noname/card/shenqi.js

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card.shenqi={
card:{
donghuangzhong:{
type:'equip',
subtype:'equip5',
skills:['donghuangzhong'],
enable:function(card,player){return player==game.me;},
onEquip:function(){
//if(player==game.me) player.loseHp();
},
onLose:function(){
//if(player==game.me) player.loseHp();
}
},
xuanyuanjian:{
type:'equip',
subtype:'equip1',
skills:['xuanyuanjian','xuanyuanjian2'],
enable:function(card,player){
return player.skills.contains('xuanyuan')||player.hp>2;
},
distance:{attackFrom:-Infinity},
onEquip:function(){
//player.loseHp();
if(!player.skills.contains('xuanyuan')&&player.hp<=2){
player.discard(card);
}
},
onLose:function(){
if(!player.skills.contains('xuanyuan')) player.loseHp();
},
ai:{
equipValue:20
}
},
pangufu:{
fullskin:true,
type:'equip',
subtype:'equip1',
skills:['pangufu'],
distance:{attackFrom:-3},
ai:{
equipValue:8
}
},
lianyaohu:{
fullskin:true,
type:'equip',
subtype:'equip5',
onLose:function(){
delete player.storage.lianhua;
},
ai:{
equipValue:8
},
skills:['lianhua','shouna']
},
haotianta:{
type:'equip',
subtype:'equip5',
skills:['haotianta'],
enable:function(card,player){return player==game.me;},
onEquip:function(){
//player.loseHp();
},
onLose:function(){
//player.loseHp();
},
ai:{
equipValue:0
}
},
fuxiqin:{
fullskin:true,
type:'equip',
subtype:'equip5',
skills:['kongxin'],
ai:{
equipValue:8
}
},
shennongding:{
fullskin:true,
type:'equip',
subtype:'equip5',
skills:['shennongding'],
ai:{
equipValue:6
}
},
kongdongyin:{
fullskin:true,
type:'equip',
subtype:'equip5',
skills:['kongdongyin'],
ai:{
basic:{
equipValue:function(card,player){
if(player.hp==2) return 7;
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if(player.hp==1) return 10;
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return 5;
}
}
}
},
// kunlunjing:{
// type:'equip',
// subtype:'equip5',
// skills:['kunlunjing'],
// onEquip:function(){
// //if(player==game.me) player.loseHp();
// },
// onLose:function(){
// //if(player==game.me) player.loseHp();
// },
// ai:{
// equipValue:5
// }
// },
nvwashi:{
fullskin:true,
type:'equip',
subtype:'equip5',
skills:['nvwashi'],
ai:{
equipValue:7
}
}
},
skill:{
lianhua:{
enable:'phaseUse',
filter:function(event,player){
var hu=player.get('e','5');
if(hu&&hu.storage.shouna&&hu.storage.shouna.length>1){
return true;
}
return false;
},
usable:1,
content:function(){
"step 0"
event.hu=player.get('e','5');
player.chooseCardButton('弃置两张壶中的牌,然后从牌堆中获得一张类别不同的牌',2,event.hu.storage.shouna).ai=function(){
return 1;
}
"step 1"
if(result.bool){
var type=[];
player.$throw(result.links);
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game.log(player,'弃置了',result.links);
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for(var i=0;i<result.links.length;i++){
event.hu.storage.shouna.remove(result.links[i]);
ui.discardPile.appendChild(result.links[i]);
type.add(get.type(result.links[i],'trick'));
}
for(var i=0;i<ui.cardPile.childNodes.length;i++){
if(!type.contains(get.type(ui.cardPile.childNodes[i],'trick'))){
player.gain(ui.cardPile.childNodes[i],'gain');
break;
}
}
}
else{
player.getStat('skill').lianhua--;
}
},
ai:{
order:11,
result:{
player:1
}
}
},
shouna:{
trigger:{global:'discardAfter'},
filter:function(event,player){
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if(player.skills.contains('shouna2')) return false;
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if(_status.currentPhase==event.player) return false;
if(event.player==player) return false;
for(var i=0;i<event.cards.length;i++){
if(get.position(event.cards[i])=='d'){
return true;
}
}
return false;
},
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forced:true,
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content:function(){
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var cards=trigger.cards.slice(0);
for(var i=0;i<cards.length;i++){
if(get.position(cards[i])!='d'){
cards.splice(i,1);i--;
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}
}
var hu=player.get('e','5');
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if(cards.length&&hu){
if(!hu.storage.shouna){
hu.storage.shouna=[];
}
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player.addTempSkill('shouna2','phaseAfter');
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player.$gain2(cards);
for(var i=0;i<cards.length;i++){
hu.storage.shouna.push(cards[i]);
ui.special.appendChild(cards[i]);
}
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game.log(player,'将',cards,'收入炼妖壶');
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}
},
},
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shouna2:{},
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donghuangzhong:{
mode:['identity','guozhan'],
enable:'phaseUse',
usable:1,
filter:function(event,player){
return event.player==game.me&&
(game.dead.length||game.players.length+game.dead.length<8);
},
content:function(){
"step 0"
var list=[];
for(var i=0;i<game.dead.length;i++){
list.push(game.dead[i].name);
}
if(game.dead.length){
player.chooseButton(ui.create.dialog([list,'character']),function(button){
for(var i=0;i<game.dead.length&&game.dead[i].name!=button.link;i++);
return -ai.get.attitude(_status.event.player,game.dead[i]);
},true);
if(game.players.length+game.dead.length<8){
event.control=ui.create.control('新角色',ui.click.cancel)
}
}
"step 1"
if(result.bool){
for(var i=0;i<game.dead.length&&game.dead[i].name!=result.buttons[0].link;i++);
game.removePlayer(game.dead[i]);
player.recover();
}
else{
var group=player.group;
if(group=='unknown') group=lib.group.randomGet();
var list=[];
for(var i in lib.character){
if(lib.character[i][1]==group) list.push(i);
}
var player2=game.addPlayer();
if(get.config('double_character')){
var list2=list.randomGets(2);
player2.init(list2[0],list2[1]);
}
else{
player2.init(list.randomGet())
}
player2.identity=player.identity;
if(player2.identity=='zhu') player2.identity='zhong';
player2.setIdentity();
player2.identityShown=true;
if(group!='unknown') player.loseHp(player2.maxHp);
}
if(event.control) event.control.close();
}
},
xuanyuanjian:{
mod:{
selectTarget:function(card,player,range){
if(card.name=='sha'&&range[1]!=-1) range[1]++;
},
},
trigger:{player:'changeHp'},
forced:true,
popup:false,
filter:function(event,player){
return !player.skills.contains('xuanyuan')&&player.hp<=2
},
content:function(){
player.discard(player.get('e','1'));
},
ai:{
threaten:1.5
}
},
xuanyuanjian2:{
trigger:{source:'damageBefore'},
forced:true,
filter:function(event){
return Math.random()<0.5;
},
content:function(){
trigger.num++;
if(!trigger.nature) trigger.nature='thunder';
player.get('e','1').animate('thunder');
}
},
pangufu:{
trigger:{source:'damageEnd'},
forced:true,
priority:55,
filter:function(event){
return event.player.num('he')>0;
},
content:function(){
trigger.player.chooseToDiscard(true,'he');
}
},
shouhua:{
mode:['identity','infinity'],
enable:'phaseUse',
filter:function(event,player){
return player==game.me;
},
usable:1,
filterTarget:function(card,player,target){
return target!=game.zhu&&target!=game.me&&target.hp<target.maxHp;
},
filterCard:true,
check:function(card){
return ai.get.value(card);
},
discard:false,
prepare:function(cards,player){
player.$throw(cards);
},
content:function(){
"step 0"
target.$turn2();
target.style.left='calc(50% - 120px)';
target.style.top='calc(50% - 60px)';
game.delay(0,2500);
"step 1"
target.removeAttribute('style');
if(Math.random()<(ai.get.value(cards[0])+1)*(target.maxHp-target.hp)/(60*target.maxHp)){
event.position=target.dataset.position;
target.dataset.position=player.dataset.position;
target.delete();
event.success=true;
}
game.delay();
"step 2"
if(event.success){
player.popup('收化成功');
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game.log(player,'将',target,'收化');
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target.dataset.position=event.position;
var card=player.get('e','5');
if(!card.storage.shouhua) card.storage.shouhua=[];
card.storage.shouhua.push(target);
game.removePlayer(target);
game.checkResult();
}
else{
player.popup('收化失败');
target.gain(cards);
target.$gain2(cards);
}
game.delay();
},
ai:{
result:{
player:function(){
return Math.random()-0.4;
}
}
}
},
haotianta:{
trigger:{global:'judgeBefore'},
content:function(){
"step 0"
event.cards=get.cards(9);
player.chooseCardButton(event.cards,'选择一张牌作为判定结果',true).ai=function(button){
if(ai.get.attitude(player,trigger.player)>0){
return trigger.judge(button.link);
}
if(ai.get.attitude(player,trigger.player)<0){
return -trigger.judge(button.link);
}
};
"step 1"
var card=result.links[0];
event.cards.remove(card);
for(var i=0;i<event.cards.length;i++) ui.discardPile.appendChild(event.cards[i]);
var node=card.copy('thrown','center',ui.arena).animate('start');
if(card){
trigger.untrigger();
trigger.finish();
trigger.result={
card:card,
judge:trigger.judge(card),
node:node,
};
if(trigger.result.judge>0){
trigger.result.bool=true;
trigger.player.popup('洗具');
}
if(trigger.result.judge<0){
trigger.result.bool=false;
trigger.player.popup('杯具');
}
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game.log(trigger.player,'的判定结果为',card);
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trigger.direct=true;
trigger.position.appendChild(card);
game.delay(2);
}
else{
event.finish();
}
"step 2"
var card=trigger.result.card;
if(trigger.position!=ui.discardPile){
trigger.position.appendChild(card);
trigger.result.node.delete();
}
else{
player.gain(card);
player.$gain2(card);
}
game.delay();
},
ai:{
tag:{
rejudge:10
}
}
},
shennongding:{
enable:'phaseUse',
usable:1,
filterCard:true,
selectCard:2,
check:function(card){
if(get.tag(card,'recover')>=1) return 0;
return 7-ai.get.value(card);
},
filter:function(event,player){
return player.hp<player.maxHp;
},
content:function(){
player.recover();
},
ai:{
result:{
player:function(player){
return ai.get.recoverEffect(player);
}
},
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order:2.5
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}
},
kongdongyin:{
trigger:{player:'dieBefore'},
forced:true,
filter:function(event,player){
return player.maxHp>0;
},
content:function(){
trigger.untrigger();
trigger.finish();
player.hp=1;
player.draw();
player.discard(player.get('e',{subtype:'equip5'}));
game.delay();
}
},
nvwashi:{
trigger:{global:'dying'},
priority:6,
filter:function(event,player){
return event.player.hp<=0;
},
check:function(event,player){
return ai.get.attitude(player,event.player)>0;
},
content:function(){
"step 0"
trigger.player.judge(function(card){
return get.suit(card)=='heart'?1:0;
});
"step 1"
if(result.bool){
trigger.player.recover();
}
},
ai:{
threaten:1.2,
expose:0.2
}
},
kongxin:{
enable:'phaseUse',
usable:1,
filterTarget:function(card,player,target){
return target!=player&&target.num('h');
},
filter:function(event,player){
return player.num('h')?true:false;
},
content:function(){
"step 0"
player.chooseToCompare(target);
"step 1"
if(result.bool){
event.bool=true;
player.chooseTarget('选择一个目标视为'+get.translation(target)+'对其使用一张杀',function(card,player,target2){
return player!=target2&&target.canUse('sha',target2);
}).ai=function(target){
return ai.get.effect(target,{name:'sha'},target,player);
}
}
else{
target.discardPlayerCard(player);
}
"step 2"
if(event.bool&&result.bool){
target.useCard({name:'sha'},result.targets);
}
},
ai:{
order:7,
result:{
target:function(player,target){
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if(player.num('h')<=1) return 0;
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if(ai.get.attitude(player,target)>=0) return 0;
for(var i=0;i<game.players.length;i++){
if(player!=game.players[i]&&
target.canUse('sha',game.players[i])&&
ai.get.effect(game.players[i],{name:'sha'},target,player)>0){
return -1;
}
}
return 0;
}
}
}
},
kongxin2:{
trigger:{player:'dying'},
priority:10,
forced:true,
popup:false,
filter:function(event,player){
return player==game.me;
},
content:function(){
player.removeSkill('kongxin2');
game.swapPlayer(player);
player.storage.kongxin.lockOut=false;
player.storage.kongxin.out();
if(player==game.me) game.swapPlayer(player.storage.kongxin);
if(lib.config.mode=='identity') player.storage.kongxin.setIdentity();
delete player.storage.kongxin;
},
},
lianyao_hujia:{
mode:['identity','guozhan'],
enable:'phaseUse',
usable:1,
filter:function(event,player){
if(player!=game.me) return false;
var card=player.get('e','5');
if(card.storage.shouhua&&card.storage.shouhua.length) return true;
return false;
},
content:function(){
"step 0"
var list=[];
var card=player.get('e','5');
for(var i=0;i<card.storage.shouhua.length;i++){
list.push(card.storage.shouhua[i].name);
}
var dialog=ui.create.dialog([list,'character']);
for(var i=0;i<dialog.buttons.length;i++){
dialog.buttons[i].link=card.storage.shouhua[i];
dialog.buttons[i].querySelector('.intro').remove();
}
player.chooseButton(dialog,true);
"step 1"
if(result.bool){
game.restorePlayer(result.links[0]);
game.delay();
}
else{
event.finish();
}
"step 2"
game.swapPlayer(result.links[0]);
result.links[0].hp=1;
result.links[0].update();
result.links[0].storage.lianyao_hujia=player;
game.swapPlayer(result.links[0]);
result.links[0].addSkill('lianyao_hujia2');
result.links[0].phase();
result.links[0].setIdentity();
result.links[0].identityShown=true;
player.out(true);
}
},
lianyao_hujia2:{
trigger:{player:['phaseAfter','changeHp']},
forced:true,
popup:false,
content:function(){
player.hp=1;
player.update();
var me=player.storage.lianyao_hujia;
delete player.storage.lianyao_hujia;
me.lockOut=false;
me.out();
player.removeSkill('lianyao_hujia2');
if(player==game.me){
game.swapPlayer(me);
game.removePlayer(player);
game.delay();
}
}
}
},
translate:{
donghuangzhong:'东皇钟',
xuanyuanjian:'轩辕剑',
xuanyuanjian2:'轩辕剑',
pangufu:'盘古斧',
lianyaohu:'炼妖壶',
haotianta:'昊天塔',
fuxiqin:'伏羲琴',
shennongding:'神农鼎',
kongdongyin:'崆峒印',
//kunlunjing:'昆仑镜',
//kunlunjing1:'昆仑镜',
nvwashi:'女娲石',
donghuangzhong_bg:'钟',
lianyaohu_bg:'壶',
haotianta_bg:'塔',
fuxiqin_bg:'琴',
shennongding_bg:'鼎',
kongdongyin_bg:'印',
kunlunjing_bg:'镜',
nvwashi_bg:'石',
kongxin:'控心',
lianhua:'炼化',
lianhua_info:'出牌阶段限一次,你可以弃置两张炼妖壶中的牌,从牌堆中获得一张与弃置的牌类别均不相同的牌',
shouna:'收纳',
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shouna_info:'当一名其他角色于回合外弃置的卡牌进入弃牌堆后,你可以选择其中的一张放入炼妖壶,每名角色的回合限一次',
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// donghuangzhong_info:'出牌阶段你可以将一名已死亡角色永久移出游戏然后回复一点体力或创建一名与你身份相同的新角色然后流失X点体力X为新角色的体力上限',
// xuanyuanjian_info:'锁定技你使用的杀无视距离可以额外指定一个目标每当你造成一次伤害有50的机率使伤害加一并变为雷属性。任何时候若你体力值不超过2则立即失去轩辕剑',
pangufu_info:'锁定技,每当你造成一次伤害,受伤角色须弃置一张牌',
// haotianta_info:'任意一名角色进行判定前你可以亮出牌堆顶的9张牌并选择一张作为判定结果此结果不可被更改也不能触发技能',
shennongding_info:'出牌阶段,你可以弃置两张手牌,然后回复一点体力。每阶段限一次',
kongdongyin_info:'令你抵挡一次死亡将体力回复至1并摸一张牌发动后进入弃牌堆',
//kunlunjing_info:'回合开始前,你可以令场上所有牌还原到你上一回合结束后的位置,然后流失一点体力',
nvwashi_info:'意一名角色濒死时,你可以令其进行一次判定,若结果为红桃,其回复一点体力',
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kongxin_info:'出牌阶段限一次,你可以与一名其他角色进行拼点,若你赢,你可以指定另一名角色视为对方对该角色使用一张杀,否则对方可弃置你一张牌',
fuxiqin_info:'出牌阶段限一次,你可以与一名其他角色进行拼点,若你赢,你可以指定另一名角色视为对方对该角色使用一张杀,否则对方可弃置你一张牌',
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lianyaohu_info:'当一名其他角色于回合外弃置的卡牌进入弃牌堆后,你将其放入炼妖壶(每回合只发动一次);出牌阶段限一次,你可以弃置两张炼妖壶中的牌,从牌堆中获得一张与弃置的牌类别均不相同的牌',
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// fuxiqin_info:'出牌阶段你可以选择一名角色并流失X点体力然后获得其控制权直到其首次进入濒死状态X为该角色当前的体力值',
// fuxiqin_info:'',
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},
list:[
// ['diamond',13,'donghuangzhong'],
['diamond',13,'fuxiqin'],
// ['spade',13,'kunlunjing'],
// ['spade',13,'xuanyuanjian'],
['spade',13,'pangufu'],
['club',13,'lianyaohu'],
// ['diamond',13,'haotianta'],
['club',13,'shennongding'],
['heart',13,'nvwashi'],
['heart',13,'kongdongyin'],
],
}