2020-05-09 05:30:03 +00:00
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'use strict';
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game.import('card',function(lib,game,ui,get,ai,_status){
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return {
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name:'sp',
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connect:true,
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card:{
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jinchan:{
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audio:true,
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fullskin:true,
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wuxieable:true,
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type:'trick',
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notarget:true,
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global:['g_jinchan','g_jinchan2'],
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content:function(){
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var evt=event.getParent(3)._trigger;
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if(evt.jinchan){
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var type=get.type(evt.card,'trick');
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if(type=='basic'||type=='trick'){
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2022-12-04 16:16:32 +00:00
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evt.neutralize();
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2020-05-09 05:30:03 +00:00
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}
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}
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player.draw(2);
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},
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ai:{
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useful:function(){
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var player=_status.event.player;
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var nj=player.countCards('h','jinchan');
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var num=player.getHandcardLimit();
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if(nj>=num){
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return 10;
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}
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if(nj==num-1){
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return 6;
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}
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return 1;
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},
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result:{
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player:1
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},
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value:5
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}
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},
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qijia:{
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audio:true,
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fullskin:true,
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type:'trick',
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enable:true,
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filterTarget:function(card,player,target){
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if(target==player) return false;
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2023-08-14 17:33:36 +00:00
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if(target.getEquips(5).length){
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2020-05-09 05:30:03 +00:00
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return target.countCards('e')>1;
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}
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else{
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return target.countCards('e')>0;
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}
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},
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content:function(){
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'step 0'
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var e1=[],e2=[];
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var he=target.getCards('he');
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for(var i=0;i<he.length;i++){
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if(get.type(he[i])=='equip'){
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var subtype=get.subtype(he[i]);
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if(subtype=='equip1'||subtype=='equip4'){
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e1.push(he[i]);
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}
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else if(subtype=='equip2'||subtype=='equip3'){
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e2.push(he[i]);
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}
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}
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}
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if(e1.length&&e2.length){
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var choice=0;
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if(e1.length>e2.length||(target.hp>=3&&Math.random()<0.3)){
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choice=1;
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}
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event.e1=e1;
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event.e2=e2;
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target.chooseControl(choice).set('choiceList',['弃置'+get.translation(e1),'弃置'+get.translation(e2)]);
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}
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else{
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if(e1.length){
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target.discard(e1);
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}
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else if(e2.length){
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target.discard(e2);
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}
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event.finish();
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}
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'step 1'
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if(result.index==0){
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target.discard(event.e1);
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}
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else{
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target.discard(event.e2);
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}
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},
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ai:{
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order:9.01,
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useful:1,
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value:5,
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result:{
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target:function(player,target){
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var num1=0,num2=0;
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for(var i=1;i<=4;i++){
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var card=target.getEquip(i);
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if(card){
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if(i==1||i==4){
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num1+=get.equipValue(card);
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}
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else{
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num2+=get.equipValue(card);
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}
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}
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}
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var num;
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if(num1==0){
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num=num2;
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}
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else if(num2==0){
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num=num1;
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}
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else{
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num=Math.min(num1,num2);
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}
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if(num>0){
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return -0.8-num/10;
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}
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else{
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return 0;
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}
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}
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},
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tag:{
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loseCard:1,
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discard:1
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}
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}
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},
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fulei:{
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audio:true,
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fullskin:true,
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type:'delay',
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cardnature:'thunder',
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modTarget:function(card,player,target){
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return lib.filter.judge(card,player,target);
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},
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enable:function(card,player){
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return player.canAddJudge(card);
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},
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filterTarget:function(card,player,target){
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return (lib.filter.judge(card,player,target)&&player==target);
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},
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selectTarget:[-1,-1],
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2023-01-24 13:26:41 +00:00
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toself:true,
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2020-05-09 05:30:03 +00:00
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judge:function(card){
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if(get.suit(card)=='spade') return -6;
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2023-02-22 05:47:10 +00:00
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return 6;
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},
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judge2:function(result){
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if(result.bool==false) return true;
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return false;
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2020-05-09 05:30:03 +00:00
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},
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2022-10-20 11:50:57 +00:00
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cardPrompt:function(card){
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var str='出牌阶段,对你使用。你将【浮雷】置入判定区。若判定结果为♠,则目标角色受到X点雷电伤害(X为此牌判定结果为♠的次数)。判定完成后,将此牌移动到下家的判定区里。';
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if(card.storage&&card.storage.fulei) str+=('<br><span style="font-family:yuanli">此牌已判定命中过:'+card.storage.fulei+'次</span>');
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return str;
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},
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2020-05-09 05:30:03 +00:00
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effect:function(){
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'step 0'
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if(result.bool==false){
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2022-10-20 11:50:57 +00:00
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var card=cards[0];
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if(card){
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if(!card.storage.fulei){
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card.storage.fulei=1;
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}
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else{
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card.storage.fulei++;
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}
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player.damage(card.storage.fulei,'thunder','nosource');
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2020-05-09 05:30:03 +00:00
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}
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}
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'step 1'
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player.addJudgeNext(card);
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},
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cancel:function(){
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player.addJudgeNext(card);
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},
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ai:{
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basic:{
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order:1,
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useful:0,
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value:0,
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},
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result:{
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target:function(player,target){
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return lib.card.shandian.ai.result.target(player,target);
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}
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},
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}
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},
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qibaodao:{
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audio:true,
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fullskin:true,
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type:'equip',
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subtype:'equip1',
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skills:['qibaodao','qibaodao2'],
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distance:{attackFrom:-1},
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ai:{
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equipValue:function(card,player){
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if(game.hasPlayer(function(current){
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return player.canUse('sha',current)&¤t.isHealthy()&&get.attitude(player,current)<0;
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})){
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return 5;
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}
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return 3;
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},
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basic:{
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equipValue:5
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}
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},
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},
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zhungangshuo:{
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audio:true,
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fullskin:true,
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type:'equip',
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subtype:'equip1',
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skills:['zhungangshuo'],
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distance:{attackFrom:-2},
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ai:{
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equipValue:4
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},
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},
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lanyinjia:{
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fullskin:true,
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type:'equip',
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subtype:'equip2',
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skills:['lanyinjia','lanyinjia2'],
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ai:{
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equipValue:6
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}
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},
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yinyueqiang:{
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audio:true,
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fullskin:true,
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type:'equip',
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subtype:'equip1',
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distance:{attackFrom:-2},
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ai:{
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basic:{
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equipValue:4
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}
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},
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skills:['yinyueqiang']
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},
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shengdong:{
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audio:true,
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fullskin:true,
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enable:function(){
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return game.countPlayer()>2;
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},
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chongzhu:function(){
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return game.countPlayer()<=2;
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},
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singleCard:true,
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type:'trick',
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complexTarget:true,
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multitarget:true,
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targetprompt:['给一张牌','得两张牌'],
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filterTarget:function(card,player,target){
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return target!=player;
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},
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2022-04-30 12:32:57 +00:00
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filterAddedTarget:function(card,player,target){
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return target!=player;
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},
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2020-05-09 05:30:03 +00:00
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content:function(){
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'step 0'
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if(!player.countCards('h')){
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event.finish();
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}
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else{
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event.target1=target;
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event.target2=event.addedTarget;
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player.chooseCard('h','将一张手牌交给'+get.translation(event.target1),true);
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}
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'step 1'
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2023-01-24 13:26:41 +00:00
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player.give(result.cards,event.target1);
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2020-05-09 05:30:03 +00:00
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'step 2'
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if(!event.target1.countCards('h')){
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event.finish();
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}
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else{
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var he=event.target1.getCards('he');
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if(he.length<=2){
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event.directresult=he;
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}
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else{
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event.target1.chooseCard('he','将两张牌交给'+get.translation(event.target2),2,true);
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}
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}
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'step 3'
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if(!event.directresult){
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event.directresult=result.cards;
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}
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2023-01-24 13:26:41 +00:00
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event.target1.give(event.directresult,event.target2);
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2020-05-09 05:30:03 +00:00
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},
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ai:{
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order:2.5,
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value:[4,1],
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useful:1,
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wuxie:function(){
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return 0;
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},
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result:{
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target:function(player,target){
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var ok=false;
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var hs=player.getCards('h');
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if(hs.length<=1) return 0;
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for(var i=0;i<hs.length;i++){
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if(get.value(hs[i])<=5){
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ok=true;
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break;
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}
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}
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if(!ok) return 0;
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if(ui.selected.targets.length==1){
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if(target.hasSkillTag('nogain')) return 0;
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return 2;
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}
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if(target.countCards('he')==0) return 0;
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if(player.hasFriend()) return -1;
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return 0;
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}
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}
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}
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},
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zengbin:{
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audio:true,
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|
fullskin:true,
|
|
|
|
|
enable:true,
|
|
|
|
|
type:'trick',
|
|
|
|
|
filterTarget:true,
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
target.draw(3);
|
|
|
|
|
'step 1'
|
|
|
|
|
if(target.countCards('he',{type:'basic'})<target.countCards('he')){
|
|
|
|
|
target.chooseToDiscard('增兵减灶','he',function(card){
|
|
|
|
|
return get.type(card)!='basic';
|
|
|
|
|
}).set('ai',function(card){
|
|
|
|
|
if(_status.event.goon) return 8-get.value(card);
|
|
|
|
|
return 11-get.value(card);
|
|
|
|
|
}).set('goon',target.countCards('h',function(card){
|
|
|
|
|
return get.value(card,target,'raw')<8;
|
|
|
|
|
})>1).set('prompt2','弃置一张非基本牌,或取消并弃置两张牌');
|
|
|
|
|
event.more=true;
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
target.chooseToDiscard('he',2,true).set('ai',get.disvalue2);
|
|
|
|
|
}
|
|
|
|
|
'step 2'
|
|
|
|
|
if(event.more&&!result.bool){
|
|
|
|
|
target.chooseToDiscard('he',2,true).set('ai',get.disvalue2);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
order:7,
|
|
|
|
|
useful:4,
|
|
|
|
|
value:10,
|
|
|
|
|
tag:{
|
|
|
|
|
draw:2
|
|
|
|
|
},
|
|
|
|
|
result:{
|
|
|
|
|
target:function(player,target){
|
|
|
|
|
if(target.hasJudge('lebu')) return 0;
|
|
|
|
|
return Math.max(1,2-target.countCards('h')/10);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
caomu:{
|
|
|
|
|
audio:true,
|
|
|
|
|
fullskin:true,
|
|
|
|
|
enable:true,
|
|
|
|
|
type:'delay',
|
|
|
|
|
filterTarget:function(card,player,target){
|
|
|
|
|
return (lib.filter.judge(card,player,target)&&player!=target);
|
|
|
|
|
},
|
|
|
|
|
judge:function(card){
|
2023-02-22 05:47:10 +00:00
|
|
|
|
if(get.suit(card)=='club') return 1;
|
2020-05-09 05:30:03 +00:00
|
|
|
|
return -3;
|
|
|
|
|
},
|
2023-02-22 05:47:10 +00:00
|
|
|
|
judge2:function(result){
|
|
|
|
|
if(result.bool==false) return true;
|
|
|
|
|
return false;
|
|
|
|
|
},
|
2020-05-09 05:30:03 +00:00
|
|
|
|
effect:function(){
|
|
|
|
|
if(result.bool==false){
|
|
|
|
|
player.addTempSkill('caomu_skill');
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
basic:{
|
|
|
|
|
order:1,
|
|
|
|
|
useful:1,
|
|
|
|
|
value:4.5,
|
|
|
|
|
},
|
|
|
|
|
result:{
|
|
|
|
|
player:function(player,target){
|
|
|
|
|
return game.countPlayer(function(current){
|
|
|
|
|
if(get.distance(target,current)<=1&¤t!=target){
|
|
|
|
|
var att=get.attitude(player,current);
|
|
|
|
|
if(att>3){
|
|
|
|
|
return 1.1;
|
|
|
|
|
}
|
|
|
|
|
else if(att>0){
|
|
|
|
|
return 1;
|
|
|
|
|
}
|
|
|
|
|
else if(att<-3){
|
|
|
|
|
return -1.1;
|
|
|
|
|
}
|
|
|
|
|
else if(att<0){
|
|
|
|
|
return -1;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
});
|
|
|
|
|
},
|
|
|
|
|
target:function(player,target){
|
|
|
|
|
if(target.hasJudge('bingliang')) return 0;
|
|
|
|
|
return -1.5/Math.sqrt(target.countCards('h')+1);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
skill:{
|
|
|
|
|
lanyinjia:{
|
|
|
|
|
equipSkill:true,
|
|
|
|
|
enable:['chooseToUse','chooseToRespond'],
|
|
|
|
|
filterCard:true,
|
|
|
|
|
viewAs:{name:'shan'},
|
|
|
|
|
viewAsFilter:function(player){
|
2021-05-18 07:57:26 +00:00
|
|
|
|
if(!player.countCards('hs')) return false;
|
2020-05-09 05:30:03 +00:00
|
|
|
|
},
|
2021-05-18 07:57:26 +00:00
|
|
|
|
position:'hs',
|
2020-05-09 05:30:03 +00:00
|
|
|
|
prompt:'将一张手牌当闪使用或打出',
|
|
|
|
|
check:function(card){
|
|
|
|
|
return 6-get.value(card);
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
respondShan:true,
|
|
|
|
|
skillTagFilter:function(player){
|
2021-05-18 07:57:26 +00:00
|
|
|
|
if(!player.countCards('hs')) return false;
|
2020-05-09 05:30:03 +00:00
|
|
|
|
},
|
|
|
|
|
effect:{
|
|
|
|
|
target:function(card,player,target,current){
|
2021-05-18 07:57:26 +00:00
|
|
|
|
if(get.tag(card,'respondShan')&¤t<0&&target.countCards('hs')) return 0.59
|
2020-05-09 05:30:03 +00:00
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
order:4,
|
|
|
|
|
useful:-0.5,
|
|
|
|
|
value:-0.5
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
lanyinjia2:{
|
|
|
|
|
equipSkill:true,
|
|
|
|
|
trigger:{player:'damageBegin4'},
|
|
|
|
|
forced:true,
|
|
|
|
|
filter:function(event,player){
|
2023-08-14 17:33:36 +00:00
|
|
|
|
return event.card&&event.card.name=='sha'&&player.getEquips('lanyinjia').length>0;
|
2020-05-09 05:30:03 +00:00
|
|
|
|
},
|
|
|
|
|
content:function(){
|
2023-08-14 17:33:36 +00:00
|
|
|
|
var card=player.getEquips('lanyinjia');
|
|
|
|
|
if(card.length){
|
2020-05-09 05:30:03 +00:00
|
|
|
|
player.discard(card);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
zhungangshuo:{
|
|
|
|
|
equipSkill:true,
|
|
|
|
|
trigger:{player:'useCardToPlayered'},
|
|
|
|
|
logTarget:'target',
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return event.card.name=='sha'&&(event.player.countCards('h')||player.countCards('h'));
|
|
|
|
|
},
|
|
|
|
|
check:function(event,player){
|
|
|
|
|
var target=event.target;
|
|
|
|
|
if(get.attitude(player,target)>=0) return false;
|
|
|
|
|
if(player.hasCard(function(card){
|
|
|
|
|
return get.value(card)>=8;
|
|
|
|
|
})){
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
var n1=event.target.countCards('h');
|
|
|
|
|
return n1>0&&n1<=player.countCards('h');
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
game.delayx();
|
|
|
|
|
'step 1'
|
|
|
|
|
trigger.target.discardPlayerCard('h',player,true);
|
|
|
|
|
'step 2'
|
|
|
|
|
player.discardPlayerCard('h',trigger.target,true);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
qibaodao:{
|
|
|
|
|
equipSkill:true,
|
|
|
|
|
trigger:{source:'damageBegin1'},
|
|
|
|
|
forced:true,
|
|
|
|
|
filter:function(event){
|
|
|
|
|
return event.card&&event.card.name=='sha'&&event.player.isHealthy();
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
trigger.num++;
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
effect:{
|
|
|
|
|
player:function(card,player,target){
|
|
|
|
|
if(card.name=='sha'&&target.isHealthy()&&get.attitude(player,target)>0){
|
|
|
|
|
return [1,-2];
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
qibaodao2:{
|
|
|
|
|
inherit:'qinggang_skill',
|
v1.9.122.3 (#146)
* change lib.init.parsex, Enable 'step' to be used through nesting
* Fixed an issue where nonstandard statement 'step 0' before standard statement 'step 0' would cause an error
* zhangshiping; tw_madai bug fix
* modify all the skills with incorrect "locked" tag
* Change the game.exit function to restart the app for WKWebview users using ios. And added the macintosh field to the judgment of lib.device
* various bug fix
* Revert "various bug fix"
This reverts commit ca7a363172a837af9244fca300d6a008cafc03ac.
* various bug fix
* some sudio
* unlock zhenghun, fix sbdiaochan
* add and adjust some audio, fix some bugs
* add trigger "useSkill" and "logSkillBegin"
* brand new wuxie
* Update standard.js
* update 武安国
* iriya!
* Add character lushi; fix clansankuang
* add 魏关羽/涛神,unlock 关宁/向朗/谋孙策/谋大乔/谋刘表,add related audio
* fix: adjust the edit box style to fix the text overflow problem 🐛
* fix 修文 and some other small bugs
* 伊莉雅·罗日杰斯特文斯卡娅
* Fix the issue of "game.getDB" and "game. deleteDB" reporting errors without "lib.db"
* Some browsers do not support "autoplay", so "onconplay" listening has been added
* sunwukong
* more zooms
* unlock 周善, modify 卢氏/卞喜/刘虞/黄祖/李采薇/张翼/笮融/孙寒华/TW董昭, fix some bug, add omitted audio
* change the number of 如意金箍棒 to 9 instead of 5; fix 夏侯尚's bug; add audio for sunwukong & donghailongwang
* Add the default accept value of '*/*' to the HTML selection file label
* longwang
* add&modify some audio
* add 族王凌/界SP黄月英/界张松/武诸葛亮,fix 晖云's bug; resolve conflicts, bring 武诸葛 up to date, fix 龙王's bug
* add 阮籍, add a skillTag in "jiu2" named jiuSustain for ruanji
* add some audio, sort some characters in sp
* sync 界SP黄月英
* add some character intros
* make 谋弈 play audio correctly
* revert some skills back to new ones
* v1.9.122.3
* Update update.js
---------
Co-authored-by: shijian <2954700422@qq.com>
Co-authored-by: copcap <copcap@outlook.com>
Co-authored-by: copcap <43802486+copcap@users.noreply.github.com>
Co-authored-by: PBK-B <pbk-b@PBK6.cn>
2023-06-30 15:06:19 +00:00
|
|
|
|
audio:true,
|
2020-05-09 05:30:03 +00:00
|
|
|
|
},
|
|
|
|
|
g_jinchan:{
|
|
|
|
|
cardSkill:true,
|
|
|
|
|
trigger:{target:'useCardToBefore'},
|
|
|
|
|
forced:true,
|
|
|
|
|
popup:false,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
if(event.player==player) return false;
|
|
|
|
|
if(event.getParent().directHit.contains(player)) return false;
|
|
|
|
|
var num=player.countCards('h','jinchan');
|
|
|
|
|
return num&&num==player.countCards('h');
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
2020-06-06 04:40:45 +00:00
|
|
|
|
player.chooseToUse('是否对'+get.translation(trigger.card)+'使用【金蝉脱壳】?').set('ai1',function(card){
|
2020-05-09 05:30:03 +00:00
|
|
|
|
return _status.event.bool;
|
2020-06-06 04:40:45 +00:00
|
|
|
|
}).set('bool',-get.effect(player,trigger.card,trigger.player,player)).set('respondTo',[trigger.player,trigger.card]).set('filterCard',function(card,player){
|
|
|
|
|
if(get.name(card)!='jinchan') return false;
|
|
|
|
|
return lib.filter.cardEnabled(card,player,'forceEnable');
|
|
|
|
|
});
|
2020-05-09 05:30:03 +00:00
|
|
|
|
trigger.jinchan=true;
|
|
|
|
|
'step 1'
|
|
|
|
|
delete trigger.jinchan;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
g_jinchan2:{
|
2022-12-04 16:16:32 +00:00
|
|
|
|
trigger:{
|
|
|
|
|
player:'loseAfter',
|
|
|
|
|
global:'loseAsyncAfter',
|
|
|
|
|
},
|
2020-05-09 05:30:03 +00:00
|
|
|
|
forced:true,
|
2022-12-04 16:16:32 +00:00
|
|
|
|
cardSkill:true,
|
2020-05-09 05:30:03 +00:00
|
|
|
|
filter:function(event,player){
|
2022-12-04 16:16:32 +00:00
|
|
|
|
if(event.type!='discard') return false;
|
|
|
|
|
var evt=event.getl(player);
|
|
|
|
|
if(!evt||!evt.cards2||!evt.cards2.length) return false;
|
|
|
|
|
for(var i of evt.cards2){
|
|
|
|
|
if(i.name=='jinchan') return true;
|
2020-05-09 05:30:03 +00:00
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
2022-12-04 16:16:32 +00:00
|
|
|
|
var num=0,cards=trigger.getl(player).cards2;
|
|
|
|
|
for(var i=0;i<cards.length;i++){
|
|
|
|
|
if(cards[i].name=='jinchan') num++;
|
2020-05-09 05:30:03 +00:00
|
|
|
|
}
|
|
|
|
|
if(num){
|
|
|
|
|
player.draw(num);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
yinyueqiang:{
|
|
|
|
|
equipSkill:true,
|
|
|
|
|
trigger:{player:['useCard','respondAfter']},
|
|
|
|
|
direct:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
if(_status.currentPhase==player) return false;
|
|
|
|
|
if(!event.cards) return false;
|
|
|
|
|
if(event.cards.length!=1) return false;
|
|
|
|
|
if(lib.filter.autoRespondSha.call({player:player})) return false;
|
|
|
|
|
return get.color(event.cards[0])=='black';
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
var next=player.chooseToUse(get.prompt('yinyueqiang'),{name:'sha'});
|
|
|
|
|
next.aidelay=true;
|
|
|
|
|
next.logSkill='yinyueqiang';
|
|
|
|
|
next.noButton=true;
|
|
|
|
|
'step 1'
|
|
|
|
|
if(result.bool){
|
|
|
|
|
game.delay();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
caomu_skill:{
|
|
|
|
|
cardSkill:true,
|
|
|
|
|
unique:true,
|
|
|
|
|
trigger:{player:'phaseDrawBegin'},
|
2022-12-22 03:19:22 +00:00
|
|
|
|
popup:false,
|
|
|
|
|
charlotte:true,
|
|
|
|
|
forced:true,
|
2020-05-09 05:30:03 +00:00
|
|
|
|
content:function(){
|
|
|
|
|
trigger.num--;
|
|
|
|
|
},
|
|
|
|
|
group:'caomu_skill2'
|
|
|
|
|
},
|
|
|
|
|
caomu_skill2:{
|
2022-12-22 03:19:22 +00:00
|
|
|
|
cardSkill:true,
|
|
|
|
|
popup:false,
|
|
|
|
|
forced:true,
|
2020-05-09 05:30:03 +00:00
|
|
|
|
trigger:{player:'phaseDrawAfter'},
|
|
|
|
|
content:function(){
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var targets=game.filterPlayer(function(current){
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return get.distance(player,current)<=1&&player!=current;
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});
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if(targets.length){
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game.asyncDraw(targets);
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}
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}
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}
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},
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translate:{
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qijia:'弃甲曳兵',
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qijia_info:'出牌阶段,对一名装备区里有牌的其他角色使用。该角色选择一项:1.弃置手牌区和装备区里所有的武器和-1坐骑;2.弃置手牌区和装备区里所有的防具和+1坐骑。',
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jinchan:'金蝉脱壳',
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g_jinchan2:'金蝉脱壳',
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g_jinchan2_info:'当你因弃置而失去【金蝉脱壳】时,你摸一张牌',
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2022-12-04 16:16:32 +00:00
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jinchan_info:'其他角色使用的基本牌或普通牌对你生效时,若你的所有手牌均为【金蝉脱壳】,则你可以使用此牌。你令此牌对你无效并摸两张牌。当你因弃置而失去【金蝉脱壳】时,你摸一张牌。',
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2020-05-09 05:30:03 +00:00
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fulei:'浮雷',
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2022-10-20 11:50:57 +00:00
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fulei_info:'出牌阶段,对你使用。你将【浮雷】置入判定区。若判定结果为♠,则目标角色受到X点雷电伤害(X为此牌判定结果为♠的次数)。判定完成后,将此牌移动到下家的判定区里。',
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2020-05-09 05:30:03 +00:00
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qibaodao:'七宝刀',
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qibaodao_info:'攻击范围2;锁定技,你使用【杀】无视目标防具,若目标角色未损失体力值,此【杀】伤害+1',
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qibaodao2:'七宝刀',
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zhungangshuo:'衠钢槊',
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zhungangshuo_info:'当你使用【杀】指定一名角色为目标后,你可令该角色弃置你的一张手牌,然后你弃置其一张手牌',
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lanyinjia:'烂银甲',
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lanyinjia_info:'你可以将一张手牌当做【闪】使用或打出。锁定技,【烂银甲】不会无效化;当你受到【杀】造成的伤害时,弃置【烂银甲】。',
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yinyueqiang:'银月枪',
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yinyueqiang_info:'你的回合外,每当你使用或打出了一张黑色手牌(若为使用则在它结算之前),你可以立即对你攻击范围内的任意一名角色使用一张【杀】',
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shengdong:'声东击西',
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shengdong_info:'出牌阶段,对一名其他角色使用。你交给目标角色一张手牌,若如此做,其将两张牌交给另一名由你选择的其他角色(不足则全给,存活角色不超过2时可重铸)',
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zengbin:'增兵减灶',
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zengbin_info:'出牌阶段,对一名角色使用。目标角色摸三张牌,然后选择一项:1.弃置一张非基本牌;2.弃置两张牌',
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caomu:'草木皆兵',
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caomu_info:'出牌阶段,对一名其他角色使用。将【草木皆兵】放置于该角色的判定区里,若判定结果不为梅花:摸牌阶段,目标角色少摸一张牌;摸牌阶段结束时,与其距离为1的角色各摸一张牌',
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},
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list:[
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['spade',1,'caomu'],
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|
['club',3,'caomu'],
|
2020-08-11 13:05:00 +00:00
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|
['heart',12,'shengdong'],
|
2020-05-09 05:30:03 +00:00
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|
['club',9,'shengdong'],
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|
['spade',9,'shengdong'],
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|
['diamond',4,'zengbin'],
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['heart',6,'zengbin'],
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|
['spade',7,'zengbin'],
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|
['diamond',12,'yinyueqiang'],
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|
["spade",11,'jinchan'],
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|
["club",12,'jinchan'],
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|
["club",13,'jinchan'],
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|
["club",12,'qijia'],
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|
["club",13,'qijia'],
|
2020-08-11 13:05:00 +00:00
|
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|
["spade",1,'fulei'],
|
2020-05-09 05:30:03 +00:00
|
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|
["spade",6,'qibaodao'],
|
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|
["spade",5,'zhungangshuo'],
|
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|
["spade",2,'lanyinjia'],
|
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|
["club",2,'lanyinjia'],
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|
],
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|
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|
|
};
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|
});
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