseEnd','changeHp']},
forced:true,
filter:function(event,player){
return (player.num('h')<Math.min(3,player.maxHp-player.hp));
},
content:function(){
player.draw(Math.min(3,player.maxHp-player.hp)-player.num('h'));
},
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ai:{
noh:true,
skillTagFilter:function(player,tag){
if(tag=='noh'&&player.maxHp-player.hp<player.num('h')){
return false;
}
}
}
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},
luoying:{
unique:true,
gainable:true,
group:['luoying1','luoying2'],
},
luoying1:{
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audio:2,
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trigger:{global:'discardAfter'},
filter:function(event,player){
if(event.player==player) return false;
for(var i=0;i<event.cards.length;i++){
if(get.suit(event.cards[i])=='club'&&get.position(event.cards[i])=='d'){
return true;
}
}
return false;
},
frequent:true,
content:function(){
"step 0"
if(trigger.delay==false) game.delay();
"step 1"
var cards=[];
for(var i=0;i<trigger.cards.length;i++){
if(get.suit(trigger.cards[i])=='club'&&get.position(trigger.cards[i])=='d'){
cards.push(trigger.cards[i]);
}
}
if(cards.length){
player.gain(cards);
player.$gain2(cards);
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game.log(player,'发动落英,获得了',cards);
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}
},
},
luoying2:{
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audio:2,
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trigger:{global:'judgeAfter'},
frequent:true,
filter:function(event,player){
if(event.player==player) return false;
if(event.result.card.parentNode.id!='discardPile') return false;
return (get.suit(event.result.card)=='club');
},
content:function(){
player.gain(trigger.result.card);
player.$gain2(trigger.result.card);
}
},
jiushi:{
group:['jiushi1','jiushi2','jiushi3'],
},
jiushi1:{
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audio:2,
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enable:'chooseToUse',
filter:function(event,player){
if(player.classList.contains('turnedover')) return false;
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if(event.parent.name=='phaseUse'){
return lib.filter.filterCard({name:'jiu'},player,event);
}
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if(event.type!='dying') return false;
if(player!=_status.dying) return false;
if(player.storage.niepan) return false;
return true;
},
content:function(){
player.turnOver();
player.useCard({name:'jiu'},player);
},
ai:{
save:true,
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skillTagFilter:function(player){
return player.hp<=0&&!player.isTurnedOver();
},
2015-04-29 03:25:17 +00:00
order:5,
result:{
player:function(player){
2016-02-24 03:35:26 +00:00
if(_status.event.parent.name=='phaseUse'){
if(player.num('h','jiu')>0) return 0;
if(player.num('e','zhuge')&&player.num('h','sha')>1) return 0;
if(!player.num('h','sha')) return 0;
2016-03-26 05:32:00 +00:00
var targets=[];
var target;
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for(var i=0;i<game.players.length;i++){
if(ai.get.attitude(player,game.players[i])<0){
2016-03-26 05:32:00 +00:00
if(player.canUse('sha',game.players[i],true,true)){
targets.push(game.players[i]);
2016-02-24 03:35:26 +00:00
}
}
}
2016-03-26 05:32:00 +00:00
if(targets.length){
target=targets[0];
}
else{
return 0;
}
var num=ai.get.effect(target,{name:'sha'},player,player);
for(var i=1;i<targets.length;i++){
var num2=ai.get.effect(targets[i],{name:'sha'},player,player);
if(num2>num){
target=targets[i];
num=num2;
}
}
if(num<=0) return 0;
var e2=target.get('e','2');
if(e2){
if(e2.name=='tengjia'){
if(!player.num('h',{name:'sha',nature:'fire'})&&!player.num('e','zhuque')) return 0;
}
if(e2.name=='renwang'){
if(!player.num('h',{name:'sha',color:'red'})) return 0;
}
if(e2.name=='baiyin') return 0;
}
if(player.num('e','guanshi')&&player.num('he')>2) return 1;
return target.num('h')>3?0:1;
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}
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if(player==_status.event.dying||player.isTurnedOver()) return 3;
}
},
effect:{
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target:function(card,player,target){
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if(card.name=='guiyoujie') return [0,0.5];
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if(target.isTurnedOver()){
if(get.tag(card,'damage')){
if(player.skills.contains('jueqing')) return [1,-2];
if(target.hp==1) return;
return [1,target.num('h')/2];
}
}
2015-04-29 03:25:17 +00:00
}
}
},
},
jiushi2:{
trigger:{player:'damageBegin'},
forced:true,
popup:false,
silent:true,
filter:function(event,player){
return player.classList.contains('turnedover');
},
content:function(){
player.storage.jiushi=true;
}
},
jiushi3:{
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audio:2,
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trigger:{player:'damageAfter'},
check:function(event,player){
return player.isTurnedOver();
},
filter:function(event,player){
if(player.storage.jiushi){
return true;
}
return false;
},
content:function(){
player.storage.jiushi=false;
player.turnOver();
}
},
zongshi:{
mod:{
maxHandcard:function(player,num){
var list=['wei','shu','wu','qun'];
for(var i=0;i<game.players.length&&list.length;i++){
if(list.contains(game.players[i].group)){
list.remove(game.players[i].group);
num++;
}
}
return num;
}
}
},
zishou:{
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audio:2,
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trigger:{player:'phaseDrawBegin'},
check:function(event,player){
return player.num('h')<=player.maxHp||player.skipList.contains('phaseUse');
},
content:function(){
var list=['wei','shu','wu','qun'],num=0;
for(var i=0;i<game.players.length&&list.length;i++){
if(list.contains(game.players[i].group)){
list.remove(game.players[i].group);
num++;
}
}
trigger.num+=num;
player.addTempSkill('zishou2','phaseAfter');
// player.skip('phaseUse');
},
ai:{
threaten:1.5
}
},
zishou2:{
mod:{
playerEnabled:function(card,player,target){
if(player!=target) return false;
}
}
},
yaowu:{
trigger:{player:'damageEnd'},
priority:1,
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audio:2,
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filter:function(event){
if(event.card&&(event.card.name=='sha')){
if(get.color(event.card)=='red') return true;
}
return false;
},
forced:true,
check:function(){
return false;
},
content:function(){
"step 0"
if(trigger.source.hp<trigger.source.maxHp){
trigger.source.chooseControl('draw_card','recover_hp',function(event,target){
return 'recover_hp';
});
}
else{
trigger.source.draw();
event.finish();
}
"step 1"
if(result.control=='draw_card'){
trigger.source.draw();
}
else{
trigger.source.recover();
}
},
ai:{
maixie:true,
effect:{
target:function(card,player,target,current){
if(card.name=='sha'&&(get.color(card)=='red')){
return [1,-2];
}
}
}
}
},
shiyong2:{
trigger:{player:'damageEnd'},
forced:true,
2015-11-25 12:34:54 +00:00
audio:false,
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check:function(){
return false;
},
content:function(){
player.maxHp--;
player.removeSkill('shiyong2');
player.update();
},
},
2015-11-21 05:30:26 +00:00
danshou_old:{
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trigger:{source:'damageEnd'},
priority:9,
content:function(){
"step 0"
player.draw();
"step 1"
while(_status.event.name!='phase'){
_status.event=_status.event.parent;
}
_status.event.finish();
_status.event.untrigger(true);
}
},
2015-11-21 05:30:26 +00:00
danshou:{
enable:'phaseUse',
filterCard:true,
position:'he',
audio:2,
filter:function(event,player){
var num=player.getStat().skill.danshou;
if(num){
num++;
}
else{
num=1;
}
return player.num('he')>=num;
},
check:function(card){
return 6-ai.get.value(card);
},
selectCard:function(card){
var num=_status.event.player.getStat().skill.danshou;
if(num) return num+1;
return 1;
},
filterTarget:function(card,player,target){
2015-11-29 11:46:51 +00:00
if(player==target) return false;
2015-11-21 05:30:26 +00:00
var num=player.getStat().skill.danshou;
if(num){
num++;
}
else{
num=1;
}
if(num<=2&&!target.num('he')) return false;
return get.distance(player,target,'attack')<=1;
},
content:function(){
'step 0'
var num=player.getStat().skill.danshou;
switch(num){
case 1:player.discardPlayerCard(target,true);break;
case 2:target.chooseCard('选择一张牌交给'+get.translation(player),'he',true);break;
case 3:target.damage();break;
default:game.asyncDraw([player,target],2);
}
if(num!=2) event.finish();
'step 1'
if(result.cards){
player.gain(result.cards);
target.$give(result.cards.length,player);
}
},
ai:{
order:8,
result:{
target:function(player,target){
var num=player.getStat().skill.danshou;
if(num){
num++;
}
else{
num=1;
}
if(num>3) return 0;
if(num==3) return ai.get.damageEffect(target,player,target);
return -1;
}
}
}
},
2015-04-29 03:25:17 +00:00
qice:{
enable:'phaseUse',
usable:1,
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audio:2,
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group:['qice3'],
direct:true,
filter:function(event,player){
return player.num('h')>0
},
delay:0,
content:function(){
"step 0"
var list=[];
player.getStat('skill').qice--;
for(var i in lib.card){
if(lib.card[i].mode&&lib.card[i].mode.contains(lib.config.mode)==false) continue;
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if(lib.card[i].type=='trick') list.push(['锦囊','',i]);
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}
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list=['taoyuan','wugu','juedou','huogong','jiedao','tiesuo','guohe','shunshou','wuzhong','wanjian','nanman'];
for(var i=0;i<list.length;i++){
list[i]=['锦囊','',list[i]];
}
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var dialog=ui.create.dialog([list,'vcard']);
player.chooseButton(dialog,function(button){
var recover=0,lose=1;
for(var i=0;i<game.players.length;i++){
if(!game.players[i].isOut()){
if(game.players[i].hp<game.players[i].maxHp){
if(ai.get.attitude(player,game.players[i])>0){
if(game.players[i].hp<2){
lose--;
recover+=0.5;
}
lose--;
recover++;
}
else if(ai.get.attitude(player,game.players[i])<0){
if(game.players[i].hp<2){
lose++;
recover-=0.5;
}
lose++;
recover--;
}
}
else{
if(ai.get.attitude(player,game.players[i])>0){
lose--;
}
else if(ai.get.attitude(player,game.players[i])<0){
lose++;
}
}
}
}
if(lose>recover&&lose>0) return (button.link[2]=='nanman')?1:-1;
if(lose<recover&&recover>0) return (button.link[2]=='taoyuan')?1:-1;
return (button.link[2]=='wuzhong')?1:-1;
});
"step 1"
if(result.bool){
lib.skill.qice2.viewAs={name:result.buttons[0].link[2]};
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// player.popup(result.buttons[0].link[2]);
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event.parent.parent.backup('qice2');
event.parent.parent.step=0;
if(event.isMine()){
event.parent.parent.openskilldialog='将全部手牌当'+get.translation(result.buttons[0].link[2])+'使用';
}
}
else{
if(player.skills.contains('qice4')){
player.addTempSkill('qice5','phaseAfter')
}
else{
player.addTempSkill('qice4','phaseAfter')
}
event.finish();
}
},
ai:{
order:1,
result:{
player:function(player){
if(player.skills.contains('qice5')) return 0;
var num=0;
var cards=player.get('h');
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if(cards.length>=3&&player.hp>=3) return 0;
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for(var i=0;i<cards.length;i++){
num+=Math.max(0,ai.get.value(cards[i],player,'raw'));
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}
num/=cards.length;
num*=Math.min(cards.length,player.hp);
return 12-num;
}
},
threaten:1.6,
}
},
qice2:{
filterCard:true,
selectCard:-1,
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audio:2,
popname:true
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},
qice3:{
trigger:{player:'useCardBefore'},
forced:true,
popup:false,
filter:function(event,player){
return event.skill=='qice2';
},
content:function(){
player.getStat('skill').qice++;
}
},
qice4:{},
zhiyu:{
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audio:2,
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trigger:{player:'damageEnd'},
content:function(){
"step 0"
player.draw();
"step 1"
player.showHandcards();
"step 2"
if(!trigger.source) return;
var cards=player.get('h');
for(var i=1;i<cards.length;i++){
if(get.color(cards[i])!=get.color(cards[0])) return;
}
trigger.source.chooseToDiscard(true);
},
ai:{
threaten:0.9
}
},
xuanfeng:{
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audio:2,
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trigger:{player:['loseEnd','phaseDiscardEnd']},
direct:true,
filter:function(event,player){
if(event.name=='phaseDiscard'){
return event.cards&&event.cards.length>1
}
else{
for(var i=0;i<event.cards.length;i++){
if(event.cards[i].original=='e') return true;
}
}
return false;
},
content:function(){
"step 0"
player.chooseTarget([1,2],'请选择旋风的目标',function(card,player,target){
if(player==target) return false;
return target.num('he');
}).ai=function(target){
return -ai.get.attitude(player,target);
};
"step 1"
if(result.bool){
player.logSkill('xuanfeng',result.targets);
event.targets=result.targets
if(result.targets.length==1){
player.discardPlayerCard(event.targets[0],'he',[1,2],true);
}
else{
player.discardPlayerCard(event.targets[0],'he',true);
}
}
else{
event.finish();
}
"step 2"
if(targets.length==2){
player.discardPlayerCard(targets[1],'he',true);
}
},
ai:{
effect:{
target:function(card,player,target,current){
if(get.type(card)=='equip') return [1,3];
}
}
}
},
jiangchi:{
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audio:2,
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trigger:{player:'phaseDrawBegin'},
direct:true,
content:function(){
"step 0"
player.chooseControl('jiangchi_less','jiangchi_more','cancel',function(){
if(player.num('h')>3&&player.num('h','sha')>1){
return 'jiangchi_less';
}
if(player.num('h','sha')>2){
return 'jiangchi_less';
}
if(player.hp-player.num('h')>1){
return 'jiangchi_more';
}
return 'cancel';
});
"step 1"
if(result.control=='jiangchi_less'){
trigger.num--;
player.addTempSkill('jiangchi2','phaseUseEnd');
player.logSkill('jiangchi');
}
else if(result.control=='jiangchi_more'){
trigger.num++;
player.addTempSkill('jiangchi3','phaseUseEnd');
player.logSkill('jiangchi');
}
}
},
jiangchi2:{
mod:{
targetInRange:function(card,player,target,now){
if(card.name=='sha') return true;
},
cardUsable:function(card,player,num){
if(card.name=='sha') return num+1;
}
}
},
jiangchi3:{
mod:{
cardEnabled:function(card){if(card.name=='sha') return false}
}
},
xinzhan:{
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audio:2,
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enable:'phaseUse',
filter:function(event,player){
return true;//player.num('h')>player.maxHp;
},
usable:1,
content:function(){
"step 0"
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var cards=get.cards(3);
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event.cards=cards;
player.chooseCardButton(cards,'选择获得的红桃牌',[1,Infinity]).filterButton=function(button){
return get.suit(button.link)=='heart';
}
"step 1"
if(result.bool){
player.gain(result.links);
player.$gain(result.links);
game.delay(2);
}
for(var i=event.cards.length-1;i>=0;i--){
if(!result.bool||!result.links.contains(event.cards[i])){
ui.cardPile.insertBefore(event.cards[i],ui.cardPile.firstChild);
}
}
},
ai:{
order:11,
result:{
player:1
}
}
},
huilei:{
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audio:2,
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trigger:{player:'dieBegin'},
forced:true,
filter:function(event){
return event.source!=undefined;
},
content:function(){
trigger.source.discard(trigger.source.get('he'));
},
ai:{
threaten:0.7
}
},
xinenyuan:{
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audio:true,
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trigger:{player:'damageEnd'},
check:function(event,player){
var att=ai.get.attitude(player,event.source);
var num=event.source.num('h');
if(att<=0) return true;
if(num>2) return true;
if(num) return att<4;
return false;
},
filter:function(event,player){
return event.source&&event.source!=player;
},
content:function(){
"step 0"
trigger.source.chooseCard('交给'+get.translation(player)+'一张手牌或流失一点体力').ai=function(card){
if(ai.get.attitude(trigger.source,player)>0){
return 11-ai.get.value(card);
}
else{
return 7-ai.get.value(card);
}
};
"step 1"
if(result.bool){
player.gain(result.cards[0]);
trigger.source.$give(1,player);
}
else{
trigger.source.loseHp();
}
},
ai:{
effect:{
target:function(card,player,target){
if(player.skills.contains('jueqing')) return [1,-1.5];
var hasfriend=false;
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=target&&ai.get.attitude(game.players[i],target)>=0){
hasfriend=true;break;
}
}
if(!hasfriend) return;
if(get.tag(card,'damage')) return [1,0,0,-0.7];
}
}
}
},
enyuan:{
locked:true,
group:['enyuan1','enyuan2'],
ai:{
effect:{
target:function(card,player,target){
if(player.skills.contains('jueqing')) return [1,-2];
var hasfriend=false;
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=target&&ai.get.attitude(game.players[i],target)>=0){
hasfriend=true;break;
}
}
if(!hasfriend) return;
if(get.tag(card,'damage')) return [1,0,0,-1];
}
}
}
},
enyuan1:{
trigger:{player:'recoverEnd'},
forced:true,
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audio:2,
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filter:function(event,player){
return event.source&&event.source!=player;
},
content:function(){
trigger.source.draw();
}
},
enyuan2:{
trigger:{player:'damageEnd'},
forced:true,
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audio:true,
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filter:function(event,player){
return event.source&&event.source!=player;
},
content:function(){
"step 0"
trigger.source.chooseCard('交出一张红桃牌或流失一点体力',function(card){
return get.suit(card)=='heart';
}).ai=function(card){
return 6-ai.get.value(card);
};
"step 1"
if(result.bool){
player.gain(result.cards[0]);
trigger.source.$give(1,player);
}
else{
trigger.source.loseHp();
}
}
},
xuanhuo:{
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audio:2,
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enable:'phaseUse',
usable:1,
discard:false,
prepare:function(cards,player,targets){
player.$give(1,targets[0]);
},
filterCard:function(card){
return get.suit(card)=='heart';
},
filterTarget:function(card,player,target){
if(game.players.length==2) return false;
return player!=target;
},
check:function(card){
var player=get.owner(card);
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=player&&ai.get.attitude(player,game.players[i])>3) break;
}
if(i==game.players.length) return -1;
return 5-ai.get.value(card);
},
content:function(){
"step 0"
target.gain(cards);
game.delay();
"step 1"
player.gainPlayerCard(target,'he',true);
"step 2"
var source=target;
event.card=result.buttons[0].link;
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player.chooseTarget('选择一个目标送出'+get.translation(event.card),function(card,player,target){
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return target!=source&&target!=player;
}).ai=function(target){
return ai.get.attitude(player,target);
}
"step 3"
if(result.bool){
result.targets[0].gain(card);
player.$give(1,result.targets[0]);
game.delay();
}
},
ai:{
result:{
target:-0.5,
},
basic:{
order:9,
}
}
},
ganlu:{
enable:'phaseUse',
usable:1,
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audio:2,
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selectTarget:2,
filterTarget:function(card,player,target){
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if(target.isMin()) return false;
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if(ui.selected.targets.length==0) return true;
if(ui.selected.targets[0].num('e')==0&&target.num('e')==0) return false;
return Math.abs(ui.selected.targets[0].num('e')-target.num('e'))<=player.maxHp-player.hp;
},
multitarget:true,
content:function(){
"step 0"
event.cards=[targets[0].get('e'),targets[1].get('e')];
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targets[0].lose(event.cards[0],ui.special);
targets[1].lose(event.cards[1],ui.special);
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if(event.cards[0].length) targets[0].$give(event.cards[0],targets[1]);
if(event.cards[1].length) targets[1].$give(event.cards[1],targets[0]);
"step 1"
for(var i=0;i<event.cards[1].length;i++){
targets[0].equip(event.cards[1][i]);
}
for(var i=0;i<event.cards[0].length;i++){
targets[1].equip(event.cards[0][i]);
}
},
ai:{
order:10,
threaten:function(player,target){
return 0.8*Math.max(1+target.maxHp-target.hp);
},
result:{
target:function(player,target){
var list1=[];
var list2=[];
var num=player.maxHp-player.hp;
for(var i=0;i<game.players.length;i++){
if(ai.get.attitude(player,game.players[i])>0) list1.push(game.players[i]);
else if(ai.get.attitude(player,game.players[i])<0) list2.push(game.players[i]);
}
list1.sort(function(a,b){
return a.num('e')-b.num('e');
});
list2.sort(function(a,b){
return b.num('e')-a.num('e');
});
var delta;
for(var i=0;i<list1.length;i++){
for(var j=0;j<list2.length;j++){
delta=list2[j].num('e')-list1[i].num('e');
if(delta<=0) continue;
if(delta<=num){
if(target==list1[i]||target==list2[j]){
return ai.get.attitude(player,target);
}
return 0;
}
}
}
return 0;
}
},
effect:{
target:function(card,player,target){
if(target.hp==target.maxHp&&get.tag(card,'damage')) return 0.2;
}
}
}
},
buyi:{
trigger:{global:'dying'},
priority:6,
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audio:2,
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filter:function(event,player){
return event.player.hp<=0&&event.player.num('h')>0;
},
check:function(event,player){
if(event.player==player){
return event.player.get('h',function(card){
return get.type(card)!='basic';
}).length>0;
}
return ai.get.attitude(player,event.player)>0;
},
content:function(){
"step 0"
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if(trigger.player!=player){
event.card=trigger.player.get('h').randomGet();
}
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else{
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player.chooseCard(true,'选择展示一张手牌').ai=function(card){
if(get.type(card)!='basic'){
return 10-ai.get.value(card);
}
return 0;
}
event.selfSelect=true;
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}
"step 1"
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if(event.selfSelect){
event.card=result.cards[0];
}
player.showCards([event.card],get.translation(player)+'展示的手牌');
"step 2"
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if(get.type(event.card)!='basic'){
trigger.player.recover();
trigger.player.discard(event.card);
}
},
ai:{
threaten:1.4
}
},
pojun:{
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audio:2,
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trigger:{source:'damageEnd'},
check:function(event,player){
if(event.player.isTurnedOver()) return ai.get.attitude(player,event.player)>0;
if(event.player.hp<3){
return ai.get.attitude(player,event.player)<0;
}
return ai.get.attitude(player,event.player)>0;
},
filter:function(event){
return event.card&&event.card.name=='sha'&&event.player.isAlive();
},
content:function(){
"step 0"
trigger.player.draw(Math.min(5,trigger.player.hp));
"step 1"
trigger.player.turnOver();
}
},
jingce:{
trigger:{player:'phaseUseEnd'},
frequent:true,
filter:function(event,player){
return get.cardCount(true,player)>=player.hp;
},
content:function(){
player.draw(2);
},
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audio:2,
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init:function(player){player.storage.jingce=true},
intro:{
content:function(storage,player){
if(_status.currentPhase==player) return '已使用'+get.cardCount(true,player)+'张牌';
}
}
},
chengxiang:{
trigger:{player:'damageEnd'},
direct:true,
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audio:2,
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content:function(){
"step 0"
event.cards=get.cards(4);
if(event.isMine()==false){
event.dialog=ui.create.dialog('称象',event.cards);
game.delay(2);
}
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game.addVideo('showCards',player,['称象',get.cardsInfo(event.cards)]);
game.addVideo('delay',null,2);
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"step 1"
if(event.dialog) event.dialog.close();
var dialog=ui.create.dialog('称象选择任意张点数小于13的牌',event.cards);
var next=player.chooseButton([0,4],dialog);
next.filterButton=function(button){
var num=0
for(var i=0;i<ui.selected.buttons.length;i++){
num+=get.number(ui.selected.buttons[i].link);
}
return (num+get.number(button.link)<=13);
}
next.ai=function(button){
return ai.get.value(button.link,_status.event.player);
};
"step 2"
if(result.bool&&result.buttons){
player.logSkill('chengxiang');
var cards2=[];
for(var i=0;i<result.buttons.length;i++){
cards2.push(result.buttons[i].link);
cards.remove(result.buttons[i].link);
}
player.gain(cards2);
player.$gain(cards2);
for(var i=0;i<cards.length;i++){
ui.discardPile.appendChild(cards[i]);
}
game.delay(2);
}
},
ai:{
maixie:true,
effect:{
target:function(card,player,target){
if(get.tag(card,'damage')){
if(player.skills.contains('jueqing')) return [1,-2];
var hasfriend=false;
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=target&&ai.get.attitude(game.players[i],target)>=0){
hasfriend=true;break;
}
}
if(!hasfriend) return;
if(target.hp>=4) return [1,2];
if(target.hp==3) return [1,1.5];
if(target.hp==2) return [1,0.5];
}
}
}
}
},
renxin:{
trigger:{global:'damageBefore'},
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audio:3,
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priority:6,
filter:function(event,player){
return event.player!=player&&event.player.hp==1&&player.num('he',{type:'equip'})>0;
},
direct:true,
content:function(){
"step 0"
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var next=player.chooseToDiscard('是否发动【仁心】?',{type:'equip'},'he');
next.logSkill=['renxin',trigger.player];
next.ai=function(card){
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if(ai.get.attitude(player,trigger.player)>3){
return 11-ai.get.value(card);
}
return -1;
}
"step 1"
if(result.bool){
player.turnOver();
}
else{
event.finish();
}
"step 2"
trigger.untrigger();
trigger.finish();
},
ai:{
expose:0.5
}
},
yuce:{
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audio:2,
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trigger:{player:'damageAfter'},
direct:true,
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filter:function(event,player){
return player.num('h')>0;
},
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content:function(){
"step 0"
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var next=player.chooseToDiscard('是否发动御策?');
next.logSkill='yuce';
next.ai=function(card){
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return 7-ai.get.value(card);
}
"step 1"
if(result.bool){
var type=get.type(result.cards[0],'trick');
if(trigger.source){
trigger.source.chooseToDiscard('弃置一张'+get.translation(type)+'牌或令'+get.translation(player)+'回复一点体力',function(card){
return get.type(card,'trick')==type;
}).ai=function(card){
if(ai.get.recoverEffect(player,trigger.source)<0){
return 7-ai.get.value(card);
}
return 0;
}
}
else{
event.recover=true;
}
}
else{
event.finish();
}
"step 2"
if(event.recover){
player.recover();
}
else if(result.bool){
player.draw();
}
else{
player.recover();
}
},
ai:{
effect:{
target:function(card,player,target){
if(get.tag(card,'damage'&&target.num('h'))){
return 0.8
}
}
}
}
},
xiansi:{
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audio:2,
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trigger:{player:'phaseBegin'},
direct:true,
init:function(player){
player.storage.xiansi=[];
},
unique:true,
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forceunique:true,
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content:function(){
"step 0"
player.chooseTarget('是否发动陷嗣?',[1,2],function(card,player,target){
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return target.num('he')>0;
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},
function(target){
return -ai.get.attitude(_status.event.player,target);
});
"step 1"
if(result.bool){
player.logSkill('xiansi',result.targets);
event.targets=result.targets;
}
else{
event.finish();
}
"step 2"
if(event.targets.length){
var target=event.targets.shift();
event.current=target;
player.choosePlayerCard(target,true);
}
else{
event.finish();
}
"step 3"
if(result.bool){
player.markSkill('xiansi');
player.storage.xiansi=player.storage.xiansi.concat(result.links);
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game.addVideo('storage',player,['xiansi',get.cardsInfo(player.storage.xiansi),'cards']);
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event.current.lose(result.links,ui.special);
event.current.$give(result.links,player);
event.goto(2);
}
},
intro:{
content:'cards',
onunmark:function(storage,player){
if(storage&&storage.length){
for(var i=0;i<storage.length;i++){
ui.discardPile.appendChild(storage[i]);
}
player.$throw(storage);
player.storage.xiansi.length=0;
}
}
},
ai:{
threaten:2
},
global:'xiansi2'
},
xiansi2:{
enable:'phaseUse',
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audio:2,
forceaudio:true,
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filter:function(event,player){
var remove=true;
for(var i=0;i<game.players.length;i++){
if(game.players[i].storage.xiansi){
remove=false;
return game.players[i].storage.xiansi.length>1&&player.canUse('sha',game.players[i],true,true);
}
}
if(remove){
lib.skill.global.remove('xiansi2');
}
return false;
},
content:function(){
"step 0"
for(var i=0;i<game.players.length;i++){
if(game.players[i].storage.xiansi){
event.target=game.players[i];
break;
}
}
if(event.target){
player.chooseCardButton(2,event.target.storage.xiansi).ai=function(){
return 1;
}
}
else{
event.finish();
}
"step 1"
if(result.bool){
for(var i=0;i<result.links.length;i++){
event.target.storage.xiansi.remove(result.links[i]);
}
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game.addVideo('storage',event.target,['xiansi',get.cardsInfo(event.target.storage.xiansi),'cards']);
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if(!event.target.storage.xiansi.length){
event.target.unmarkSkill('xiansi');
}
event.target.discard(result.links);
player.useCard({name:'sha'},event.target);
}
},
ai:{
order:3.1,
result:{
player:function(player){
var target;
for(var i=0;i<game.players.length;i++){
if(game.players[i].storage.xiansi){
target=game.players[i];
break;
}
}
if(target){
return ai.get.effect(target,{name:'sha'},player,player);
}
}
}
}
},
shibei:{
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audio:2,
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trigger:{player:'damageAfter'},
forced:true,
content:function(){
"step 0"
player.judge(function(card){
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if(player.skills.contains('shibei2')){
if(get.color(card)=='black') return -1;
}
else{
if(get.color(card)=='red') return 1;
}
2015-04-29 03:25:17 +00:00
return 0;
})
"step 1"
if(result.judge>0){
player.recover();
}
else if(result.judge<0){
player.loseHp();
}
if(!player.skills.contains('shibei2')){
player.addTempSkill('shibei2','phaseAfter');
}
}
},
shibei2:{},
jianying:{
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audio:2,
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trigger:{player:'useCard'},
frequent:true,
filter:function(event,player){
if(!event.cards||event.cards.length!=1) return false;
if(_status.currentPhase!=player) return false;
if(!player.storage.jianying) return false;
return get.suit(player.storage.jianying)==get.suit(event.cards[0])||
player.storage.jianying.number==event.cards[0].number;
},
content:function(){
player.draw();
},
intro:{
content:'card'
},
group:['jianying2','jianying3']
},
jianying3:{
trigger:{player:'useCard'},
priority:-1,
forced:true,
popup:false,
silent:true,
filter:function(event,player){
if(!event.cards||event.cards.length!=1) return false;
if(_status.currentPhase!=player) return false;
return true;
},
content:function(){
player.storage.jianying=trigger.cards[0];
}
},
jianying2:{
trigger:{player:'phaseAfter'},
forced:true,
silent:true,
popup:false,
content:function(){
player.storage.jianying=null;
}
},
zzhenggong:{
trigger:{player:'damageEnd'},
direct:true,
filter:function(event,player){
return event.source&&event.source.num('e')>0;
},
content:function(){
"step 0"
var att=ai.get.attitude(player,trigger.source);
player.choosePlayerCard('e','是否发动【争功】?',trigger.source).ai=function(button){
if(att<=0){
return ai.get.equipValue(button.link);
}
return 0;
}
"step 1"
if(result.bool){
player.logSkill('zzhenggong',trigger.source);
player.equip(result.links[0]);
trigger.source.$give(result.links[0],player);
}
}
},
zquanji:{
trigger:{global:'phaseBegin'},
priority:15,
check:function(event,player){
var att=ai.get.attitude(player,event.player);
if(att<0){
var nh1=event.player.num('h');
var nh2=player.num('h');
return nh1<=2&&nh2>nh1+1;
}
if(att>0&&event.player.num('j','lebu')&&event.player.num('h')>event.player.hp+1) return true;
return false;
},
filter:function(event,player){
return event.player!=player&&event.player.num('h')>0&&player.num('h')>0;
},
content:function(){
"step 0"
player.chooseToCompare(trigger.player);
"step 1"
if(result.bool){
trigger.player.skip('phaseJudge');
trigger.untrigger();
}
},
ai:{
expose:0.2
}
},
zbaijiang:{
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skillAnimation:true,
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trigger:{player:'phaseBegin'},
forced:true,
unique:true,
init:function(player){
player.storage.zbaijiang=false;
},
2015-10-14 03:28:07 +00:00
// intro:{
// content:'limited'
// },
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filter:function(event,player){
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return !player.storage.zbaijiang&&player.num('e')>=2;
2015-04-29 03:25:17 +00:00
},
content:function(){
player.storage.zbaijiang=true;
player.removeSkill('zzhenggong');
player.removeSkill('zquanji');
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player.removeSkill('zbaijiang');
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player.addSkill('zyexin');
player.addSkill('zzili');
player.gainMaxHp();
}
},
zyexin:{
trigger:{player:'damageEnd',source:'damageEnd'},
frequent:true,
init:function(player){
player.storage.zyexin=[];
},
intro:{
content:'cards'
},
content:function(){
var card=get.cards()[0];
player.storage.zyexin.push(card);
player.$draw(card);
player.markSkill('zyexin');
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game.addVideo('storage',player,['zyexin',get.cardsInfo(player.storage.zyexin),'cards']);
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},
group:'zyexin2'
},
zyexin2:{
enable:'phaseUse',
usable:1,
lose:false,
delay:false,
selectCard:[1,Infinity],
filterCard:true,
filter:function(event,player){
return player.storage.zyexin.length>0;
},
prompt:'用任意数量的手牌与等量的“权”交换',
content:function(){
"step 0"
player.lose(cards,ui.special)._triggered=null;
player.storage.zyexin=player.storage.zyexin.concat(cards);
player.chooseCardButton(player.storage.zyexin,'选择'+cards.length+'张牌作为手牌',cards.length,true).ai=function(button){
return ai.get.value(button.link);
}
if(player==game.me&&_status.auto){
game.delay();
}
"step 1"
player.gain(result.links)._triggered=null;
for(var i=0;i<result.links.length;i++){
player.storage.zyexin.remove(result.links[i]);
}
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game.addVideo('storage',player,['zyexin',get.cardsInfo(player.storage.zyexin),'cards']);
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},
ai:{
order:5,
result:{
player:1
}
}
},
zzili:{
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skillAnimation:true,
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unique:true,
init:function(player){
player.storage.zzili=false;
},
trigger:{player:'phaseBegin'},
filter:function(event,player){
return player.storage.zyexin.length>=4&&!player.storage.zzili;
},
forced:true,
content:function(){
player.storage.zzili=true;
player.loseMaxHp();
player.addSkill('zpaiyi');
2015-10-14 03:28:07 +00:00
player.removeSkill('zzili');
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},
2015-10-14 03:28:07 +00:00
// intro:{
// content:'limited'
// }
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},
zpaiyi:{
trigger:{player:'phaseEnd'},
filter:function(event,player){
for(var i=0;i<player.storage.zyexin.length;i++){
var type=get.type(player.storage.zyexin[i]);
if(type=='delay'||type=='equip') return true;
}
return false;
},
direct:true,
content:function(){
"step 0"
var next=player.chooseCardButton('是否发动【排异】?',player.storage.zyexin);
next.filterButton=function(button){
var type=get.type(button.link);
if(type=='delay'||type=='equip') return true;
return false;
};
next.ai=function(button){
return ai.get.value(button.link);
}
"step 1"
if(result.bool){
var card=result.links[0];
event.card=card;
var isjudge=get.type(card)=='delay';
player.chooseTarget(function(cd,player,target){
if(isjudge){
return !target.hasJudge(card.name);
}
2015-05-05 14:57:35 +00:00
else{
return !target.isMin();
}
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}).ai=function(target){
return ai.get.effect(target,card,player,player);
}
}
else{
event.finish();
}
"step 2"
if(result.bool){
player.storage.zyexin.remove(event.card);
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game.addVideo('storage',player,['zyexin',get.cardsInfo(player.storage.zyexin),'cards']);
game.delay();
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if(get.type(event.card)=='equip'){
player.$give(event.card,result.targets[0]);
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result.targets[0].equip(event.card);
}
else if(get.type(event.card)=='delay'){
player.$throw(event.card);
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result.targets[0].addJudge(event.card);
}
player.logSkill('zpaiyi',result.targets);
if(player!=result.targets[0]){
player.draw();
}
}
}
}
},
translate:{
yufan:'虞翻',
wangyi:'王异',
xushu:'徐庶',
caozhi:'曹植',
zhangchunhua:'张春华',
lingtong:'凌统',
xunyou:'荀攸',
caozhang:'曹彰',
liubiao:'刘表',
huaxiong:'华雄',
zhuran:'朱然',
yujin:'于禁',
masu:'马谡',
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xin_masu:'新马谡',
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fazheng:'法正',
2015-11-25 10:25:18 +00:00
xin_fazheng:'新法正',
2015-04-29 03:25:17 +00:00
wuguotai:'吴国太',
chengong:'陈宫',
xusheng:'徐盛',
guohuai:'郭淮',
caochong:'曹冲',
bulianshi:'步练师',
handang:'韩当',
fuhuanghou:'伏皇后',
caifuren:'蔡夫人',
zhonghui:'钟会',
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old_zhonghui:'钟士季',
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sunluban:'孙鲁班',
chenqun:'陈群',
zhangsong:'张松',
guyong:'顾雍',
jianyong:'简雍',
madai:'马岱',
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xin_xushu:'新徐庶',
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manchong:'满宠',
liufeng:'刘封',
liru:'李儒',
guanzhang:'关兴张苞',
yj_jushou:'沮授',
zhuhuan:'朱桓',
2015-10-21 05:11:55 +00:00
xiahoushi:'夏侯氏',
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panzhangmazhong:'潘璋马忠',
caorui:'曹叡',
caoxiu:'曹休',
zhongyao:'钟繇',
liuchen:'刘谌',
zhangyi:'张嶷',
sunxiu:'孙休',
zhuzhi:'朱治',
quancong:'全琮',
gongsunyuan:'公孙渊',
guotufengji:'郭图逢纪',
zhoucang:'周仓',
guanping:'关平',
liaohua:'廖化',
caozhen:'曹真',
wuyi:'吴懿',
hanhaoshihuan:'韩浩史涣',
chengpu:'程普',
gaoshun:'高顺',
2016-01-24 08:34:21 +00:00
xin_yujin:'新于禁',
2015-11-21 05:30:26 +00:00
2016-01-24 08:34:21 +00:00
jieyue:'节钺',
jieyue1:'节钺',
jieyue2:'节钺',
jieyue3:'节钺',
jieyue4:'节钺',
jieyue_info:'结束阶段开始时,你可以弃置一张手牌,然后令一名其他角色选择一项:将一张牌置于你的武将牌上;或令你弃置其一张牌。你武将牌上有牌时,你可以将红色手牌当【闪】、黑色的手牌当【无懈可击】使用或打出。准备阶段开始时,你获得你武将牌上的牌。',
2015-11-21 05:30:26 +00:00
xianzhen:'陷阵',
xianzhen_info:'出牌阶段,你可以与一名角色拼点。若你赢,你获得以下技能直到回合结束:无视与该角色的距离;无视防具且可使用任意数量的【杀】。若你没赢,你不能使用【杀】直到回合结束。每回合限一次',
jinjiu:'禁酒',
jinjiu_info:'锁定技,你的【酒】均视为【杀】',
chunlao:'醇醪',
chunlao_info:'结束阶段开始时,若没有“醇”,你可以将至少一张【杀】置于你的武将牌上,称为“醇”。当一名角色处于濒死状态时,你可以将一张“醇”置入弃牌堆,视为该角色使用一张【酒】',
lihuo:'疠火',
lihuo_info:'你可以将一张普通【杀】当火【杀】使用。若以此法使用的【杀】造成了伤害则此【杀】结算后你失去1点体力你使用火【杀】指定目标后可以额外指定一个目标',
shenduan:'慎断',
shenduan_info:'当你的黑色基本牌因弃置而进入弃牌堆时,你可以将之视为 【兵粮寸断】并置于一名其他角色的判定区里',
yonglve:'勇略',
yonglve_info:'你攻击范围内的一名其他角色的判定阶段开始时,你可以弃置其判定区里的一张牌,视为对该角色使用一张【杀】。若此【杀】未造成伤害,你摸一张牌',
benxi:'奔袭',
benxi_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直到回合结束你的回合内若你与所有角色的距离均为1你无视其他角色的防具且你使用的【杀】可额外指定一个目标',
sidi:'司敌',
sidi2:'司敌',
sidi3:'司敌',
sidi_info:'每当你使用或其他角色在你的回合内使用闪时,你可以将牌堆顶的一张牌正面向上置于你的武将牌上;一名其他角色的出牌阶段开始时,你可以将你武将牌上的一张牌置入弃牌堆,然后该角色本阶段可使用杀的次数上限-1',
dangxian:'当先',
dangxian_info:'锁定技,回合开始时,你执行一个额外的出牌阶段',
longyin:'龙吟',
longyin_info:'每当一名角色在其出牌阶段使用【杀】时,你可弃置一张牌令此【杀】不计入出牌阶段使用次数,若此【杀】为红色,你摸一张牌',
zhongyong:'忠勇',
zhongyong_info:'当你于出牌阶段内使用的【杀】被目标角色使用的【闪】抵消时,你可以将此【闪】交给除该角色外的一名角色。若获得此【闪】的角色不是你,你可以对相同的目标再使用一张【杀】',
jigong:'急攻',
jigong_info:'出牌阶段开始时你可以摸两张牌。若如此做此回合你的手牌上限改为X(X为你此阶段造成的伤害数)',
shifei:'饰非',
shifei_info:'当你需要使用或打出【闪】时,你可以令当前回合角色摸一张牌,然后若其手牌数不为全场最多,则你弃置全场手牌数最多(或之一)角色的一张牌,视为你使用或打出了一张【闪】',
huaiyi:'怀异',
huaiyi_info:'出牌阶段限一次你可以展示所有手牌若其中包含不止一种颜色则你选择一种颜色并弃置该颜色的所有手牌然后你可以获得至多X名角色的各一张牌X为你以此法弃置的手牌数。若你以此法获得的牌不少于两张则你失去1点体力',
yaoming:'邀名',
2015-12-31 02:35:28 +00:00
yaoming_info:'每回合限一次当你造成或受到伤害后你可以选择一项1. 弃置手牌数大于你的一名角色的一张手牌2. 令手牌数小于你的一名角色摸一张牌',
2015-11-21 05:30:26 +00:00
anguo:'安国',
anguo_info:'出牌阶段限一次,你可以选择一名其他角色装备区里的一张牌,令其将此牌收回手牌。然后若该角色攻击范围内的角色数因此减少,则你摸一张牌',
yanzhu:'宴诛',
yanzhu_info:'出牌阶段限一次,你可以令一名有牌的其他角色选择一项:令你获得其装备区里所有的牌,然后你失去技能“宴诛”,直到游戏结束;或弃置一张牌',
xingxue:'兴学',
xingxue_info:'结束阶段开始时你可以令至多X名角色依次摸一张牌并将一张牌置于牌堆顶X为你的体力值若你已失去技能“宴诛”则将X改为你的体力上限',
zhaofu:'诏缚',
zhaofu_info:'主公技锁定技你距离为1的角色视为在其他吴势力角色的攻击范围内',
wurong:'怃戎',
wurong_info:'出牌阶段限一次你可以令一名其他角色与你同时展示一张手牌若你展示的是【杀】且该角色展示的不是【闪】则你弃置此【杀】并对其造成1点伤害若你展示的不是【杀】且该角色展示的是【闪】则你弃置你展示的牌并获得其一张牌',
shizhi:'矢志',
shizhi_info:'锁定技当你体力为1时你的【闪】均视为【杀】',
zhanjue:'战绝',
zhanjue_info:'出牌阶段,你可以将所有手牌当【决斗】使用,结算后你和以此法受到伤害的角色各摸一张牌。若你在同一阶段内以此法摸了两张或更多的牌,则此技能失效直到回合结束',
qinwang:'勤王',
qinwang1:'勤王',
qinwang2:'勤王',
qinwang_info:'主公技,你可以弃置一张牌,然后视为你发动“激将”。若有角色响应,则该角色打出【杀】时摸一张牌',
huomo:'活墨',
huomo_sha:'墨杀',
huomo_shan:'墨闪',
huomo_tao:'墨桃',
huomo_jiu:'墨酒',
huomo_info:'每当你需要使用一张你于此回合内未使用过的基本牌时,你可以将一张黑色非基本牌置于牌堆顶,然后视为你使用了此基本牌',
zuoding:'佐定',
zuoding_info:'每当一名其他角色于其出牌阶段内使用♠牌指定目标后,若此阶段没有角色受到过伤害,则你可以令其中一名目标角色摸一张牌',
taoxi:'讨袭',
taoxi2:'讨袭',
taoxi3:'讨袭',
2016-01-24 16:07:47 +00:00
taoxi_info:'出牌阶段限一次,你使用牌指定一名其他角色为唯一目标后,你可以亮出其一张手牌直到回合结束,并且你可以于此回合内将此牌如手牌般使用。回合结束时,若该角色未失去此手牌,则你须弃置一张牌',
2015-11-21 05:30:26 +00:00
huituo:'恢拓',
huituo_info:'每当你受到伤害后你可以令一名角色进行一次判定若结果为红色该角色回复1点体力若结果为黑色该角色摸X张牌X为此次伤害的伤害数',
mingjian:'明鉴',
2015-12-27 08:09:12 +00:00
mingjian2:'明鉴',
mingjian_info:'出牌阶段限一次,你可以将所有手牌交给一名其他角色,若如此做,该角色于其下个回合的手牌上限+1且出杀的次数上限+1',
2015-11-21 05:30:26 +00:00
xingshuai:'兴衰',
xingshuai_info:'主公技限定技当你进入濒死状态时其他魏势力角色可依次令你回复1点体力然后这些角色依次受到1点伤害',
duodao:'夺刀',
duodao_info:'每当你受到杀造成的一次伤害后,你可以弃置一张牌,然后获得伤害来源装备区里的武器牌',
anjian:'暗箭',
anjian_info:'当你使用的杀对目标角色造成伤害时,若你不在其攻击范围内,则此杀伤害+1',
xinpojun:'破军',
xinpojun2:'破军',
xinpojun_info:'当你于出牌阶段内使用【杀】指定一个目标后你可以将其至多X张牌扣置于该角色的武将牌旁X为其体力值。若如此做当前回合结束后该角色获得其武将牌旁的所有牌。',
2015-10-21 05:11:55 +00:00
qiaoshi:'樵拾',
qiaoshi_info:'其他角色的结束阶段开始时,若你的手牌数与其相等,则你可以与其各摸一张牌。',
yanyu:'燕语',
yanyu2:'燕语',
yanyu_info:'出牌阶段,你可以重铸【杀】。出牌阶段结束时,若你于此阶段以此法重铸了至少两张【杀】,则你可以令一名男性角色摸两张牌。',
2015-04-29 03:25:17 +00:00
zzhenggong:'争功',
zzhenggong_info:'你每受到一次伤害,可以获得伤害来源装备区中的一张牌并立即放入你的装备区。',
zquanji:'权计',
zquanji_info:'其他角色的回合即将开始时,你可以与该角色进行一次拼点。若你赢,该角色跳过回合开始阶段及判定阶段。',
zbaijiang:'拜将',
2015-10-14 03:28:07 +00:00
zbaijiang_info:'觉醒技回合开始阶段若你的装备区的装备牌为两张或更多时你必须增加1点体力上限失去技能【权计】和【争功】并获得技能【野心】和【自立】。',
2015-04-29 03:25:17 +00:00
zyexin:'野心',
zyexin2:'野心',
zyexin_info:'你每造成或受到一次伤害,可将牌堆顶的一张牌放置在武将牌上,称为“权”。出牌阶段,你可以用任意数量的手牌与等量的“权”交换,每阶段限一次。',
zzili:'自立',
zzili_info:'觉醒技回合开始阶段若你的“权”为四张或更多时你必须减1点体力上限并永久获得技能“排异”。',
zpaiyi:'排异',
zpaiyi_info:'回合结束阶段,将一张“权”移动到任何合理的区域,若不是你的区域,你可以摸一张牌',
shibei:'矢北',
2015-06-10 09:10:24 +00:00
shibei_info:'锁定技,每当你受到一次伤害,需进行一次判定,若结果为红色且是你回合内受到的第一次伤害,你回复一点体力;若结果为黑色且你在本回合内受到过不止一次伤害,你失去一点体力',
2015-04-29 03:25:17 +00:00
jianying:'渐营',
jianying_info:'每当你于出牌阶段内使用的牌与此阶段你使用的上一张牌点数或花色相同时,你可以摸一张牌',
xinenyuan:'恩怨',
xinenyuan_info:'每当你受到1点伤害后你可以令伤害来源选择一项交给你一张手牌或失去1点体力。',
xinxuanhuo:'眩惑',
2015-12-03 16:28:06 +00:00
xinxuanhuo_info:'摸牌阶段开始时,你可以放弃摸牌并选择一名其他角色,改为令其摸两张牌,然后该角色需对其攻击范围内你选择的另一名角色使用一张杀,若其未如此做或其攻击范围内没有使用杀的目标,你获得其两张牌,然后其摸一张牌',
2015-04-29 03:25:17 +00:00
fuhun:'父魂',
fuhun2:'父魂',
fuhun_info:'你可以将两张手牌当杀使用或打出;出牌阶段,若你以此法使用的杀造成了伤害,你获得技能“武圣”、“咆哮”直到回合结束。',
yuce:'御策',
yuce_info:'每当你受到一次伤害,可以弃置一张手牌,并令伤害来源选择一项:弃置一张相同类型的手牌并令你摸一张牌,或令你回复一点体力',
xiansi:'陷嗣',
xiansi_bg:'逆',
xiansi2:'陷嗣',
xiansi_info:'准备阶段开始时,你可以将一至两名角色的各一张牌置于你的武将牌上,称为“逆”;每当一名角色需要对你使用杀时,该角色可以将两张“逆”置入弃牌堆,视为对你使用一张杀。',
chanhui:'谮毁',
chanhui_info:'出牌阶段限一次,当你使用【杀】或黑色非延时类锦囊牌指定唯一目标时,你可令可以成为此牌目标的另一名其他角色选择一项:交给你一张牌并成为此牌的使用者;或成为此牌的额外目标。',
jiaojin:'骄矜',
jiaojin_info:'每当你受到一名男性角色造成的伤害时,你可以弃置一张装备牌,令此伤害-1。',
shenxing:'慎行',
shenxing_info:'出牌阶段,你可以弃置两张牌,然后摸一张牌。',
bingyi:'秉壹',
bingyi_info:'结束阶段开始时你可以展示所有手牌若均为同一颜色则你令至多X名角色各摸一张牌(X为你的手牌数)。',
qiangzhi:'强识',
qiangzhi2:'强识',
qiangzhi_info:'出牌阶段开始时,你可以展示一名其他角色的一张手牌。若如此做,每当你于此阶段内使用与此牌类别相同的牌时,你可以摸一张牌。',
xiantu:'献图',
xiantu2:'献图',
xiantu3:'献图',
xiantu_info:'一名其他角色的出牌阶段开始时你可以摸两张牌然后交给其两张牌。若如此做此阶段结束时若该角色未于此阶段内杀死过一名角色则你失去1点体力。',
dingpin:'定品',
dingpin_info:'出牌阶段限三次你可以弃置一张手牌然后令一名已受伤的角色进行一次判定若结果为黑色该角色摸X张牌(X为该角色已损失的体力值),然后你本回合不能再对其发动“定品”;若结果为红色,将你的武将牌翻面。',
faen:'法恩',
faen_info:'每当一名角色的武将牌翻面或横置时,你可以令其摸一张牌。',
jyzongshi:'纵适',
jyzongshi_info:'每当你成为其他角色的非延时锦囊牌的目标时,若你是此锦囊的唯一目标,你可以摸一张牌',
qiaoshui:'巧说',
qiaoshui_info:'出牌阶段开始时,你可以与一名其他角色拼点。若你赢,你获得对方的拼点牌,并获得技能【集智】直到回合结束;若你没赢,你收回拼点牌且不能使用锦囊牌直到回合结束。每阶段限一次。',
junxing:'峻刑',
junxing_info:'出牌阶段限一次你可以弃置至少一张手牌并选择一名其他角色该角色需弃置一张与你弃置的牌类别均不同的手牌否则其先将其武将牌翻面再摸X张牌X为你以此法弃置的手牌数量。',
wuyan:'无言',
xinwuyan:'无言',
jujian:'举荐',
xinjujian:'举荐',
luoying:'落英',
luoying1:'落英',
2015-05-08 08:07:38 +00:00
luoying2:'落英·判定',
2015-04-29 03:25:17 +00:00
jiushi:'酒诗',
jiushi1:'酒诗',
jiushi2:'酒诗',
jiushi3:'酒诗',
jueqing:'绝情',
shangshi:'伤逝',
xuanfeng:'旋风',
zhiyu:'智愚',
qice:'奇策',
qice2:'奇策',
jiangchi:'将弛',
jiangchi_less:'少摸一张',
jiangchi_more:'多摸一张',
zishou:'自守',
zongshi:'宗室',
shiyong:'恃勇',
shiyong2:'恃勇',
danshou:'胆守',
yizhong:'毅重',
xinzhan:'心战',
xinzhan_gain:'获得',
xinzhan_place:'牌堆顶',
huilei:'挥泪',
enyuan:'恩怨',
enyuan1:'恩怨',
enyuan2:'恩怨',
xuanhuo:'眩惑',
ganlu:'甘露',
buyi:'补益',
mingce:'明策',
zhichi:'智迟',
zhichi2:'智迟',
pojun:'破军',
jingce:'精策',
chengxiang:'称象',
renxin:'仁心',
zhenlie:'贞烈',
miji:'秘计',
zhiyan:'直言',
zongxuan:'纵玄',
anxu:'安恤',
zhuiyi:'追忆',
gongji:'弓骑',
2015-12-12 08:37:15 +00:00
qiuyuan:'求援',
2015-04-29 03:25:17 +00:00
zhuikong:'惴恐',
qieting:'窃听',
xianzhou:'献州',
quanji:'权计',
zili:'自立',
paiyi:'排异',
sanyao:'散谣',
zhiman:'制蛮',
yaowu:'耀武',
qianxi:'潜袭',
qianxi2:'潜袭',
fuli:'伏枥',
jiefan:'解烦',
juece:'绝策',
mieji:'灭计',
fencheng:'焚城',
youdi:'诱敌',
youdi_info:'结束阶段开始时,你可以令一名其他角色弃置你的一张牌,若此牌不为【杀】,你获得该角色的一张牌。',
fencheng_info:'限定技。出牌阶段你可令所有其他角色依次选择一项弃置X张牌或受到1点火焰伤害。(X为该角色装备区里牌的数量且至少为1)',
mieji_info:'你使用黑色非延时类锦囊牌仅指定一个目标后,可以额外指定一个目标',
juece_info:'每当一名其他角色在你回合内失去最后一张手牌,你可以对其造成一点伤害',
jiefan_info:'限定技出牌阶段你可以选择一名角色令攻击范围内含有该角色的所有角色各选择一项1.弃置一张武器牌2.令其摸一张牌。',
fuli_info:'限定技,当你处于濒死状态时,可以将体力回复至体力上限,然后翻面',
qianxi_info:'回合开始阶段开始时你可以进行一次判定然后令一名距离为1的角色不能使用或打出与判定结果颜色相同的手牌直到回合结束。',
yaowu_info:'锁定技当任意一名角色使用红色【杀】对你造成伤害时该角色回复1点体力或摸一张牌。',
zhiman_info:'当你对一名其他角色造成伤害时,你可以防止此伤害,然后获得其装备区或判定区的一张牌。',
sanyao_info:'出牌阶段限一次,你可以弃置一张牌并指定一名体力最多(或之一)的角色你对其造成1点伤害。',
paiyi_info:'出牌阶段限一次你可以将一张“权”置入弃牌堆并选择一名角色令其摸两张牌然后若其手牌多于你你对其造成1伤害。',
zili_info:'觉醒技准备阶段开始时若“权”的数量不小于3你减1点体力上限选择一项1、回复1点体力2、摸两张牌。然后你获得“排异”。',
quanji_info:'每当你受到1点伤害后你可以可摸一张牌然后将一张手牌置于武将牌上称为“权”你的手牌上限+XX为“权”的数量。',
xianzhou_info:'限定技。出牌阶段你可以将装备区里的所有牌交给一名其他角色然后该角色选择一项令你回复X点体力;或对其攻击范围内的X名角色各造成1点伤害(X为你以此法交给该角色的牌的数量)。',
2015-12-15 05:13:47 +00:00
qieting_info:'一名其他角色的回合结束时,若其未于此回合内使用过指定另一名角色为目标的牌,你可以选择一项:将其装备区里的一张牌移动至你装备区里的相应位置(可替换原装备);或摸一张牌。',
2015-04-29 03:25:17 +00:00
zhuikong_info:'一名其他角色的回合开始时,若你已受伤,你可以与该角色拼点,若你赢,该角色本回合使用的牌不能指定除该角色外的角色为目标',
qiuyuan_info:'当你成为【杀】的目标时,你可以令另一名其他角色选择一项:①、交给你一张【闪】;②、成为此【杀】的额外目标。',
gongji_info:'出牌阶段,你可以弃置一张牌,令你的攻击范围无限,直到回合结束,然后若你以此法弃置的牌为装备牌,你可以弃置一名其他角色的一张牌。每回合限一次。',
zhuiyi_info:'你死亡时可以令一名其他角色杀死你的角色除外摸三张牌然后令其回复1点体力。',
2015-11-18 05:46:30 +00:00
anxu_info:'出牌阶段限一次你可以选择两名手牌数不同的其他角色令其中手牌多的角色将一张手牌交给手牌少的角色然后若这两名角色手牌数相等你摸一张牌或回复1点体力',
2015-04-29 03:25:17 +00:00
zongxuan_info:'每当你的牌被弃置,你可以将其按任意顺序置于牌堆顶',
zhiyan_info:'回合结束阶段,你可以令一名角色摸一张并展示之,若是装备牌,其立即装备之并回复一点体力',
miji_info:'回合结束阶段若你已受伤可以摸X张牌然后可以将等量的牌交给一名其他角色X为你已损失的体力值',
2015-04-29 03:25:17 +00:00
zhenlie_info:'每当你成为其他角色的卡牌的目标时,你可以流失一点体力取消之,然后弃置对方一张牌',
chengxiang_info:'每当你受到一次伤害后你可以亮出牌堆顶的四张牌。然后获得其中任意数量点数之和小于13的牌将其余的牌置入弃牌堆。',
renxin_info:'每当体力值为1的一名其他角色受到伤害时你可以将武将牌翻面并弃置一张装备牌然后防止此伤害。',
jingce_info:'出牌阶段结束时,若你本回合使用的牌数量大于或等于你当前体力值,你可以摸两张牌。',
wuyan_info:'锁定技,你使用的非延迟类锦囊对其他角色无效;其他角色使用的非延迟类锦囊对你无效。',
xinwuyan_info:'锁定技,每当锦囊牌造成伤害时,若你为伤害来源,你防止此伤害;锁定技,每当你受到锦囊牌对你造成的伤害时,你防止此伤害。',
jujian_info:'出牌阶段你可以弃至多三张牌然后让一名其他角色摸等量的牌。若你以此法弃牌不少于三张且均为同一类别你回复1点体力。每回合限一次。',
xinjujian_info:'回合结束阶段开始时你可以弃置一张非基本牌并选择一名其他角色令其选择一项1.摸两张牌2.回复1点体力3.将其武将牌翻转至正面朝上并重置之。',
luoying_info:'当其他角色的梅花牌,因弃牌或判定而进入弃牌堆时,你可以获得之。',
jiushi_info:'若你的武将牌正面朝上,你可以(在合理的时机)将你的武将牌翻面来视为使用一张【酒】;当你的武将牌背面朝上时你受到伤害,你可在伤害结算后将之翻回正面。',
jueqing_info:'锁定技,你即将造成的伤害均视为失去体力。',
shangshi_info:'锁定技当你的手牌数小于X时你立即将手牌补至X张X为你已损失的体力值且最多为3',
xuanfeng_info:'当你失去装备区里的牌时,或于弃牌阶段弃置了两张或更多的手牌后,你可以依次弃置一至两名其他角色的共计两张牌。',
zhiyu_info:'每当你受到一次伤害后,你可以摸一张牌,然后展示所有手牌,若颜色均相同,伤害来源弃置一张手牌。',
qice_info:'出牌阶段,你可以将所有的手牌(至少一张)当做任意一张非延时性锦囊牌使用,每阶段限一次。',
jiangchi_info:'摸牌阶段摸牌时你可以选择一项1、额外摸一张牌若如此做你不能使用或打出【杀】直到回合结束。 2、少摸一张牌若如此做出牌阶段你使用【杀】无距离限制且你可以额外使用一张【杀】直到回合结束。',
zishou_info:'摸牌阶段摸牌时你可以额外摸X张牌X为现存势力数。若如此做你于本回合出牌阶段内使用的牌不能指定其他角色为目标。',
zongshi_info:'锁定技场上每有一种势力你的手牌上限便1。',
shiyong_info:'锁定技每当你受到一次红色【杀】或【酒】【杀】造成的伤害后你减1点体力上限。',
2015-11-21 05:30:26 +00:00
danshou_info:'出牌阶段你可以选择你攻击范围内的一名其他角色然后弃置X张牌X为此前你于此阶段你发动“胆守”的次数+1。若X为1你弃置该角色的一张牌为2令该角色交给你一张牌为3你对该角色造成1点伤害不小于4你与该角色各摸两张牌。',
danshou_infox:'每当你造成一次伤害后,你可以摸一张牌。若如此做,终止一切结算,当前回合结束。',
2015-04-29 03:25:17 +00:00
yizhong_info:'锁定技,当你没有防具时,黑色的杀对你无效',
2015-10-20 17:44:00 +00:00
xinzhan_info:'出牌阶段限一次你可以观看牌堆顶的3张牌然后展示其中任意数量♥的牌并获得之',
2015-04-29 03:25:17 +00:00
huilei_info:'锁定技,杀死你的角色立即弃置所有的牌。',
enyuan_info:'锁定技,其他角色每令你回复一点体力,该角色摸一张牌;其他角色每对你造成一次伤害须给你一张♥手牌否则该角色失去1点体力。',
2015-11-29 11:46:51 +00:00
xuanhuo_info:'出牌阶段限一次,你可以将一张红桃手牌交给一名其他角色,获得该角色的一张牌,然后交给除该角色外的一名其他角色',
2015-04-29 03:25:17 +00:00
ganlu_info:'出牌阶段你可以选择两名角色交换他们装备区里的所有牌。以此法交换的装备数差不能超过X(X为你已损失体力值)。每回合限一次。',
buyi_info:'当有角色进入濒死状态时你可以展示该角色的一张手牌若此牌不为基本牌则该角色弃掉这张牌并回复1点体力。',
mingce_info:'出牌阶段你可以交给任一其他角色一张装备牌或【杀】该角色进行二选一1. 视为对其攻击范围内的另一名由你指定的角色使用一张【杀】。2. 摸一张牌。每回合限一次。',
zhichi_info:'锁定技,你的回合外,你每受到一次伤害,任何【杀】或非延时类锦囊均对你无效,直到该回合结束。',
zhichi2_info:'智迟已发动',
pojun_info:'你每使用【杀】造成一次伤害可令受到该伤害的角色多摸X张牌X为改角色当前的体力值(X最多为5),然后该角色将其武将牌翻面。',
},
}