noname/character/refresh.js

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39 KiB
JavaScript
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'use strict';
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character.refresh={
character:{
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re_caocao:['male','wei',4,['hujia','rejianxiong'],['zhu']],
re_simayi:['male','wei',3,['refankui','reguicai']],
re_guojia:['male','wei',3,['tiandu','reyiji']],
re_lidian:['male','wei',3,['xunxun','wangxi']],
re_zhangliao:['male','wei',4,['retuxi']],
re_xuzhu:['male','wei',4,['reluoyi']],
re_xiahoudun:['male','wei',4,['reganglie','qingjian']],
re_zhangfei:['male','shu',4,['paoxiao','retishen']],
re_zhaoyun:['male','shu',4,['longdan','reyajiao']],
re_guanyu:['male','shu',4,['wusheng','yijue']],
re_machao:['male','shu',4,['mashu','retieji']],
re_xushu:['male','shu',4,['zhuhai','qianxin']],
re_zhouyu:['male','wu',3,['reyingzi','refanjian']],
re_lvmeng:['male','wu',4,['keji','qinxue']],
re_ganning:['male','wu',4,['qixi','fenwei']],
re_luxun:['male','wu',3,['reqianxun','relianying']],
re_daqiao:['female','wu',3,['reguose','liuli']],
re_huanggai:['male','wu',4,['rekurou','zhaxiang']],
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re_lvbu:['male','qun',5,['wushuang','liyu']],
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re_gongsunzan:['male','qun',4,['qiaomeng','reyicong']],
re_huatuo:['male','qun',3,['chulao','jijiu']],
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},
skill:{
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liyu:{
audio:2,
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trigger:{source:'damageEnd'},
direct:true,
filter:function(event,player){
return event.card&&event.card.name=='sha'&&event.player.isAlive()&&event.player.num('he')>0;
},
content:function(){
'step 0'
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trigger.player.chooseTarget(function(card,playerx,target){
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return player.canUse({name:'juedou'},target)&&target!=trigger.player;
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},'是否发动【利驭】?').ai=function(target){
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return ai.get.effect(target,{name:'juedou'},player,trigger.player)-2;
};
'step 1'
if(result.bool){
player.gainPlayerCard(trigger.player,'he',true);
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player.logSkill('liyu');
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event.target=result.targets[0];
trigger.player.line(player,'green');
}
else{
event.finish();
}
'step 2'
if(event.target){
player.useCard({name:'juedou'},event.target);
}
}
},
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reqicai:{
trigger:{player:'equipEnd'},
frequent:true,
content:function(){
player.draw();
},
mod:{
targetInRange:function(card,player,target,now){
var type=get.type(card);
if(type=='trick'||type=='delay') return true;
}
},
},
rejizhi:{
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audio:2,
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trigger:{player:'useCard'},
frequent:true,
filter:function(event){
var type=get.type(event.card,'trick');
return (type=='trick'||type=='equip')&&event.cards[0]&&event.cards[0]==event.card;
},
content:function(){
"step 0"
var cards=get.cards();
player.gain(cards,'gain2');
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game.log(player,'获得了',cards);
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if(get.type(cards[0])!='basic'){
event.finish();
}
"step 1"
player.chooseToDiscard('h',true);
},
ai:{
threaten:1.4
}
},
retuxi:{
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audio:2,
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trigger:{player:'phaseDrawBefore'},
direct:true,
content:function(){
"step 0"
player.chooseTarget('是否发动突袭?',[1,2],function(card,player,target){
return target.num('h')>0&&player!=target&&target.num('h')>=player.num('h');
},function(target){
return (1-ai.get.attitude(_status.event.player,target));
});
"step 1"
if(result.bool){
player.logSkill('retuxi');
for(var i=0;i<result.targets.length;i++){
player.gain(result.targets[i].get('h').randomGet());
result.targets[i].$give(1,player);
}
trigger.num-=result.targets.length
}
},
ai:{
threaten:1.6,
expose:0.2
}
},
reguicai:{
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audio:2,
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trigger:{global:'judge'},
direct:true,
filter:function(event,player){
return player.num('he')>0;
},
content:function(){
"step 0"
player.chooseCard(get.translation(trigger.player)+'的'+(trigger.judgestr||'')+'判定为'+
get.translation(trigger.player.judging)+',是否发动【鬼才】?','he').ai=function(card){
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var trigger=_status.event.parent._trigger;
var player=_status.event.player;
var result=trigger.judge(card)-trigger.judge(trigger.player.judging);
var attitude=ai.get.attitude(player,trigger.player);
if(attitude==0||result==0) return 0;
if(attitude>0){
return result-ai.get.value(card)/2;
}
else{
return -result-ai.get.value(card)/2;
}
};
"step 1"
if(result.bool){
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player.respond(result.cards,'highlight');
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}
else{
event.finish();
}
"step 2"
if(result.bool){
player.logSkill('reguicai');
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if(trigger.player.judging.clone){
trigger.player.judging.clone.delete();
game.addVideo('deletenode',player,get.cardsInfo([trigger.player.judging.clone]));
}
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ui.discardPile.appendChild(trigger.player.judging);
trigger.player.judging=result.cards[0];
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trigger.position.appendChild(result.cards[0]);
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game.log(trigger.player,'的判定牌改为',result.cards[0]);
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game.delay(2);
}
},
ai:{
tag:{
rejudge:1,
}
}
},
refankui:{
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audio:2,
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trigger:{player:'damageEnd'},
direct:true,
filter:function(event,player){
return (event.source&&event.source.num('he'));
},
content:function(){
"step 0"
event.num=trigger.num;
"step 1"
if(num==0||trigger.source.num('he')==0){
event.finish();
return;
}
event.num--;
player.choosePlayerCard('是否对'+get.translation(trigger.source)+'发动【反馈】?',trigger.source,ai.get.buttonValue,'he');
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"step 2"
if(result.bool){
player.logSkill('refankui',trigger.source);
player.gain(result.buttons[0].link);
trigger.source.$give(1,player);
event.goto(1);
}
},
ai:{
result:{
target:function(card,player,target){
if(player.num('he')>1&&get.tag(card,'damage')){
if(player.skills.contains('jueqing')) return [1,-1.5];
if(ai.get.attitude(target,player)<0) return [1,1];
}
}
}
}
},
reluoyi:{
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audio:2,
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trigger:{player:'phaseDrawBegin'},
check:function(event,player){
if(player.num('h','sha')) return true;
return Math.random()<0.5;
},
content:function(){
"step 0"
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player.addTempSkill('reluoyi2',{player:'phaseBefore'});
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trigger.untrigger();
trigger.finish();
"step 1"
event.cards=get.cards(3);
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player.showCards(event.cards,'裸衣');
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"step 2"
for(var i=0;i<cards.length;i++){
if(get.type(cards[i],'trick')=='trick'&&cards[i].name!='juedou'){
ui.discardPile.appendChild(cards[i]);
cards.splice(i,1);i--;
}
else if(get.type(cards[i])=='equip'&&get.subtype(cards[i])!='equip1'){
ui.discardPile.appendChild(cards[i]);
cards.splice(i,1);i--;
}
}
player.gain(cards);
}
},
reluoyi2:{
trigger:{source:'damageBegin'},
filter:function(event){
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return event.card&&(event.card.name=='sha'||event.card.name=='juedou')&&
event.parent.name!='_lianhuan'&&event.parent.name!='_lianhuan2';
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},
forced:true,
content:function(){
trigger.num++;
}
},
reganglie:{
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audio:2,
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trigger:{player:'damageEnd'},
filter:function(event,player){
return (event.source!=undefined);
},
check:function(event,player){
return (ai.get.attitude(player,event.source)<=0);
},
content:function(){
"step 0"
player.judge(function(card){
if(get.color(card)=='red') return 2;
return 1;
})
"step 1"
if(result.judge==1&&trigger.source.num('he')){
player.discardPlayerCard(trigger.source,'he',true);
}
else{
if(result.judge==2){
trigger.source.damage();
}
}
},
ai:{
expose:0.4
}
},
qinxue:{
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audio:2,
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unique:true,
trigger:{player:'phaseBegin'},
forced:true,
filter:function(event,player){
if(player.storage.qinxue) return false;
if(player.num('h')>=player.hp+3) return true;
if(player.num('h')>=player.hp+2&&game.players.length+game.dead.length>=7) return true;
return false;
},
content:function(){
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player.storage.qinxue=true;
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player.loseMaxHp();
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player.addSkill('gongxin');
}
},
qingjian:{
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audio:2,
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unique:true,
trigger:{player:'gainAfter'},
direct:true,
filter:function(event){
if(event.parent.parent.name=='phaseDraw') return false;
return event.cards&&event.cards.length>0
},
content:function(){
"step 0"
event.cards=trigger.cards.slice(0);
"step 1"
player.chooseCardTarget({
filterCard:function(card){
return _status.event.parent.cards.contains(card);
},
selectCard:[1,event.cards.length],
filterTarget:function(card,player,target){
return player!=target;
},
ai1:function(card){
if(ui.selected.cards.length>0) return -1;
return (_status.event.player.num('h')-_status.event.player.hp);
},
ai2:function(target){
if(target.num('h')>player.num('h')) return 0;
return ai.get.attitude(_status.event.player,target)-4;
},
prompt:'请选择要送人的卡牌'
});
"step 2"
if(result.bool){
player.logSkill('qingjian',result.targets);
result.targets[0].gain(result.cards);
player.$give(result.cards.length,result.targets[0]);
for(var i=0;i<result.cards.length;i++){
event.cards.remove(result.cards[i]);
}
if(event.cards.length) event.goto(1);
}
},
ai:{
expose:0.3
}
},
reyingzi:{
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audio:2,
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trigger:{player:'phaseDrawBegin'},
forced:true,
content:function(){
trigger.num++;
},
ai:{
threaten:1.5
},
mod:{
maxHandcard:function(player,num){
if(player.hp<player.maxHp) return num+player.maxHp-player.hp;
}
}
},
refanjian:{
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audio:2,
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enable:'phaseUse',
usable:1,
filter:function(event,player){
return player.num('h')>0;
},
filterTarget:function(card,player,target){
return player!=target;
},
filterCard:true,
check:function(card){
return 8-ai.get.value(card);
},
discard:false,
prepare:function(cards,player,targets){
player.$give(1,targets[0]);
},
content:function(){
"step 0"
target.storage.refanjian=cards[0];
target.gain(cards[0]);
"step 1"
target.chooseControl('refanjian_card','refanjian_hp').ai=function(event,player){
var cards=target.get('he',{suit:get.suit(player.storage.refanjian)});
if(cards.length==1) return 0;
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if(cards.length>=2){
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for(var i=0;i<cards.length;i++){
if(get.tag(cards[i],'save')) return 1;
}
}
if(player.hp==1) return 0;
for(var i=0;i<cards.length;i++){
if(ai.get.value(cards[i])>=8) return 1;
}
if(cards.length>2&&player.hp>2) return 1;
if(cards.length>3) return 1;
return 0;
}
"step 2"
if(result.control=='refanjian_card'){
target.showHandcards();
}
else{
target.loseHp();
event.finish();
}
"step 3"
target.discard(target.get('he',{suit:get.suit(target.storage.refanjian)}))
},
ai:{
order:9,
result:{
target:function(player,target){
return -target.num('he');
}
},
threaten:2,
}
},
reqianxun:{
init:function(player){
player.storage.reqianxun2=[];
},
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audio:2,
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trigger:{target:'useCardToBegin',player:'judgeBefore'},
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filter:function(event,player){
if(player.num('h')==0) return false;
if(event.parent.name=='phaseJudge'){
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if(lib.skill.reqianxun.trigger.player=='judgeBefore'){
return true;
}
return event.result&&event.result.judge!=0;
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}
if(event.name=='judge') return false;
if(event.targets&&event.targets.length>1) return false;
if(event.card&&get.type(event.card)=='trick'&&event.player!=player) return true;
},
content:function(){
player.storage.reqianxun2=player.storage.reqianxun2.concat(player.get('h'));
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game.addVideo('storage',player,['reqianxun2',get.cardsInfo(player.storage.reqianxun2),'cards']);
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player.lose(player.get('h'),ui.special);
player.addSkill('reqianxun2');
},
ai:{
effect:function(card,player,target){
if(get.type(card,'trick')=='trick'&&ui.selected.targets.length==0) return [1,1];
},
},
},
reqianxun2:{
trigger:{global:'phaseAfter'},
forced:true,
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audio:false,
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content:function(){
player.gain(player.storage.reqianxun2);
player.removeSkill('reqianxun2');
player.storage.reqianxun2=[];
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game.addVideo('storage',player,['reqianxun2',get.cardsInfo(player.storage.reqianxun2),'cards']);
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},
mark:true,
intro:{
content:'cardCount'
}
},
relianying:{
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audio:2,
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trigger:{player:'loseEnd'},
direct:true,
filter:function(event,player){
if(player.num('h')) return false;
for(var i=0;i<event.cards.length;i++){
if(event.cards[i].original=='h') return true;
}
return false;
},
content:function(){
"step 0"
var num=0;
for(var i=0;i<trigger.cards.length;i++){
if(trigger.cards[i].original=='h') num++;
}
player.chooseTarget('选择发动连营的目标',[1,num]).ai=function(target){
if(player==target) return ai.get.attitude(player,target)+10;
return ai.get.attitude(player,target);
}
"step 1"
if(result.bool){
player.logSkill('relianying',result.targets);
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game.asyncDraw(result.targets);
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}
},
ai:{
threaten:0.8,
effect:{
target:function(card){
if(card.name=='guohe'||card.name=='liuxinghuoyu') return 0.5;
}
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},
noh:true,
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}
},
retishen:{
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audio:2,
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unique:true,
mark:true,
trigger:{player:'phaseBegin'},
init:function(player){
player.storage.retishen=false;
},
filter:function(event,player){
if(player.storage.retishen) return false;
if(typeof player.storage.retishen2=='number'){
return player.hp<player.storage.retishen2;
}
return false;
},
check:function(event,player){
if(player.hp<=1) return true;
return player.hp<player.storage.retishen2-1;
},
content:function(){
player.unmarkSkill('retishen');
player.recover(player.storage.retishen2-player.hp);
player.draw(player.storage.retishen2-player.hp);
player.storage.retishen=true;
},
intro:{
mark:function(dialog,content,player){
if(player.storage.retishen) return;
if(typeof player.storage.retishen2!='number'){
return '上回合体力:无';
}
return '上回合体力:'+player.storage.retishen2;
},
content:'limited'
},
group:['retishen2']
},
retishen2:{
trigger:{player:'phaseEnd'},
priority:-10,
forced:true,
popup:false,
silent:true,
content:function(){
player.storage.retishen2=player.hp;
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game.addVideo('storage',player,['retishen2',player.storage.retishen2]);
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},
intro:{
content:function(storage,player){
if(player.storage.retishen) return;
return '上回合体力:'+storage;
}
}
},
reyajiao:{
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audio:2,
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trigger:{player:['respond','useCard']},
frequent:true,
filter:function(event,player){
return player!=_status.currentPhase&&get.itemtype(event.cards)=='cards';
},
content:function(){
"step 0"
event.card=get.cards()[0];
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event.node=event.card.copy('thrown','center','thrownhighlight',ui.arena).animate('start');
ui.arena.classList.add('thrownhighlight');
game.addVideo('thrownhighlight1');
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game.addVideo('centernode',null,get.cardInfo(event.card));
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if(get.type(event.card,'trick')==get.type(trigger.card,'trick')){
player.chooseTarget('选择获得此牌的角色').ai=function(target){
var att=ai.get.attitude(player,target);
if(att>0){
return att+Math.max(0,5-target.num('h'));
}
return att;
}
}
else{
player.chooseBool('是否弃置'+get.translation(event.card)+'');
event.disbool=true;
}
game.delay(2);
"step 1"
if(event.disbool){
if(!result.bool){
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game.log(player,'展示了',event.card);
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ui.cardPile.insertBefore(event.card,ui.cardPile.firstChild);
}
else{
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game.log(player,'展示并弃掉了',event.card);
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ui.discardPile.appendChild(event.card);
}
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game.addVideo('deletenode',player,[get.cardInfo(event.node)]);
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}
else if(result.targets){
result.targets[0].gain(event.card);
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event.node.moveDelete(result.targets[0]);
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game.log(result.targets[0],'获得了',event.card);
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game.addVideo('gain2',result.targets[0],[get.cardInfo(event.node)]);
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}
else{
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game.log(player,'展示并弃掉了',event.card);
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ui.discardPile.appendChild(event.card);
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game.addVideo('deletenode',player,[get.cardInfo(event.node)]);
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event.node.delete();
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}
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game.addVideo('thrownhighlight2');
ui.arena.classList.remove('thrownhighlight');
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},
ai:{
effect:{
target:function(card,player){
if(get.tag(card,'respond')&&player.num('h')>1) return [1,0.2];
}
}
}
},
rejianxiong:{
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audio:2,
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trigger:{player:'damageEnd'},
direct:true,
content:function(){
"step 0"
if(get.itemtype(trigger.cards)=='cards'&&get.position(trigger.cards[0])=='d'){
player.chooseControl('rejianxiong_mopai','rejianxiong_napai','cancel').ai=function(){
if(trigger.cards.length==1&&trigger.cards[0].name=='sha') return 0;
return 1;
};
}
else{
player.chooseControl('rejianxiong_mopai','cancel');
}
"step 1"
if(result.control=='rejianxiong_napai'){
player.logSkill('rejianxiong');
player.gain(trigger.cards);
player.$gain2(trigger.cards);
}
else if(result.control=='rejianxiong_mopai'){
player.logSkill('rejianxiong');
player.draw();
}
},
ai:{
maixie:true,
effect:{
target:function(card,player,target){
if(player.skills.contains('jueqing')) return [1,-1];
if(get.tag(card,'damage')&&player!=target) return [1,1];
}
}
}
},
reyiji:{
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audio:2,
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trigger:{player:'damageEnd'},
frequent:true,
filter:function(event){
return (event.num>0)
},
content:function(){
"step 0"
event.num=1;
event.count=1;
"step 1"
player.gain(get.cards(2));
player.$draw(2);
"step 2"
player.chooseCardTarget({
filterCard:true,
selectCard:[1,2],
filterTarget:function(card,player,target){
return player!=target&&target!=event.temp;
},
ai1:function(card){
if(ui.selected.cards.length>0) return -1;
return (_status.event.player.num('h')-_status.event.player.hp);
},
ai2:function(target){
return ai.get.attitude(_status.event.player,target)-4;
},
prompt:'请选择要送人的卡牌'
});
"step 3"
if(result.bool){
player.lose(result.cards,ui.special);
if(result.targets[0].skills.contains('reyiji2')){
result.targets[0].storage.reyiji2=result.targets[0].storage.reyiji2.concat(result.cards);
}
else{
result.targets[0].addSkill('reyiji2');
result.targets[0].storage.reyiji2=result.cards;
}
player.$give(result.cards.length,result.targets[0]);
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game.addVideo('storage',result.targets[0],['reyiji2',get.cardsInfo(result.targets[0].storage.reyiji2),'cards']);
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if(num==1){
event.temp=result.targets[0];
event.num++;
event.goto(2);
}
else if(event.count<trigger.num){
delete event.temp;
event.num=1;
event.count++;
event.goto(1);
}
}
},
ai:{
maixie:true,
result:{
effect:function(card,player,target){
if(get.tag(card,'damage')){
if(player.skills.contains('jueqing')) return [1,-2];
if(player.hp>=4) return [1,get.tag(card,'damage')*2];
if(target.hp==3) return [1,get.tag(card,'damage')*1.5];
if(target.hp==2) return [1,get.tag(card,'damage')*0.5];
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}
}
},
threaten:0.6
}
},
reyiji2:{
trigger:{player:'phaseDrawBegin'},
forced:true,
mark:true,
popup:'遗计拿牌',
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audio:false,
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content:function(){
player.$draw(player.storage.reyiji2.length);
player.gain(player.storage.reyiji2);
delete player.storage.reyiji2;
player.removeSkill('reyiji2');
game.delay();
},
intro:{
content:'cardCount'
}
},
yijue:{
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audio:2,
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enable:'phaseUse',
usable:1,
filterTarget:function(card,player,target){
return player!=target&&target.num('h');
},
filter:function(event,player){
return player.num('h')>0;
},
content:function(){
"step 0"
player.chooseToCompare(target).small=true;
"step 1"
if(result.bool){
if(target.skills.contains('yijue2')==false){
target.disabledSkills.yijue=[];
for(var i=0;i<target.skills.length;i++){
if(!get.skillLocked(target.skills[i])){
target.disabledSkills.yijue.push(target.skills[i]);
}
}
target.addSkill('yijue2');
}
event.finish();
}
else if(target.hp<target.maxHp){
player.chooseBool('是否让目标回复一点体力?').ai=function(event,player){
return ai.get.recoverEffect(target,player,player)>0;
};
}
else{
event.finish();
}
"step 2"
if(result.bool){
target.recover();
}
},
ai:{
result:{
target:function(player,target){
if(target.num('h')>target.hp+1&&ai.get.recoverEffect(target)>0){
return 1;
}
if(player.canUse('sha',target)&&(player.num('h','sha')||player.num('he',{color:'red'}))){
return -2;
}
return -0.5;
}
},
order:9,
}
},
yijue2:{
trigger:{global:'phaseAfter'},
forced:true,
mark:true,
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audio:false,
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content:function(){
delete player.disabledSkills.yijue;
player.removeSkill('yijue2');
},
mod:{
cardEnabled:function(){
return false;
},
cardUsable:function(){
return false;
},
cardRespondable:function(){
return false;
},
cardSavable:function(){
return false;
}
},
intro:{
content:function(st,player){
var storage=player.disabledSkills.yijue;
if(storage&&storage.length){
var str='失效技能:';
for(var i=0;i<storage.length;i++){
if(lib.translate[storage[i]+'_info']){
str+=get.translation(storage[i])+'、';
}
}
return str.slice(0,str.length-1);
}
}
}
},
retieji:{
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audio:2,
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trigger:{player:'shaBegin'},
check:function(event,player){
return ai.get.attitude(player,event.target)<0;
},
content:function(){
"step 0"
player.judge(function(){return 0});
var target=trigger.target;
if(target.skills.contains('retieji2')==false){
target.disabledSkills.retieji=[];
for(var i=0;i<target.skills.length;i++){
if(!get.skillLocked(target.skills[i])){
target.disabledSkills.retieji.push(target.skills[i]);
}
}
target.addSkill('retieji2');
}
"step 1"
var suit=get.suit(result.card);
var target=trigger.target;
var num=target.num('h','shan');
target.chooseToDiscard('请弃置一张'+get.translation(suit)+'牌,否则不能使用闪抵消此杀','he',function(card){
return get.suit(card)==suit;
}).ai=function(card){
if(num==0) return 0;
if(card.name=='shan') return num>1;
return 8-ai.get.value(card);
};
"step 2"
if(!result.bool){
trigger.directHit=true;
}
}
},
retieji2:{
trigger:{global:'phaseAfter'},
forced:true,
content:function(){
delete player.disabledSkills.retieji;
player.removeSkill('retieji2');
},
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audio:false,
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mark:true,
intro:{
content:function(st,player){
var storage=player.disabledSkills.retieji;
if(storage&&storage.length){
var str='失效技能:';
for(var i=0;i<storage.length;i++){
if(lib.translate[storage[i]+'_info']){
str+=get.translation(storage[i])+'、';
}
}
return str.slice(0,str.length-1);
}
}
}
},
reyicong:{
mod:{
globalFrom:function(from,to,current){
if(from.hp>2) return current-1;
},
globalTo:function(from,to,current){
if(to.hp<=2) return current+1;
},
},
ai:{
threaten:0.8
}
},
qiaomeng:{
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audio:2,
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trigger:{source:'damageEnd'},
direct:true,
filter:function(event){
return event.card&&event.card.name=='sha'&&event.cards&&
get.color(event.cards)=='black'&&event.player.num('e');
},
content:function(){
"step 0"
player.choosePlayerCard('e',trigger.player);
"step 1"
if(result.bool){
player.logSkill('qiaomeng');
trigger.player.discard(result.links[0]);
event.card=result.links[0];
}
else{
event.finish();
}
"step 2"
if(get.position(card)=='d'){
if(get.subtype(card)=='equip3'||get.subtype(card)=='equip4'){
player.gain(card);
player.$gain2(card);
}
}
}
},
rekurou:{
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audio:2,
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enable:'phaseUse',
usable:1,
filterCard:true,
check:function(card){
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return 8-ai.get.value(card);
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},
position:'he',
content:function(){
player.loseHp();
},
ai:{
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order:8,
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result:{
player:function(player){
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if(player.hp<=2) return player.num('h')==0?1:0;
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if(player.num('h',{name:'sha',color:'red'})) return 1;
return player.num('h')<=player.hp?1:0;
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}
},
effect:function(card,player){
if(get.tag(card,'damage')){
if(player.skills.contains('jueqing')) return [1,1];
return 1.2;
}
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if(get.tag(card,'loseHp')){
if(player.hp<=1) return;
return [0,0];
}
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}
}
},
zhaxiang:{
trigger:{player:'loseHpEnd'},
forced:true,
content:function(){
player.draw(3);
if(_status.currentPhase==player){
player.addTempSkill('zhaxiang2',{player:'phaseAfter'});
}
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else{
game.playAudio('skill','zhaxiang'+Math.ceil(Math.random()*2));
}
2015-04-29 03:25:17 +00:00
}
},
zhaxiang2:{
mod:{
targetInRange:function(card,player,target,now){
if(card.name=='sha'&&get.color(card)=='red') return true;
},
cardUsable:function(card,player,num){
if(card.name=='sha') return num+1;
}
},
trigger:{player:'shaBegin'},
forced:true,
filter:function(event,player){
return event.card&&get.color(event.card)=='red';
},
content:function(){
trigger.directHit=true;
}
},
zhuhai:{
trigger:{global:'phaseEnd'},
direct:true,
filter:function(event,player){
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return event.player.isAlive()&&event.player.getStat('damage')&&
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lib.filter.targetEnabled({name:'sha'},player,event.player)&&
!lib.filter.autoRespondSha.call({player:player});
},
content:function(){
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player.chooseToUse({name:'sha'},'是否对'+get.translation(trigger.player)+'使用一张杀',
trigger.player).logSkill='zhuhai';
2015-04-29 03:25:17 +00:00
}
},
qianxin:{
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audio:2,
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unique:true,
trigger:{source:'damageAfter'},
forced:true,
filter:function(event,player){
return player.hp<player.maxHp;
},
content:function(){
player.removeSkill('qianxin');
player.addSkill('jianyan');
2015-04-29 10:02:31 +00:00
player.loseMaxHp();
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}
},
jianyan:{
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audio:2,
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enable:'phaseUse',
usable:1,
content:function(){
"step 0"
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player.chooseControl(['red','black','basic','trick','equip']).ai=function(){
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if(player.num('shan')==0) return 'basic';
if(player.num('e')<=1) return 'equip';
if(player.num('h')>2) return 'trick';
return 'red';
};
"step 1"
var num=20;
var card;
event.cards=[];
while(num--){
card=get.cards(0);
event.cards.push(card);
if(get.color(card)==result.control) break;
else if(get.type(card,'trick')==result.control) break;
}
event.card=card;
player.showCards(event.cards);
player.chooseTarget(true,'选择一名男性角色送出'+get.translation(event.card),function(card,player,target){
return target.sex=='male';
});
"step 2"
result.targets[0].$gain(event.card);
for(var i=0;i<cards.length-1;i++){
ui.discardPile.appendChild(cards[i]);
}
game.delay(0,1000);
"step 3"
result.targets[0].gain(event.card);
},
ai:{
order:9,
result:{
player:2
},
threaten:1.2
}
},
reguose:{
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audio:1,
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enable:'phaseUse',
usable:1,
discard:false,
filter:function(event,player){
return player.num('he',{suit:'diamond'})>0;
},
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prepare:function(cards,player){
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player.$throw(cards);
},
position:'he',
filterCard:{suit:'diamond'},
filterTarget:function(card,player,target){
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if(player==target) return false;
if(target.hasJudge('lebu')) return true;
return lib.filter.targetEnabled({name:'lebu'},player,target);
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},
check:function(card){
return 7-ai.get.value(card);
},
content:function(){
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if(target.hasJudge('lebu')){
target.discard(target.getJudge('lebu'));
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}
else{
target.addJudge('lebu',cards);
}
player.draw();
},
ai:{
result:{
target:function(player,target){
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if(target.hasJudge('lebu')) return -ai.get.effect(target,{name:'lebu'},player,target);
2015-04-29 03:25:17 +00:00
return ai.get.effect(target,{name:'lebu'},player,target);
}
},
order:9,
}
},
fenwei:{
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audio:2,
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unique:true,
mark:true,
trigger:{global:'useCard'},
priority:5,
filter:function(event,player){
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if(get.type(event.card)!='trick') return false;
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if(get.info(event.card).multitarget) return false;
if(event.targets.length<2) return false;
if(player.storage.fenwei) return false;
return true;
},
init:function(player){
player.storage.fenwei=false;
},
direct:true,
content:function(){
"step 0"
player.chooseTarget('选择令'+get.translation(trigger.card)+'无效的目标',
[1,trigger.targets.length],function(card,player,target){
return trigger.targets.contains(target);
}).ai=function(target){
if(game.phaseNumber>game.players.length*2&&trigger.targets.length>=game.players.length-1){
return -ai.get.effect(target,trigger.card,trigger.player,player);
}
return -1;
};
"step 1"
if(result.bool){
player.unmarkSkill('fenwei');
player.logSkill('fenwei',result.targets);
player.storage.fenwei=true;
for(var i=0;i<result.targets.length;i++){
trigger.targets.remove(result.targets[i]);
}
game.delay();
}
},
intro:{
content:'limited'
}
},
chulao:{
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audio:2,
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enable:'phaseUse',
usable:1,
filterTarget:function(card,player,target){
if(player==target) return false;
if(target.group=='unknown') return false;
for(var i=0;i<ui.selected.targets.length;i++){
if(ui.selected.targets[i].group==target.group) return false;
}
return target.num('he')>0;
},
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filter:function(event,player){
return player.num('he')>0;
},
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filterCard:true,
position:'he',
selectTarget:[1,Infinity],
check:function(card){
if(get.suit(card)=='spade') return 8-ai.get.value(card);
return 5-ai.get.value(card);
},
content:function(){
"step 0"
if(num==0&&get.suit(cards[0])=='spade') player.draw();
player.choosePlayerCard(targets[num],'he',true);
"step 1"
if(result.bool){
if(result.links.length) targets[num].discard(result.links[0]);
if(get.suit(result.links[0])=='spade') targets[num].draw();
}
},
ai:{
result:{
target:-1
},
threaten:1.2,
order:3
}
},
xunxun:{
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audio:2,
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trigger:{player:'phaseDrawBefore'},
frequent:true,
content:function(){
"step 0"
event.cards=get.cards(4);
player.chooseCardButton(event.cards,2,true,'选择获得两张牌').ai=ai.get.buttonValue;
trigger.untrigger();
trigger.finish();
"step 1"
var choice=[];
for(var i=0;i<result.links.length;i++){
choice.push(result.links[i]);
cards.remove(result.links[i]);
}
for(var i=0;i<cards.length;i++){
ui.cardPile.appendChild(cards[i]);
}
player.gain(choice);
player.$gain(choice.length);
game.delay();
},
},
wangxi:{
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audio:2,
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trigger:{player:'damageEnd',source:'damageEnd'},
filter:function(event){
return event.num&&event.source&&event.player&&
event.player.isAlive()&&event.source.isAlive()&&event.source!=event.player;
},
check:function(event,player){
if(event.player==player) return ai.get.attitude(player,event.source)>-3;
return ai.get.attitude(player,event.player)>-3;
},
content:function(){
"step 0"
game.asyncDraw([trigger.player,trigger.source],trigger.num);
"step 1"
game.delay();
}
}
},
translate:{
2015-12-06 15:23:47 +00:00
re_zhangliao:'界张辽',
re_huangyueying:'新黄月英',
re_simayi:'界司马懿',
re_xuzhu:'界许褚',
re_xiahoudun:'界夏侯惇',
re_lvmeng:'界吕蒙',
re_zhouyu:'界周瑜',
re_luxun:'界陆逊',
re_zhaoyun:'界赵云',
re_guanyu:'界关羽',
re_zhangfei:'界张飞',
re_machao:'界马超',
re_caocao:'界曹操',
re_guojia:'界郭嘉',
re_lvbu:'界吕布',
re_xushu:'界徐庶',
re_huanggai:'界黄盖',
re_gongsunzan:'界公孙瓒',
re_daqiao:'界大乔',
re_ganning:'界甘宁',
re_huatuo:'界华佗',
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re_lidian:'李典',
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qinxue:'勤学',
retuxi:'突袭·新',
reluoyi:'裸衣·新',
reluoyi2:'裸衣·新',
reganglie:'刚烈·新',
qingjian:'清俭',
reyingzi:'英姿·新',
refanjian:'反间·新',
refanjian_card:'弃牌',
refanjian_hp:'流失体力',
reqianxun:'谦逊·新',
reqianxun2:'谦逊·新',
relianying:'连营·新',
retishen:'替身',
retishen2:'替身',
reyajiao:'涯角',
rejianxiong:'奸雄·新',
rejianxiong_mopai:'摸牌',
rejianxiong_napai:'拿牌',
reyiji:'遗计·新',
reyiji2:'遗计·新',
yijue:'义绝',
yijue2:'义绝',
retieji:'铁骑·新',
retieji2:'铁骑·新',
refankui:'反馈·新',
reyicong:'义从',
qiaomeng:'趫猛',
rekurou:'苦肉·新',
zhaxiang:'诈降',
zhaxiang2:'诈降',
zhuhai:'诛害',
qianxin:'潜心',
jianyan:'荐言',
reguicai:'鬼才·新',
xunxun:'恂恂',
wangxi:'忘隙',
reguose:'国色·新',
fenwei:'奋威',
chulao:'除痨',
rejizhi:'集智',
2015-12-09 12:17:15 +00:00
liyu:'利驭',
liyu_info:'当你使用【杀】对一名其他角色造成伤害后,该角色可令你获得其一张牌,若如此做,则视为你对其选择的另一名角色使用一张【决斗】',
2015-04-29 03:25:17 +00:00
rejizhi_info:'当你使用一张装备牌或锦囊牌时,你可以摸一张牌并展示之,若此牌是基本牌,你须弃置一张手牌',
xunxun_info:'摸牌阶段,你可以放弃摸牌,改为观看牌堆顶的四张牌,然后获得其中的两张牌,将其余的牌以任意顺序置于牌堆底。',
wangxi_info:'每当你对其他角色造成1点伤害后或受到其他角色造成的1点伤害后你可与该角色各摸一张牌。',
reguose_info:'出牌阶段限一次,你可以选择一项:将一张方片花色牌当做【乐不思蜀】使用;或弃置一张方片花色牌并弃置场上的一张【乐不思蜀】。选择完成后,你摸一张牌。',
fenwei_info:'当一名角色使用的锦囊牌指定了至少两名角色为目标时,你可以令此牌对其中任意名角色无效。',
chulao_info:'出牌阶段限一次,若你有牌,你可以选择任意名势力各不相同的其他角色,你弃置你和这些角色的各一张牌。然后以此法弃置黑桃牌的角色各摸一张牌。',
reguicai_info:'在任意角色的判定牌生效前,你可以打出一张牌代替之',
zhuhai_info:'一名其他角色的结束阶段开始时,若该角色本回合造成过伤害,你可以对其使用一张【杀】。',
qianxin_info:'觉醒技当你造成一次伤害后若你已受伤你须减1点体力上限并获得技能“荐言”。',
jianyan_info:'出牌阶段限一次,你可以声明一种牌的类别或颜色,然后连续亮出牌堆顶的牌,直到亮出符合你声明的牌为止,选择一名男性角色,该角色获得此牌,再将其余以此法亮出的牌置入弃牌堆。',
rekurou_info:'出牌阶段限一次你可以弃置一张牌然后失去1点体力。',
zhaxiang_info:'锁定技 每当你失去1点体力后你摸三张牌。然后若此时是你的出牌阶段则直到回合结束你使用红色【杀】无距离限制且不能被【闪】响应你可以额外使用一张【杀】。',
qiaomeng_info:'每当你使用黑色【杀】对一名角色造成伤害后,你可以弃置该角色装备区里的一张牌,若此牌是坐骑牌,你于此牌置入弃牌堆时获得之。',
reyicong_info:'锁定技只要你的体力值大于2点你计算与其他角色的距离时始终-1只要你的体力值为2点或更低其他角色计算与你的距离时始终+1。',
refankui_info:'每当你受到1点伤害后你可以获得伤害来源的一张牌。',
retieji_info:'当你使用【杀】指定一名角色为目标后,你可以进行一次判定并令该角色的非锁定技失效直到回合结束,除非该角色弃置一张与判定结果花色相同的牌,否则不能使用【闪】抵消此【杀】。',
yijue_info:'出牌阶段限一次,你可以与一名其他角色拼点,若你赢,则直到回合结束,该角色不能使用或打出手牌且其非锁定技失效,若你没赢,你可令该角色回复一点体力。',
reyiji_info:'每当你受到1点伤害后你可以摸两张牌。然后你可以在至多两名角色的武将牌旁边分别扣置至多两张手牌这些角色的下个摸牌阶段开始时该角色获得其武将牌旁的这些牌。',
rejianxiong_info:'每当你受到伤害后,你可以选择一项:摸一张牌,或获得对你造成伤害的牌。',
reyajiao_info:'每当你于回合外使用或打出一张手牌时,你可以亮出牌堆顶的一张牌,若此牌与你此次使用或打出的牌类别相同,你可以将之交给任意一名角色;若不同则你可以将之置入弃牌堆。',
retishen_info:'限定技准备阶段开始时你可以将体力回复至等同于你上回合结束时的体力值然后你每以此法回复1点体力便摸一张牌。',
reqianxun_info:'每当一张延时类锦囊牌或其他角色使用的非延时类锦囊牌生效时,若你是此牌的唯一目标,你可以将所有手牌置于你的武将牌上,若如此做,此回合结束时,你获得你武将牌上的所有牌。',
relianying_info:'当你失去最后的手牌时你可以令至多X名角色各摸一张牌X为你此次失去的手牌数。',
reyingzi_info:'锁定技,摸牌阶段摸牌时,你额外摸一张牌;你的手牌上限不会因体力值的减少而减少。',
refanjian_info:'出牌阶段限一次,你可以展示一张手牌并将此牌交给一名其他角色。然后该角色选择一项:展示其手牌并弃置所有与此牌花色相同的牌,或是去一点体力。',
qingjian_info:'每当你于摸牌阶段外获得牌时,你可以将其中任意牌以任意顺序交给其他角色',
qinxue_info:'觉醒技准备阶段开始时若你的手牌数比体力值多3人数不少于7时改为2或更多你须减一点体力上限并获得技能【攻心】',
retuxi_info:'摸牌阶段摸牌时,你可以少摸任意张牌,然后选择等量的手牌数大于或等于你的其他角色,获得这些角色的各一张手牌。',
reluoyi_info:'你可以跳过摸牌阶段,然后展示牌堆顶的三张牌,获得其中的基本牌、武器牌和【决斗】,若如此做,直到你的下回合开始,你为伤害来源的【杀】或【决斗】造成的伤害+1。',
reganglie_info:'每当你受到1点伤害后可进行一次判定若结果为红色你对伤害来源造成1点伤害若结果为黑色你弃置其一张牌。'
},
}