noname/card/sp.js

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JavaScript
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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 {
name:'sp',
connect:true,
card:{
jinchan:{
fullskin:true,
type:'trick',
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notarget:true,
content:function(){
var evt=event.getParent(3)._trigger;
if(evt.jinchan){
var type=get.type(evt.card,'trick');
if(type=='basic'||type=='trick'){
evt.untrigger();
evt.finish();
}
}
player.draw(2);
},
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ai:{
useful:function(){
var player=_status.event.player;
var nj=player.countCards('h','jinchan');
var num=player.getHandcardLimit();
if(nj>=num){
return 10;
}
if(nj==num-1){
return 6;
}
return 1;
},
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result:{
player:1
},
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value:5
}
},
qijia:{
fullskin:true,
type:'trick',
enable:true,
filterTarget:function(card,player,target){
if(target.getEquip(5)){
return target.countCards('e')>1;
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}
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else{
return target.countCards('e')>0;
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}
},
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content:function(){
'step 0'
var e1=[],e2=[];
var he=target.getCards('he');
for(var i=0;i<he.length;i++){
if(get.type(he[i])=='equip'){
var subtype=get.subtype(he[i]);
if(subtype=='equip1'||subtype=='equip4'){
e1.push(he[i]);
}
else if(subtype=='equip2'||subtype=='equip3'){
e2.push(he[i]);
}
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}
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}
if(e1.length&&e2.length){
var choice=0;
if(e1.length>e2.length||(target.hp>=3&&Math.random()<0.3)){
choice=1;
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}
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event.e1=e1;
event.e2=e2;
target.chooseControl(choice).set('choiceList',['弃置'+get.translation(e1),'弃置'+get.translation(e2)]);
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}
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else{
if(e1.length){
target.discard(e1);
}
else if(e2.length){
target.discard(e2);
}
event.finish();
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}
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'step 1'
if(result.index==0){
target.discard(event.e1);
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}
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else{
target.discard(event.e2);
}
},
ai:{
order:9.01,
useful:1,
value:5,
result:{
target:function(player,target){
var num1=0,num2=0;
for(var i=1;i<=4;i++){
var card=target.getEquip(i);
if(card){
if(i==1||i==4){
num1+=get.equipValue(card);
}
else{
num2+=get.equipValue(card);
}
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}
}
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var num;
if(num1==0){
num=num2;
}
else if(num2==0){
num=num1;
}
else{
num=Math.min(num1,num2);
}
if(num>0){
return -0.8-num/10;
}
else{
return 0;
}
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}
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},
tag:{
loseCard:1,
discard:1
}
}
},
fulei:{
fullskin:true,
type:'delay',
modTarget:function(card,player,target){
return lib.filter.judge(card,player,target);
},
enable:function(card,player){
return player.canAddJudge(card);
},
filterTarget:function(card,player,target){
return (lib.filter.judge(card,player,target)&&player==target);
},
selectTarget:[-1,-1],
judge:function(card){
if(get.suit(card)=='spade') return -6;
return 0;
},
effect:function(){
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if(result.bool==false){
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if(!card.storage.fulei){
card.storage.fulei=1;
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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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}
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player.addJudgeNext(card);
},
cancel:function(){
player.addJudgeNext(card);
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},
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ai:{
basic:{
order:1,
useful:0,
value:0,
},
result:{
target:function(player,target){
return lib.card.shandian.ai.result.target(player,target);
}
},
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}
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},
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qibaodao:{
fullskin:true,
type:'equip',
subtype:'equip1',
skills:['qibaodao'],
distance:{attackFrom:-1},
ai:{
equipValue:function(card,player){
if(game.hasPlayer(function(current){
return player.canUse('sha',current)&&current.isHealthy()&&get.attitude(player,current)<0;
})){
return 5;
}
return 3;
}
},
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},
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zhungangshuo:{
fullskin:true,
type:'equip',
subtype:'equip1',
skills:['zhungangshuo'],
distance:{attackFrom:-2},
ai:{
equipValue:4
},
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},
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lanyinjia:{
fullskin:true,
type:'equip',
subtype:'equip2',
skills:['lanyinjia','lanyinjia2'],
ai:{
equipValue:6
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}
},
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yinyueqiang:{
fullskin:true,
type:'equip',
subtype:'equip1',
distance:{attackFrom:-2},
ai:{
basic:{
equipValue:4
}
},
skills:['yinyueqiang']
},
muniu:{
fullskin:true,
type:'equip',
subtype:'equip5',
nomod:true,
onEquip:function(){
player.markSkill('muniu_skill6');
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},
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onLose:function(){
player.unmarkSkill('muniu_skill6');
if(event.parent.type!='equip'&&card&&card.cards&&card.cards.length){
player.$throw(card.cards,1000);
player.popup('muniu');
game.log(card,'掉落了',card.cards);
while(card.cards.length){
var card2=card.cards.shift();
if(card2.parentNode.id=='special'){
ui.discardPile.appendChild(card2);
}
}
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}
},
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equipDelay:false,
loseDelay:false,
skills:['muniu_skill','muniu_skill2','muniu_skill6','muniu_skill7'],
ai:{
basic:{
equipValue:function(card){
if(card.card) return 8+card.card.length;
return 8;
}
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}
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}
},
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du:{
type:'basic',
fullskin:true,
ai:{
value:-5,
useful:6,
result:{
player:function(player,target){
if(player.hasSkillTag('usedu')) return 5;
return -1;
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}
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},
order:7.5
},
enable:true,
modTarget:true,
filterTarget:function(card,player,target){
return target==player;
},
delay:false,
content:function(){},
selectTarget:-1
},
shengdong:{
fullskin:true,
enable:true,
chongzhu:function(){
return game.countPlayer()<=2;
},
singleCard:true,
type:'trick',
selectTarget:2,
multitarget:true,
targetprompt:['给一张牌','得两张牌'],
filterTarget:function(card,player,target){
return target!=player;
},
content:function(){
'step 0'
if(!player.countCards('h')){
event.finish();
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}
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else{
event.target1=target;
event.target2=event.addedTarget;
player.chooseCard('h','将一张手牌交给'+get.translation(event.target1),true);
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}
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'step 1'
player.$giveAuto(result.cards,event.target1);
event.target1.gain(result.cards,player);
'step 2'
if(!event.target1.countCards('h')){
event.finish();
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}
else{
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var he=event.target1.getCards('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);
}
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}
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'step 3'
if(!event.directresult){
event.directresult=result.cards;
}
event.target1.$giveAuto(event.directresult,event.target2);
event.target2.gain(event.directresult,event.target1);
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},
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ai:{
order:2.5,
value:[4,1],
useful:1,
wuxie:function(){
return 0;
},
result:{
target:function(player,target){
var ok=false;
var hs=player.getCards('h');
if(hs.length<=1) return 0;
for(var i=0;i<hs.length;i++){
if(get.value(hs[i])<=5){
ok=true;
break;
}
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}
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if(!ok) return 0;
if(ui.selected.targets.length==1) return 2;
if(target.countCards('he')==0) return 0;
if(player.hasFriend()) return -1;
return 0;
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}
}
}
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},
zengbin:{
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('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';
}).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);
event.more=true;
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}
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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
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},
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result:{
target:function(player,target){
if(target.hasJudge('lebu')) return 0;
return Math.max(1,2-target.countCards('h')/10);
}
}
}
},
caomu:{
fullskin:true,
enable:true,
type:'delay',
filterTarget:function(card,player,target){
return (lib.filter.judge(card,player,target)&&player!=target);
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},
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judge:function(card){
if(get.suit(card)=='club') return 0;
return -3;
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},
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effect:function(){
if(result.bool==false){
player.addTempSkill('caomu_skill','phaseAfter');
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}
},
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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&&current!=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:-1
},
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}
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}
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},
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skill:{
lanyinjia:{
enable:['chooseToRespond'],
filterCard:true,
viewAs:{name:'shan'},
viewAsFilter:function(player){
if(!player.countCards('h')) return false;
},
prompt:'将一张手牌当闪打出',
check:function(card){
return 6-get.value(card);
},
ai:{
respondShan:true,
skillTagFilter:function(player){
if(!player.countCards('h')) return false;
},
effect:{
target:function(card,player,target,current){
if(get.tag(card,'respondShan')&&current<0&&target.countCards('h')) return 0.59
}
},
order:4,
useful:-0.5,
value:-0.5
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}
},
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lanyinjia2:{
trigger:{player:'damageEnd'},
forced:true,
filter:function(event,player){
return event.card&&event.card.name=='sha'&&player.getEquip('lanyinjia');
},
content:function(){
var card=player.getEquip('lanyinjia');
if(card){
player.discard(card);
}
},
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},
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zhungangshuo:{
trigger:{player:'shaBegin'},
logTarget:'target',
filter:function(event,player){
return event.player.countCards('h')||player.countCards('h');
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},
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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:{
trigger:{source:'damageBegin'},
forced:true,
filter:function(event){
return event.card&&event.card.name=='sha'&&event.player.isHealthy();
},
content:function(){
trigger.num++;
},
ai:{
unequip:true,
skillTagFilter:function(player,tag,arg){
if(arg&&arg.name=='sha') return true;
return false;
},
effect:{
player:function(card,player,target){
if(card.name=='sha'&&target.isHealthy()&&get.attitude(player,target)>0){
return [1,-2];
}
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}
}
}
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},
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_jinchan:{
trigger:{target:'useCardToBefore'},
forced:true,
popup:false,
filter:function(event,player){
if(event.player==player) return false;
var num=player.countCards('h','jinchan');
return num&&num==player.countCards('h');
},
content:function(){
'step 0'
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player.chooseToUse({name:'jinchan'},'是否对'+get.translation(trigger.card)+'使用【金蝉脱壳】?').set('ai1',function(card){
return _status.event.bool;
}).set('bool',-ai.get.effect(player,trigger.card,trigger.player,player));
trigger.jinchan=true;
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'step 1'
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delete trigger.jinchan;
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}
},
_jinchan2:{
trigger:{player:'discardAfter'},
forced:true,
filter:function(event,player){
for(var i=0;i<event.cards.length;i++){
if(event.cards[i].name=='jinchan') return true;
}
return false;
},
content:function(){
var num=0;
for(var i=0;i<trigger.cards.length;i++){
if(trigger.cards[i].name=='jinchan') num++;
}
if(num){
player.draw(num);
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}
}
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},
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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(){
'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();
}
}
},
muniu_skill:{
enable:'phaseUse',
usable:1,
filterCard:true,
check:function(card){
if(card.name=='du') return 20;
var player=_status.event.player;
var nh=player.countCards('h');
if(!player.needsToDiscard()){
if(nh<3) return 0;
if(nh==3) return 5-get.value(card);
return 7-get.value(card);
}
return 10-get.useful(card);
},
discard:false,
lose:true,
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);
},
filter:function(event,player){
return player.countCards('h')>0;
},
prepare:function(cards,player){
player.$give(1,player,false);
},
content:function(){
"step 0"
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for(var i=0;i<cards.length;i++){
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ui.special.appendChild(cards[i]);
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}
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var muniu=player.getEquip(5);
if(!muniu){
for(var i=0;i<cards.length;i++){
ui.discardPile.appendChild(cards[i]);
}
event.finish();
return;
}
if(muniu.cards==undefined) muniu.cards=[];
muniu.cards.push(cards[0]);
game.broadcast(function(muniu,cards){
muniu.cards=cards;
},muniu,muniu.cards);
var players=game.filterPlayer(function(current){
if(!current.getEquip(5)&&current!=player&&!current.isTurnedOver()&&
get.attitude(player,current)>=3&&get.attitude(current,player)>=3){
return true;
}
});
players.sort(lib.sort.seat);
var choice=players[0];
var next=player.chooseTarget('是否移动木牛流马?',function(card,player,target){
return !target.isMin()&&player!=target&&!target.getEquip(5);
});
next.set('ai',function(target){
return target==_status.event.choice?1:-1;
});
next.set('choice',choice);
"step 1"
if(result.bool){
var card=player.getEquip(5);
result.targets[0].equip(card);
player.$give(card,result.targets[0]);
player.line(result.targets,'green');
game.delay();
}
else{
player.updateMarks();
}
},
ai:{
save:true,
respondSha:true,
respondShan:true,
skillTagFilter:function(player,tag){
var muniu=player.getEquip(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;
},
order:1,
expose:0.1,
result:{
player:1
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}
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}
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},
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muniu_skill2:{
group:['muniu_skill3','muniu_skill4']
},
muniu_skill3:{
trigger:{player:'chooseToRespondBegin'},
filter:function(event,player){
if(event.responded) return false;
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var muniu=player.getEquip(5);
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if(!muniu.cards) return false;
lib.skill.muniu_skill.sync(muniu);
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for(var i=0;i<muniu.cards.length;i++){
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if(event.filterCard(muniu.cards[i],player,event)) return true;
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}
return false;
},
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direct:true,
content:function(){
"step 0"
player.chooseButton(['木牛流马',player.getEquip(5).cards]).set('filterButton',function(button){
var evt=_status.event.getTrigger();
if(evt&&evt.filterCard){
return evt.filterCard(button.link,_status.event.player,evt);
}
return true;
}).set('ai',function(button){
var evt=_status.event.getTrigger();
if(evt&&evt.ai){
var tmp=_status.event;
_status.event=evt;
var result=evt.ai(button.link,_status.event.player,evt);
_status.event=tmp;
return result;
}
return 1;
});
"step 1"
if(result.bool){
trigger.untrigger();
trigger.responded=true;
trigger.result={bool:true,card:result.links[0]};
var muniu=player.getEquip(5);
muniu.cards.remove(result.links[0]);
lib.skill.muniu_skill.sync(muniu);
player.updateMarks();
}
},
ai:{
order:4,
useful:-1,
value:-1
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}
},
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muniu_skill4:{
enable:'chooseToUse',
filter:function(event,player){
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var muniu=player.getEquip(5);
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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;
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}
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return false;
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},
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chooseButton:{
dialog:function(event,player){
return ui.create.dialog('木牛流马',player.getEquip(5).cards,'hidden');
},
filter:function(button,player){
var evt=_status.event.getParent();
if(evt&&evt.filterCard){
return evt.filterCard(button.link,player,evt);
}
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return true;
},
check:function(button){
if(button.link.name=='du') return -2;
var player=_status.event.player;
if(button.link.name=='xingjiegoutong'&&player.countCards('h')>1) return -2;
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.getCards('e',{subtype:get.subtype(button.link)})[0];
if(current&&get.equipValue(current)>=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(get.effect(player,{name:'jiu'},player)>0){
return 1;
}
return -1;
}
return 1;
},
backup:function(links,player){
return {
filterCard:function(){return false},
selectCard:-1,
viewAs:links[0],
onuse:function(result,player){
var muniu=player.getEquip(5);
if(muniu&&muniu.cards){
muniu.cards.remove(result.card);
lib.skill.muniu_skill.sync(muniu);
}
player.updateMarks();
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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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}
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},
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ai:{
order:4,
result:{
player:function(player){
if(_status.event.dying) return get.attitude(player,_status.event.dying);
return 1;
}
},
useful:-1,
value:-1
}
},
muniu_skill6:{
mark:true,
intro:{
content:function(storage,player){
var muniu=player.getEquip(5);
if(!muniu||!muniu.cards||!muniu.cards.length) return '共有〇张牌';
if(player.isUnderControl(true)){
return get.translation(muniu.cards);
}
else{
return '共有'+get.cnNumber(muniu.cards.length)+'张牌';
}
},
mark:function(dialog,storage,player){
var muniu=player.getEquip(5);
if(!muniu||!muniu.cards||!muniu.cards.length) return '共有〇张牌';
if(player.isUnderControl(true)){
dialog.addAuto(muniu.cards);
}
else{
return '共有'+get.cnNumber(muniu.cards.length)+'张牌';
}
},
markcount:function(storage,player){
var muniu=player.getEquip(5);
if(muniu&&muniu.cards) return muniu.cards.length;
return 0;
}
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}
},
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muniu_skill7:{
filter:function(){return false},
hiddenCard:function(player,name){
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var muniu=player.getEquip(5);
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if(!muniu.cards) return false;
lib.skill.muniu_skill.sync(muniu);
for(var i=0;i<muniu.cards.length;i++){
if(muniu.cards[i].name==name) return true;
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}
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return false;
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},
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},
_du:{
trigger:{player:['useCardAfter','respondAfter','discardAfter']},
popup:false,
forced:true,
filter:function(event,player){
if(player.hasSkillTag('nodu')) return false;
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;
}
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}
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return false;
},
content:function(){
var num=0;
for(var i=0;i<trigger.cards.length;i++){
if(trigger.cards[i].name=='du'&&trigger.cards[i].original!='j') num++;
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}
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player.popup('毒','wood');
player.loseHp(num);
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},
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},
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caomu_skill:{
unique:true,
trigger:{player:'phaseDrawBegin'},
forced:true,
popup:false,
silent:true,
content:function(){
trigger.num--;
},
group:'caomu_skill2'
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},
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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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}
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}
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},
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translate:{
qijia:'弃甲曳兵',
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。',
jinchan:'金蝉脱壳',
_jinchan2:'金蝉脱壳',
_jinchan2_info:'当你因弃置而失去【金蝉脱壳】时,你摸一张牌',
jinchan_info:'当你成为其他角色使用牌的目标时,若你的手牌里只有【金蝉脱壳】,使目标锦囊牌或基本牌对你无效,你摸两张牌。当你因弃置而失去【金蝉脱壳】时,你摸一张牌。',
fulei:'浮雷',
fulei_info:'出牌阶段对你使用。将【浮雷】放置于你的判定区里若判定结果为黑桃则目标角色受到X点雷电伤害X为此锦囊判定结果为黑桃的次数。判定完成后将此牌移动到下家的判定区里。',
qibaodao:'七宝刀',
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',
zhungangshuo:'衠钢槊',
zhungangshuo_info:'攻击范围3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',
lanyinjia:'烂银甲',
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】。',
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】',
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:'木牛流马',
muniu_skill6_bg:'辎',
muniu_skill4_backup:'流马',
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。',
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不足则全给存活角色不超过2时可重铸',
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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},
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list:[
['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'],
['diamond',5,'muniu'],
['diamond',12,'yinyueqiang'],
["spade",11,'jinchan'],
["club",12,'jinchan'],
["club",13,'jinchan'],
["club",12,'qijia'],
["club",13,'qijia'],
["spade",1,'fulei','thunder'],
["spade",6,'qibaodao'],
["spade",5,'zhungangshuo'],
["spade",2,'lanyinjia'],
["club",2,'lanyinjia'],
],
};
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});