noname/card/sp.js

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JavaScript
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'use strict';
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card.sp={
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connect:true,
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card:{
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yinyueqiang:{
fullskin:true,
type:'equip',
subtype:'equip1',
distance:{attackFrom:-2},
ai:{
basic:{
equipValue:4
}
},
skills:['yinyueqiang']
},
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muniu:{
fullskin:true,
type:'equip',
subtype:'equip5',
skills:['muniu_skill','muniu_skill2','muniu_skill7'],
ai:{
basic:{
equipValue:function(card){
if(card.card) return 8+card.card.length;
return 8;
}
}
}
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},
du:{
type:'basic',
fullskin:true,
ai:{
value:-5,
useful:6,
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},
enable:true,
filterTarget:function(card,player,target){
return target==player;
},
delay:false,
content:function(){},
selectTarget:-1
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},
shengdong:{
fullskin:true,
enable:function(card,player){
var hs=player.get('h');
if(hs.length>1) return true;
if(hs.length==1&&hs[0]!=card) return true;
return false;
},
type:'trick',
selectTarget:2,
multitarget:true,
targetprompt:['交给其一张牌','得两张牌'],
filterTarget:function(card,player,target){
return target!=player;
},
content:function(){
'step 0'
if(!player.num('h')){
event.finish();
}
else{
event.target1=targets[0];
event.target2=targets[1];
player.chooseCard('h','将一张手牌交给'+get.translation(event.target1),true);
}
'step 1'
player.$give(1,event.target1);
event.target1.gain(result.cards);
'step 2'
if(!event.target1.num('h')){
event.finish();
}
else{
var he=event.target1.get('he');
if(he.length<=2){
event.directresult=he;
}
else{
event.target1.chooseCard('he','将两张牌交给'+get.translation(event.target2),2,true);
}
}
'step 3'
if(!event.directresult){
event.directresult=result.cards;
}
event.target1.$give(event.directresult.length,event.target2);
event.target2.gain(event.directresult);
},
ai:{
order:2.5,
value:[4,1],
useful:1,
wuxie:function(){
return 0;
},
result:{
target:function(player,target){
var ok=false;
var hs=player.get('h');
for(var i=0;i<hs.length;i++){
if(ai.get.value(hs[i])<=5){
ok=true;
break;
}
}
if(!ok) return 0;
if(ui.selected.targets.length==1) return 2;
if(target.num('he')==0) return 0;
if(player.hasFriend()) return -1;
return 0;
}
}
}
},
zengbin:{
fullskin:true,
enable:true,
type:'trick',
filterTarget:true,
content:function(){
'step 0'
target.draw(3);
'step 1'
if(target.num('he',{type:'basic'})<target.num('he')){
target.chooseToDiscard('弃置一张非基本牌(或取消并弃置两张牌)','he',function(card){
return get.type(card)!='basic';
}).ai=function(card){
return 7-ai.get.value(card);
};
event.more=true;
}
else{
target.chooseToDiscard('he',2,true);
}
'step 2'
if(event.more&&!result.bool){
target.chooseToDiscard('he',2,true);
}
},
ai:{
order:7,
useful:4,
value:10,
result:{
target:function(player,target){
if(target.num('j','lebu')) return 0;
return Math.max(1,2-target.num('h')/10);
}
}
}
},
caomu:{
fullskin:true,
enable:true,
type:'delay',
filterTarget:function(card,player,target){
return (lib.filter.judge(card,player,target)&&player!=target);
},
judge:function(card){
if(get.suit(card)=='club') return 0;
return -3;
},
effect:function(){
if(result.bool==false){
player.addTempSkill('caomu_skill','phaseAfter');
}
},
ai:{
basic:{
order:1,
useful:1,
value:4.5,
},
result:{
player:function(player,target){
var num=0;
for(var i=0;i<game.players.length;i++){
if(get.distance(target,game.players[i])<=1&&game.players[i]!=target){
var att=ai.get.attitude(player,game.players[i]);
if(att>3){
num+=1.1;
}
else if(att>0){
num++;
}
else if(att<-3){
num-=1.1;
}
else if(att<0){
num--;
}
}
}
return num;
},
target:-1
},
}
}
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},
skill:{
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yinyueqiang:{
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(){
player.chooseToUse('是否发动【银月枪】?',{name:'sha'}).logSkill='yinyueqiang';
}
},
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muniu_skill:{
enable:'phaseUse',
usable:1,
filterCard:true,
check:function(card){
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if(card.name=='du') return 20;
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var player=_status.event.player;
var nh=player.num('h');
if(nh<=player.hp){
if(nh<3) return 0;
if(nh==3) return 5-ai.get.value(card);
return 7-ai.get.value(card);
}
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return 10-ai.get.useful(card);
},
discard:false,
lose:true,
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sync:function(muniu){
if(game.online){
return;
}
if(!muniu.cards){
muniu.cards=[];
}
for(var i=0;i<muniu.cards.length;i++){
if(!muniu.cards[i].parentNode||muniu.cards[i].parentNode.id!='special'){
muniu.cards.splice(i--,1);
}
}
game.broadcast(function(muniu,cards){
muniu.cards=cards;
},muniu,muniu.cards);
},
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filter:function(event,player){
return player.num('h')>0;
},
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prepare:function(cards,player){
player.$give(1,player,false);
},
content:function(){
"step 0"
for(var i=0;i<cards.length;i++){
ui.special.appendChild(cards[i]);
}
var muniu=player.get('e','5');
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if(!muniu){
for(var i=0;i<cards.length;i++){
ui.discardPile.appendChild(cards[i]);
}
event.finish();
return;
}
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if(muniu.cards==undefined) muniu.cards=[];
muniu.cards.push(cards[0]);
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game.broadcast(function(muniu,cards){
muniu.cards=cards;
},muniu,muniu.cards);
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var players=[];
for(var i=0;i<game.players.length;i++){
if(!game.players[i].get('e','5')&&game.players[i]!=player&&
!game.players[i].isTurnedOver()&&
ai.get.attitude(player,game.players[i])>=3&&ai.get.attitude(game.players[i],player)>=3){
players.push(game.players[i]);
}
}
players.sort(lib.sort.seat);
var choice=players[0];
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var next=player.chooseTarget('是否移动木牛流马?',function(card,player,target){
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return !target.isMin()&&player!=target&&!target.get('e','5');
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});
next.set('ai',function(target){
return target==_status.event.choice?1:-1;
});
next.set('choice',choice);
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"step 1"
if(result.bool){
var card=player.get('e','5');
result.targets[0].equip(card);
player.addTempSkill('muniu_skill6','equipAfter');
player.$give(card,result.targets[0]);
game.delay();
}
},
ai:{
save:true,
respondSha:true,
respondShan:true,
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skillTagFilter:function(player,tag){
var muniu=player.get('e','5');
if(!muniu||!muniu.cards) return false;
for(var i=0;i<muniu.cards.length;i++){
switch(tag){
case 'respondSha':if(muniu.cards[i].name=='sha') return true;break;
case 'respondShan':if(muniu.cards[i].name=='shan') return true;break;
case 'save':{
if(muniu.cards[i].name=='tao'||muniu.cards[i].name=='spell_zhiliaoshui') return true;
if(player==_status.event.dying){
if(muniu.cards[i].name=='jiu'||muniu.cards[i].name=='tianxianjiu') return true;
}
break;
}
}
}
return false;
},
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order:1,
expose:0.1,
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result:{
player:1
}
}
},
muniu_skill2:{
group:['muniu_skill3','muniu_skill4']
},
muniu_skill3:{
trigger:{player:'chooseToRespondBegin'},
filter:function(event,player){
if(event.responded) return false;
var muniu=player.get('e','5');
if(!muniu.cards) return false;
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lib.skill.muniu_skill.sync(muniu);
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for(var i=0;i<muniu.cards.length;i++){
if(event.filterCard(muniu.cards[i])) return true;
}
return false;
},
direct:true,
content:function(){
"step 0"
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player.chooseButton(['木牛流马',player.get('e','5').cards]).set('filterButton',function(button){
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var evt=_status.event.getTrigger();
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if(evt&&evt.filterCard){
return evt.filterCard(button.link,_status.event.player);
}
return true;
});
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"step 1"
if(result.bool){
trigger.untrigger();
trigger.responded=true;
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trigger.result={bool:true,card:result.links[0]};
var muniu=player.get('e','5');
muniu.cards.remove(result.links[0]);
lib.skill.muniu_skill.sync(muniu);
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}
},
ai:{
order:4,
useful:-1,
value:-1
}
},
muniu_skill4:{
enable:'chooseToUse',
filter:function(event,player){
var muniu=player.get('e','5');
if(!muniu.cards) return false;
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lib.skill.muniu_skill.sync(muniu);
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for(var i=0;i<muniu.cards.length;i++){
if(event.filterCard(muniu.cards[i],player)) return true;
}
return false;
},
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chooseButton:{
dialog:function(event,player){
return ui.create.dialog('木牛流马',player.get('e','5').cards,'hidden');
},
filter:function(button,player){
var evt=_status.event.getParent();
if(evt&&evt.filterCard){
return evt.filterCard(button.link,player,_status.event.getParent());
}
return true;
},
check:function(button){
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var player=_status.event.player;
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if(get.select(get.info(button.link).selectTarget)[1]==-1){
if(get.type(button.link)=='delay') return -1;
if(get.type(button.link)=='equip'){
var current=player.get('e',{subtype:get.subtype(button.link)})[0];
if(current&&ai.get.equipValue(current)>=ai.get.equipValue(button.link)) return -1;
return 1;
}
if(get.tag(button.link,'multitarget')) return -1;
if(button.link.name=='huoshaolianying') return -1;
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}
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if(button.link.name=='jiu'){
if(ai.get.effect(player,{name:'jiu'},player)>0){
return 1;
}
return -1;
}
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return 1;
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},
backup:function(links,player){
return {
filterCard:function(){return false},
selectCard:-1,
viewAs:links[0],
onuse:function(result,player){
var muniu=player.get('e','5');
if(muniu&&muniu.cards){
muniu.cards.remove(result.card);
lib.skill.muniu_skill.sync(muniu);
}
}
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}
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},
prompt:function(links,player){
return '选择'+get.translation(links)+'的目标';
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}
},
ai:{
order:4,
result:{
player:function(player){
if(_status.dying) return ai.get.attitude(player,_status.dying);
return 1;
}
},
useful:-1,
value:-1
}
},
muniu_skill6:{},
muniu_skill7:{
filter:function(){return false},
hiddenCard:function(player,name){
var muniu=player.get('e','5');
if(!muniu.cards) return false;
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lib.skill.muniu_skill.sync(muniu);
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for(var i=0;i<muniu.cards.length;i++){
if(muniu.cards[i].name==name) return true;
}
return false;
},
},
_muliu:{
trigger:{player:'loseEnd'},
forced:true,
popup:false,
filter:function(event,player){
for(var i=0;i<event.cards.length;i++){
if(event.cards[i].name=='muniu'&&event.cards[i].original=='e'&&
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player.skills.contains('muniu_skill6')==false&&
get.position(event.cards[i])==='d') return true;
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}
return false;
},
content:function(){
for(var i=0;i<trigger.cards.length;i++){
if(trigger.cards[i].name=='muniu'&&trigger.cards[i].original=='e'&&
player.skills.contains('muniu_skill6')==false){
var card=trigger.cards[i];
var card2;
if(card.cards&&card.cards.length){
player.$throw(card.cards,1000);
player.popup('muniu');
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game.log('木牛流马掉落了',card.cards);
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while(card.cards.length){
card2=card.cards.shift();
if(card2.parentNode.id=='special'){
ui.discardPile.appendChild(card2);
}
}
}
break;
}
}
}
},
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_du:{
trigger:{player:['useCardAfter','respondAfter','discardAfter']},
popup:false,
forced:true,
filter:function(event,player){
if(event.cards){
for(var i=0;i<event.cards.length;i++){
if(event.cards[i].name=='du'&&event.cards[i].original!='j') return true;
}
}
return false;
},
content:function(){
player.popup('毒','wood');
player.loseHp();
},
},
caomu_skill:{
unique:true,
trigger:{player:'phaseDrawBegin'},
forced:true,
popup:false,
silent:true,
content:function(){
trigger.num--;
},
group:'caomu_skill2'
},
caomu_skill2:{
trigger:{player:'phaseDrawAfter'},
forced:true,
popup:false,
silent:true,
content:function(){
var targets=game.filterPlayer(function(current){
return get.distance(player,current)<=1&&player!=current;
});
if(targets.length){
game.asyncDraw(targets);
}
}
}
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},
translate:{
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yinyueqiang:'银月枪',
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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muniu:'木牛流马',
muniu_bg:'牛',
muniu_skill:'木牛',
muniu_skill2:'流马',
muniu_skill3:'流马',
muniu_skill4:'流马',
muniu_skill6:'流马',
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muniu_skill4_backup:'流马',
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muniu_info:'出牌阶段限一次,你可以将一张手牌扣置于你装备区里的【木牛流马】下,若如此做,你可以将此装备移动到一名其他角色的装备区里;你可以将此装备牌下的牌如手牌般使用或打出。',
muniu_skill_info:'出牌阶段限一次,你可以将一张手牌扣置于你装备区里的【木牛流马】下,若如此做,你可以将此装备移动到一名其他角色的装备区里;你可以将此装备牌下的牌如手牌般使用或打出。',
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du:'毒',
du_info:'当你因使用、打出或弃置而失去此牌时,你失去一点体力',
shengdong:'声东击西',
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',
zengbin:'增兵减灶',
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',
caomu:'草木皆兵',
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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},
list:[
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['spade',1,'caomu'],
['club',3,'caomu'],
['heart',12,'shengdong',],
['club',9,'shengdong'],
['spade',9,'shengdong'],
['diamond',4,'zengbin'],
['heart',6,'zengbin'],
['spade',7,'zengbin'],
['spade',3,'du'],
['spade',9,'du'],
['club',3,'du'],
['club',9,'du'],
['diamond',5,'du'],
['diamond',9,'du'],
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["diamond",5,'muniu'],
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["diamond",12,'yinyueqiang'],
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],
}