noname/character/xianjian.js

1437 lines
38 KiB
JavaScript
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'use strict';
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character.xianjian={
character:{
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pal_lixiaoyao:['male','qun',4,['xiaoyao','yujian']],
pal_zhaoliner:['female','wei',3,['huimeng','tianshe']],
pal_linyueru:['female','wei',3,['guiyuan','qijian']],
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// pal_wangxiaohu:['male','qun',4,['guiyuan','qijian']],
// pal_sumei:['female','shu',3,['guiyuan','qijian']],
// pal_shenqishuang:['female','wei',3,['guiyuan','qijian']],
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pal_jingtian:['male','wu',3,['sajin','jubao']],
pal_xuejian:['female','shu',3,['shuangren','shenmu','duci']],
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// pal_longkui:['female','shu',3,['shuangren','shenmu','duci']],
// pal_longkuigui:['female','shu',3,['shuangren','shenmu','duci']],
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pal_zixuan:['female','wei',3,['shuiyun','wangyou','changnian']],
pal_changqing:['male','wei',4,['luanjian','tianfu']],
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// pal_nangonghuang:['male','wei',3,[]],
// pal_wenhui:['female','shu',4,[]],
// pal_wangpengxu:['female','shu',3,[]],
// pal_xingxuan:['male','wei',3,[]],
// pal_xingxuan:['male','wei',3,[]],
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pal_yuntianhe:['male','wu',4,['longxi','zhuyue','guanri']],
pal_hanlingsha:['female','shu',3,['tannang','tuoqiao']],
pal_liumengli:['female','wei',3,['tianxian','runxin','zhimeng']],
pal_murongziying:['male','wei',4,['xuanning','poyun','qianfang']],
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pal_xuanxiao:['male','wei',4,['xuanyan','ningbin','xfenxin']],
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},
skill:{
xuanyan:{
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// trigger:{source:'damageBefore'},
// forced:true,
// priority:5,
// check:function(event,player){
// return player.hp>3;
// },
// filter:function(event){
// return event.card&&get.color(event.card)=='red';
// },
// content:function(){
// trigger.nature='fire';
// },
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group:['xuanyan2','xuanyan3']
},
xuanyan2:{
trigger:{source:'damageBegin'},
forced:true,
filter:function(event){
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return event.nature=='fire'&&event.notLink();
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},
content:function(){
trigger.num++;
}
},
xuanyan3:{
trigger:{source:'damageEnd'},
forced:true,
popup:false,
filter:function(event){
return event.nature=='fire';
},
content:function(){
player.loseHp();
}
},
ningbin:{
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trigger:{player:'damageEnd'},
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forced:true,
filter:function(event){
return event.nature=='thunder';
},
content:function(){
player.recover();
},
ai:{
effect:{
target:function(card,player,target){
if(get.tag(card,'thunderDamage')){
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if(target.hp<=1||!target.skills.contains('xfenxin')) return [0,0];
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return [0,1.5];
}
}
}
},
},
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xfenxin:{
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trigger:{player:'changeHp'},
forced:true,
filter:function(event){
return event.num!=0;
},
content:function(){
player.draw(Math.abs(trigger.num));
},
ai:{
effect:{
target:function(card){
if(get.tag(card,'thunderDamage')) return;
if(get.tag(card,'damage')||get.tag(card,'recover')){
return [1,0.2];
}
}
}
},
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group:'xfenxin2'
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},
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xfenxin2:{
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trigger:{source:'dieAfter'},
forced:true,
content:function(){
player.gainMaxHp();
player.recover();
}
},
luanjian:{
enable:'phaseUse',
filter:function(event,player){
return player.num('h','sha')>1&&lib.filter.filterCard({name:'sha'},player);
},
filterCard:{name:'sha'},
selectCard:2,
check:function(card){
var num=0;
var player=_status.event.player;
for(var i=0;i<game.players.length;i++){
if(lib.filter.targetEnabled({name:'sha'},player,game.players[i])&&
ai.get.effect(game.players[i],{name:'sha'},player)>0){
num++;
if(num>1) return 8-ai.get.value(card);
}
}
return 0;
},
selectTarget:[1,Infinity],
discard:false,
prepare:function(cards,player,targets){
player.$throw(cards);
player.line(targets);
},
filterTarget:function(card,player,target){
return lib.filter.targetEnabled({name:'sha'},player,target);
},
content:function(){
"step 0"
if(!player.skills.contains('unequip')){
event.added=true;
player.skills.push('unequip');
}
targets.sort(lib.sort.seat);
player.useCard({name:'sha'},cards,targets,'luanjian').animate=false;
"step 1"
if(event.added){
player.skills.remove('unequip');
}
},
multitarget:true,
ai:{
order:function(){
return lib.card.sha.ai.order+0.1;
},
result:{
target:function(player,target){
var added=false;
if(!player.skills.contains('unequip')){
added=true;
player.skills.push('unequip');
}
var eff=ai.get.effect(target,{name:'sha'},player,target);
if(added){
player.skills.remove('unequip');
}
return eff;
}
},
effect:{
player:function(card,player){
if(_status.currentPhase!=player) return;
if(card.name=='sha'&&player.num('h','sha')<2&&player.num('h')<=player.hp){
var num=0;
var player=_status.event.player;
for(var i=0;i<game.players.length;i++){
if(lib.filter.targetEnabled({name:'sha'},player,game.players[i])&&
ai.get.attitude(player,game.players[i])<0){
num++;
if(num>1) return [0,0,0,0];
}
}
}
}
},
}
},
tianfu:{
enable:'phaseUse',
filter:function(event,player){
return player.num('h','shan')>0;
},
filterCard:{name:'shan'},
discard:false,
prepare:function(cards,player,targets){
player.$give(cards,targets[0]);
game.delay();
},
filterTarget:function(card,player,target){
return target!=player&&!target.skills.contains('tianfu2');
},
check:function(card){
if(_status.event.player.hp>=3) return 8-ai.get.value(card);
return 7-ai.get.value(card);
},
content:function(){
target.storage.tianfu2=cards[0];
target.storage.tianfu3=player;
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game.addVideo('storage',target,['tianfu2',get.cardInfo(cards[0]),'card']);
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target.addSkill('tianfu2');
},
ai:{
result:{
target:function(player,target){
var att=ai.get.attitude(player,target);
if(att>=0) return 0;
return ai.get.damageEffect(target,player,target);
}
},
expose:0.2
}
},
tianfu2:{
trigger:{source:'damageAfter'},
forced:true,
mark:'card',
filter:function(event,player){
return player.storage.tianfu2&&player.storage.tianfu3;
},
content:function(){
"step 0"
player.damage(player.storage.tianfu3.isAlive()?player.storage.tianfu3:'nosource');
"step 1"
player.$throw(player.storage.tianfu2);
ui.discardPile.appendChild(player.storage.tianfu2);
delete player.storage.tianfu2;
delete player.storage.tianfu3;
player.removeSkill('tianfu2')
},
group:'tianfu3',
intro:{
content:'card'
}
},
tianfu3:{
trigger:{player:'dieBegin'},
forced:true,
popup:false,
content:function(){
if(player.storage.tianfu3.isAlive()){
player.storage.tianfu3.gain(player.storage.tianfu2,'gain2');
}
else{
ui.discardPile.appendChild(player.storage.tianfu2);
}
delete player.storage.tianfu2;
delete player.storage.tianfu3;
player.removeSkill('tianfu2');
}
},
shuiyun:{
trigger:{player:'phaseEnd'},
direct:true,
init:function(player){
player.storage.shuiyun=[];
},
filter:function(event,player){
if(player.storage.shuiyun.length>=3) return false;
var types=[];
for(var i=0;i<player.storage.shuiyun.length;i++){
types.add(get.type(player.storage.shuiyun[i],'trick'));
}
var cards=player.get('h');
for(var i=0;i<cards.length;i++){
if(!types.contains(get.type(cards[i],'trick'))){
return true;
}
}
return false;
},
content:function(){
"step 0"
var types=[];
var num=player.num('h');
for(var i=0;i<player.storage.shuiyun.length;i++){
types.add(get.type(player.storage.shuiyun[i],'trick'));
}
player.chooseCard('是否发动【水蕴】?',function(card){
return !types.contains(get.type(card,'trick'));
}).ai=function(card){
return 11-ai.get.value(card);
};
"step 1"
if(result.bool){
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player.$throw(result.cards);
var clone=result.cards[0].clone;
setTimeout(function(){
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clone.moveDelete(player);
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game.addVideo('gain2',player,get.cardsInfo([clone]));
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},500);
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player.logSkill('shuiyun');
player.storage.shuiyun.push(result.cards[0]);
player.lose(result.cards,ui.special);
player.markSkill('shuiyun');
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game.addVideo('storage',player,['shuiyun',get.cardsInfo(player.storage.shuiyun),'cards']);
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}
},
intro:{
content:'cards',
onunmark:function(storage,player){
if(storage&&storage.length){
for(var i=0;i<storage.length;i++){
ui.discardPile.appendChild(storage[i]);
}
player.$throw(storage);
delete player.storage.shuiyun;
}
}
},
ai:{
effect:{
player:function(card,player){
if(_status.currentPhase!=player) return;
if(card.name=='wuzhong'||card.name=='yiyi'||
card.name=='yuanjiao'||card.name=='shunshou') return;
if(player.num('h')<=player.hp){
var types=[];
for(var i=0;i<player.storage.shuiyun.length;i++){
types.add(get.type(player.storage.shuiyun[i],'trick'));
}
if(!types.contains(get.type(card,'trick'))){
return [0,0,0,0];
}
}
}
},
threaten:2.2
},
group:['shuiyun5']
},
shuiyun5:{
trigger:{global:'dying'},
priority:6,
filter:function(event,player){
return event.player.hp<=0&&player.storage.shuiyun&&player.storage.shuiyun.length;
},
direct:true,
content:function(){
"step 0"
player.chooseCardButton(player.storage.shuiyun,'是否发动【水蕴】?').ai=function(button){
return ai.get.attitude(player,trigger.player)>2?1:0;
}
"step 1"
if(result.bool){
player.storage.shuiyun.remove(result.links[0]);
if(!player.storage.shuiyun.length){
player.unmarkSkill('shuiyun');
}
player.$throw(result.links);
ui.discardPile.appendChild(result.links[0]);
trigger.player.recover();
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// if(trigger.player!=player){
// trigger.player.draw();
// }
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player.logSkill('shuiyun5',trigger.player,'thunder');
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game.addVideo('storage',player,['shuiyun',get.cardsInfo(player.storage.shuiyun),'cards']);
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}
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"step 2"
if(trigger.player!=player){
game.delay();
}
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},
ai:{
expose:0.3
}
},
wangyou:{
trigger:{global:'phaseEnd'},
unique:true,
gainable:true,
direct:true,
filter:function(event,player){
if(!player.num('he')) return false;
if(player==event.player) return false;
for(var i=0;i<game.players.length;i++){
if(game.players[i].skills.contains('wangyou3')) return true;
}
return false;
},
content:function(){
"step 0"
var targets=[];
var num=0;
for(var i=0;i<game.players.length;i++){
if(game.players[i].skills.contains('wangyou3')){
var att=ai.get.attitude(player,game.players[i]);
if(att>0) num++;
else if(att<0) num--;
targets.push(game.players[i]);
}
}
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var next=player.chooseToDiscard('是否对'+get.translation(targets)+'发动【忘忧】?','he');
next.logSkill=['wangyou',event.targets];
next.ai=function(card){
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if(num<=0) return 0;
switch(num){
case 1:return 5-ai.get.value(card);
case 2:return 7-ai.get.value(card);
default:return 8-ai.get.value(card);
}
}
event.targets=targets;
"step 1"
if(result.bool){
event.targets.sort(lib.sort.seat);
game.asyncDraw(event.targets);
}
else{
event.finish();
}
},
ai:{
expose:0.1,
threaten:1.2
},
group:'wangyou2'
},
wangyou2:{
trigger:{global:'damageEnd'},
forced:true,
popup:false,
silent:true,
filter:function(event){
return event.player.isAlive();
},
content:function(){
trigger.player.addTempSkill('wangyou3','phaseAfter');
}
},
wangyou3:{},
changnian:{
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forbid:['boss'],
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trigger:{player:'dieBegin'},
direct:true,
unique:true,
content:function(){
"step 0"
player.chooseTarget('是否发动【长念】?',function(card,player,target){
return player!=target;
}).ai=function(target){
return ai.get.attitude(player,target);
};
"step 1"
if(result.bool){
var cards=player.get('hej');
var target=result.targets[0];
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// if(player.storage.shuiyun&&player.storage.shuiyun.length){
// target.gainMaxHp();
// target.recover(player.storage.shuiyun.length);
// cards=cards.concat(player.storage.shuiyun);
// player.storage.shuiyun.length=0;
// }
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player.$give(cards,target);
target.gain(cards);
target.addSkill('changnian2');
player.logSkill('changnian',target);
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target.marks.changnian=target.markCharacter(player,{
name:'长念',
content:'$<div><div class="skill">【追思】</div><div>锁定技,回合结束阶段,你摸一张牌</div></div>'
});
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game.addVideo('markCharacter',target,{
name:'长念',
content:'$<div><div class="skill">【追思】</div><div>锁定技,回合结束阶段,你摸一张牌</div></div>',
id:'changnian',
target:player.dataset.position
});
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}
},
ai:{
threaten:0.8
}
},
changnian2:{
trigger:{player:'phaseEnd'},
forced:true,
content:function(){
player.draw();
},
},
sajin:{
enable:'phaseUse',
filterTarget:function(card,player,target){
return target.hp<target.maxHp;
},
selectTarget:[1,Infinity],
filterCard:true,
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usable:1,
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check:function(card){
var player=_status.currentPhase;
if(player.num('h')>player.hp){
return 7-ai.get.value(card);
}
return 4-ai.get.value(card);
},
content:function(){
"step 0"
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var color=get.color(cards[0]);
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target.judge(function(card){
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return get.color(card)==color?1:0;
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});
"step 1"
if(result.bool){
target.recover();
}
},
ai:{
order:3,
result:{
target:function(player,target){
return ai.get.recoverEffect(target);
}
},
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threaten:1.5
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}
},
jubao:{
trigger:{global:'discardAfter'},
filter:function(event,player){
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if(player.skills.contains('jubao2')) return false;
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if(event.player==player) return false;
if(_status.currentPhase==player) return false;
for(var i=0;i<event.cards.length;i++){
if(get.type(event.cards[i])!='basic'&&get.position(event.cards[i])=='d'){
return true;
}
}
return false;
},
frequent:true,
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content:function(){
"step 0"
if(trigger.delay==false) game.delay();
"step 1"
var cards=[];
for(var i=0;i<trigger.cards.length;i++){
if(get.type(trigger.cards[i])!='basic'&&get.position(trigger.cards[i])=='d'){
cards.push(trigger.cards[i]);
}
}
if(cards.length){
var card=cards.randomGet();
player.gain(card);
player.$gain2(card);
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game.log(player,'获得了',card);
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player.addTempSkill('jubao2','phaseAfter');
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}
},
ai:{
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threaten:1.5
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}
},
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jubao2:{},
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duci:{
trigger:{player:'loseEnd'},
direct:true,
filter:function(event,player){
for(var i=0;i<event.cards.length;i++){
if(event.cards[i].original=='e') return true;
}
return false;
},
content:function(){
"step 0"
player.chooseTarget('是否发动【毒刺】?',function(card,player,target){
return player!=target&&get.distance(player,target)<=1;
}).ai=function(target){
return ai.get.damageEffect(target,player,player);
};
"step 1"
if(result.bool){
player.logSkill('duci',result.targets);
result.targets[0].damage();
}
},
ai:{
expose:0.2,
threaten:1.5,
effect:{
target:function(card,player,target,current){
if(get.type(card)=='equip'){
for(var i=0;i<game.players.length;i++){
if(player!=game.players[i]&&get.distance(player,game.players[i])<=1&&
ai.get.damageEffect(game.players[i],player,player)>0){
return [1,3];
}
}
}
}
}
}
},
shuangren:{
trigger:{player:['loseEnd']},
filter:function(event,player){
if(!player.equiping) return false;
for(var i=0;i<event.cards.length;i++){
if(event.cards[i].original=='e'&&get.subtype(event.cards[i])=='equip1') return true;
}
return false;
},
content:function(){
var card;
for(var i=0;i<trigger.cards.length;i++){
if(trigger.cards[i].original=='e'&&get.subtype(trigger.cards[i])=='equip1'){
card=trigger.cards[i];
}
}
if(card){
if(player.storage.shuangren){
player.unmark(player.storage.shuangren,'shuangren');
player.discard(player.storage.shuangren);
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game.addVideo('unmarkId',player,[get.cardInfo(player.storage.shuangren),'shuangren']);
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}
if(card.clone){
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card.clone.moveDelete(player);
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game.addVideo('gain2',player,get.cardsInfo([card.clone]));
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player.mark(card,'shuangren');
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game.addVideo('markId',player,[get.cardInfo(card),'shuangren']);
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}
ui.special.appendChild(card);
player.storage.shuangren=card;
var info=get.info(card);
if(info.skills){
player.additionalSkills.shuangren=info.skills;
}
else{
delete player.additionalSkills.shuangren;
}
}
},
ai:{
effect:{
target:function(card,player,target,current){
if(get.subtype(card)=='equip1') return [1,3];
}
}
},
intro:{
content:'card'
},
group:'shuangren2'
},
shuangren2:{
trigger:{player:'dieBegin'},
forced:true,
popup:false,
silent:true,
filter:function(event,player){
return player.storage.shuangren?true:false;
},
content:function(){
if(player.storage.shuangren){
ui.discardPile.appendChild(player.storage.shuangren);
player.$throw(player.storage.shuangren);
}
}
},
guiyuan:{
enable:'phaseUse',
usable:1,
filterCard:{name:'sha'},
filter:function(event,player){
return player.hp<player.maxHp;
},
content:function(){
player.recover();
},
ai:{
order:5,
result:{
player:1
}
}
},
qijian:{
trigger:{player:'phaseDiscardEnd'},
direct:true,
filter:function(event,player){
return event.cards&&event.cards.length>0;
},
content:function(){
"step 0"
player.chooseTarget([1,trigger.cards.length],'是否发动【气剑】?',function(card,player,target){
return player.canUse({name:'sha'},target,false);
}).ai=function(target){
return ai.get.effect(target,{name:'sha'},player);
};
"step 1"
if(result.bool){
player.logSkill('qijian');
player.useCard({name:'sha'},result.targets);
}
},
},
shenmu:{
trigger:{global:'dying'},
priority:6,
filter:function(event,player){
return event.player.hp<=0&&player.num('h',{color:'red'});
},
check:function(event,player){
if(ai.get.attitude(player,event.player)<=0) return false;
var cards=player.get('h',{color:'red'});
for(var i=0;i<cards.length;i++){
if(cards[i].name=='tao') return false;
if(ai.get.value(cards[i])>7&&cards.length>2) return false;
}
},
content:function(){
"step 0"
player.showHandcards();
"step 1"
var cards=player.get('h',{color:'red'});
event.num=cards.length;
player.discard(cards);
"step 2"
trigger.player.recover(1-trigger.player.hp);
trigger.player.draw(event.num);
},
ai:{
threaten:1.6,
expose:0.2
}
},
qianfang:{
trigger:{player:'phaseBegin'},
direct:true,
filter:function(event,player){
return player.storage.xuanning&&player.num('he')+player.storage.xuanning>=3;
},
content:function(){
"step 0"
var ainum=0;
var num=3-player.storage.xuanning;
event.targets=[];
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=player&&!game.players[i].isOut()&&
lib.filter.targetEnabled({name:'wanjian'},player,game.players[i])){
ainum+=ai.get.effect(game.players[i],{name:'wanjian'});
event.targets.push(game.players[i]);
}
}
if(num){
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var next=player.chooseToDiscard(num,'是否发动【千方】?','he');
next.ai=function(card){
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if(ainum>=0){
switch(num){
case 1:return 8-ai.get.value(card);
case 2:return 6-ai.get.value(card);
case 3:return 4-ai.get.value(card);
}
}
return -1;
}
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next.logSkill='qianfang';
event.logged=true;
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}
else{
player.chooseBool('是否发动【千方】?').ai=function(){
return ainum>=0;
}
}
"step 1"
if(result.bool){
player.storage.xuanning=0;
player.unmarkSkill('xuanning');
player.addTempSkill('qianfang2','phaseAfter');
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if(!event.logged) player.logSkill('qianfang');
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player.useCard({name:'wanjian'},event.targets);
}
else{
event.finish();
}
},
ai:{
expose:0.1,
threaten:1.5
}
},
qianfang2:{
trigger:{player:'phaseDrawBegin'},
forced:true,
popup:false,
content:function(){
trigger.num++;
}
},
poyun:{
trigger:{source:'damageEnd'},
check:function(event,player){
return ai.get.attitude(player,event.player)<0&&event.player.num('he')>1;
},
filter:function(event,player){
return player.storage.xuanning>0&&event.player.num('he')>0;
},
direct:true,
content:function(){
"step 0"
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player.discardPlayerCard(trigger.player,'he','是否发动【破云】',[1,2]).logSkill=['poyun',trigger.player];
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"step 1"
if(result.bool){
player.storage.xuanning--;
if(!player.storage.xuanning){
player.unmarkSkill('xuanning');
}
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player.syncStorage('xuanning');
2015-04-29 03:25:17 +00:00
}
},
ai:{
threaten:1.3
}
},
poyun2:{
trigger:{source:'damageEnd'},
forced:true,
popup:false,
filter:function(event,player){
return player.storage.poyun?true:false;
},
content:function(){
player.draw();
player.storage.poyun=false;
player.removeSkill('poyun2');
}
},
poyun3:{},
zhuyue:{
enable:'phaseUse',
filter:function(event,player){
return player.num('he',{type:'basic'})<player.num('he');
},
// position:'he',
init:function(player){
player.storage.zhuyue=[];
},
filterCard:function(card){
return get.type(card)!='basic';
},
selectTarget:[1,2],
filterTarget:function(card,player,target){
return player!=target&&target.num('he')>0;
},
usable:1,
locked:false,
check:function(card){
return 7-ai.get.value(card);
},
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multitarget:true,
multiline:true,
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content:function(){
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'step 0'
targets.sort(lib.sort.seat);
var target=targets[0];
var cs=target.get('he');
if(cs.length){
target.discard(cs.randomGet());
}
player.storage.zhuyue.add(target);
if(targets.length<2){
event.finish();
}
'step 1'
var target=targets[1];
var cs=target.get('he');
if(cs.length){
target.discard(cs.randomGet());
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}
player.storage.zhuyue.add(target);
},
ai:{
result:{
target:function(player,target){
if(!target.num('he')) return -0.2;
return -1;
}
},
order:10,
threaten:1.2,
exoise:0.2
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},
mod:{
targetInRange:function(card,player,target){
if(card.name=='sha'&&player.storage.zhuyue&&player.storage.zhuyue.contains(target)){
return true;
}
},
selectTarget:function(card,player,range){
if(card.name=='sha'&&player.storage.zhuyue&&player.storage.zhuyue.length){
range[1]=-1;
range[0]=-1;
}
},
playerEnabled:function(card,player,target){
if(card.name=='sha'&&player.storage.zhuyue&&player.storage.zhuyue.length&&!player.storage.zhuyue.contains(target)){
return false;
}
}
},
intro:{
content:'players'
},
group:'zhuyue2'
},
zhuyue2:{
trigger:{player:'phaseUseEnd'},
forced:true,
popup:false,
silent:true,
content:function(){
player.storage.zhuyue.length=0;
}
},
longxi:{
trigger:{player:['chooseToRespondBegin','chooseToUseBegin']},
forced:true,
popup:false,
max:2,
filter:function(event,player){
return _status.currentPhase!=player;
},
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priority:101,
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content:function(){
var cards=[];
var max=Math.min(ui.cardPile.childNodes.length,lib.skill.longxi.max);
for(var i=0;i<max;i++){
var card=ui.cardPile.childNodes[i];
if(trigger.filterCard(card,player)){
cards.push(card);
}
}
if(cards.length){
player.gain(cards,'draw');
player.logSkill('longxi');
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game.log(player,'获得了'+get.cnNumber(cards.length)+'张牌');
2015-04-29 03:25:17 +00:00
}
},
ai:{
effect:{
target:function(card,player,target,effect){
if(get.tag(card,'respondShan')) return 0.7;
if(get.tag(card,'respondSha')) return 0.7;
}
}
},
hiddenCard:function(player,name){
if(_status.currentPhase==player) return false;
var max=Math.min(ui.cardPile.childNodes.length,lib.skill.longxi.max);
for(var i=0;i<max;i++){
var card=ui.cardPile.childNodes[i];
if(card.name==name) return true;
}
return false;
}
},
guanri:{
unique:true,
enable:'phaseUse',
filter:function(event,player){
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return !player.storage.guanri&&player.num('h',{color:'red'})>=2;
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},
check:function(card){
return 8-ai.get.value(card);
},
filterCard:function(card){
return get.color(card)=='red';
},
selectCard:2,
filterTarget:function(card,player,target){
return player!=target&&target.hp>=player.hp;
},
intro:{
content:'limited'
},
line:'fire',
content:function(){
"step 0"
player.storage.guanri=true;
player.loseHp();
"step 1"
target.damage(2,'fire');
"step 2"
if(target.isAlive()){
target.discard(target.get('e'));
}
},
ai:{
order:1,
result:{
target:function(player,target){
var eff=ai.get.damageEffect(target,player,target,'fire');
if(player.hp>2) return eff;
if(player.hp==2&&target.hp==2) return eff;
return 0;
}
},
expose:0.5
}
},
tianxian:{
mod:{
targetInRange:function(card,player,target,now){
if(card.name=='sha') return true;
},
selectTarget:function(card,player,range){
if(card.name=='sha'&&range[1]!=-1) range[1]=Infinity;
}
},
priority:5.5,
trigger:{player:'useCardToBefore'},
filter:function(event){
return event.card.name=='sha';
},
forced:true,
check:function(){
return false;
},
content:function(){
"step 0"
trigger.target.judge(function(card){
return get.color(card)=='black'?1:0;
});
"step 1"
if(result.bool){
trigger.untrigger();
trigger.finish();
}
}
},
runxin:{
trigger:{player:['useCard','respondEnd']},
direct:true,
filter:function(event){
if(get.suit(event.card)=='heart'){
for(var i=0;i<game.players.length;i++){
if(game.players[i].hp<game.players[i].maxHp){
return true;
}
}
}
return false;
},
content:function(){
"step 0"
var noneed=(trigger.card.name=='tao'&&trigger.targets[0]==player&&player.hp==player.maxHp-1);
player.chooseTarget('是否发动【润心】?',function(card,player,target){
return target.hp<target.maxHp
}).ai=function(target){
var num=ai.get.attitude(player,target);
if(num>0){
if(noneed&&player==target){
num=0.5;
}
else if(target.hp==1){
num+=3;
}
else if(target.hp==2){
num+=1;
}
}
return num;
}
"step 1"
if(result.bool){
2016-01-28 06:46:42 +00:00
player.logSkill('runxin',result.targets);
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result.targets[0].recover();
}
},
ai:{
expose:0.3,
threaten:1.5
}
},
zhimeng:{
trigger:{player:'phaseEnd'},
direct:true,
locked:true,
unique:true,
gainable:true,
group:'zhimeng3',
content:function(){
"step 0"
player.chooseTarget('是否发动【织梦】?').ai=function(target){
var num=ai.get.attitude(player,target);
if(num>0){
if(player==target){
num++;
}
if(target.hp==1){
num+=3;
}
if(target.hp==2){
num+=1;
}
}
return num;
}
"step 1"
if(result.bool){
var target=result.targets[0];
var card=get.cards()[0];
target.$draw(card);
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target.storage.zhimeng2=card;
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game.addVideo('storage',target,['zhimeng2',get.cardInfo(card),'card']);
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target.addSkill('zhimeng2');
event.finish();
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player.logSkill('zhimeng',target);
}
},
ai:{
expose:0.2
}
},
zhimeng2:{
intro:{
content:'card',
onunmark:function(storage,player){
delete player.storage.zhimeng2;
}
},
mark:'card',
trigger:{target:'useCardToBegin'},
frequent:true,
filter:function(event,player){
return player.storage.zhimeng2&&get.type(event.card,'trick')==get.type(player.storage.zhimeng2,'trick');
},
content:function(){
player.draw();
},
ai:{
effect:{
target:function(card,player,target){
if(target.storage.zhimeng2&&get.type(card,'trick')==get.type(target.storage.zhimeng2,'trick')){
return [1,0.5];
}
}
}
}
},
zhimeng3:{
trigger:{player:['phaseBegin','dieBegin']},
forced:true,
popup:false,
silent:true,
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content:function(){
"step 0"
event.players=game.players.slice(0);
event.num=0;
"step 1"
if(event.num<event.players.length){
var player=event.players[event.num];
if(player.storage.zhimeng2){
if(trigger.name=='die'&&player==trigger.player){
ui.discardPile.appendChild(player.storage.zhimeng2);
}
else{
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game.log(player,'发动织梦,获得了',player.storage.zhimeng2);
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player.gain(player.storage.zhimeng2,'gain2');
player.popup('zhimeng');
}
player.removeSkill('zhimeng2');
}
event.num++;
event.redo();
}
},
},
tannang:{
enable:'chooseToUse',
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usable:1,
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filterCard:function(card){
return get.suit(card)=='club';
},
filter:function(event,player){
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return player.num('h',{suit:'club'});
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},
viewAs:{name:'shunshou'},
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viewAsFilter:function(player){
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if(!player.num('h',{suit:'club'})) return false;
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},
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prompt:'将一张装备牌当顺手牵羊使用',
check:function(card){
var player=_status.currentPhase;
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if(player.num('h',{subtype:get.subtype(card)})>1){
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return 11-ai.get.equipValue(card);
}
if(player.num('h')<player.hp){
return 6-ai.get.value(card);
}
return 2-ai.get.equipValue(card);
},
mod:{
targetInRange:function(card,player,target,now){
if(card.name=='shunshou') return true;
},
},
ai:{
order:9.5,
threaten:1.5
}
},
xiaoyao:{
group:'feiying',
direct:true,
filter:function(event,player){
return event.player!=player&&player.num('he')>1;
},
trigger:{target:'useCardToBefore'},
content:function(){
"step 0"
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var next=player.chooseToDiscard('是否弃置两张牌使'+get.translation(trigger.card)+'失效?','he',2);
next.logSkill='xiaoyao';
next.ai=function(card){
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if(ai.get.effect(player,trigger.card,trigger.player,player)<0){
if(get.tag(trigger.card,'respondSha')&&player.num('h','sha')) return 0;
if(get.tag(trigger.card,'respondShan')&&player.num('h','shan')) return 0;
return 4-ai.get.value(card);
}
return 0;
}
"step 1"
if(result.bool){
trigger.untrigger();
trigger.finish();
}
}
},
tuoqiao:{
filter:function(event,player){
return game.players.length>3&&(event.player==player.next||event.player==player.previous);
},
check:function(event,player){
return ai.get.effect(player,event.card,event.player,player)<0
},
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changeSeat:true,
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trigger:{target:'useCardToBefore'},
content:function(){
if(trigger.player==player.next){
game.swapSeat(player,player.previous);
}
else if(trigger.player==player.previous){
game.swapSeat(player,player.next);
}
else{
return;
}
trigger.untrigger();
trigger.finish();
// player.popup('xiaoyao');
},
ai:{
effect:{
target:function(card,player,target,current){
if(target==player.next||target==player.previous) return 0.1;
}
}
}
},
yujian:{
enable:'phaseUse',
usable:1,
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changeSeat:true,
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filterTarget:function(card,player,target){
return player!=target&&player.next!=target;
},
filterCard:true,
check:function(card){
return 4-ai.get.value(card);
},
content:function(){
while(player.next!=target){
game.swapSeat(player,player.next);
}
},
ai:{
order:5,
result:{
player:function(player,target){
var att=ai.get.attitude(player,target);
if(target==player.previous&&att>0) return 1;
if(target==player.next.next&&ai.get.attitude(player,player.next)<0) return 1;
return 0;
}
}
}
},
huimeng:{
trigger:{player:'recoverAfter'},
frequent:true,
content:function(){
player.draw(2);
},
ai:{
threaten:0.8
2015-04-29 03:25:17 +00:00
}
},
tianshe:{
group:['tianshe2'],
trigger:{player:'damageBefore'},
filter:function(event){
if(event.nature) return true;
},
forced:true,
content:function(){
trigger.untrigger();
trigger.finish();
},
ai:{
nofire:true,
nothunder:true,
effect:{
target:function(card,player,target,current){
if(card.name=='tiesuo') return 0;
if(get.tag(card,'fireDamage')) return 0;
if(get.tag(card,'thunderDamage')) return 0;
}
}
}
},
tianshe2:{
trigger:{source:'damageAfter'},
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filter:function(event,player){
if(event.nature&&player.hp<player.maxHp) return true;
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},
forced:true,
content:function(){
player.recover();
},
}
},
translate:{
pal_zhaoliner:'赵灵儿',
pal_linyueru:'林月如',
pal_xuejian:'雪见',
pal_jingtian:'景天',
pal_zixuan:'紫萱',
pal_lixiaoyao:'李逍遥',
pal_yuntianhe:'云天河',
pal_hanlingsha:'韩菱纱',
pal_liumengli:'柳梦璃',
pal_murongziying:'慕容紫英',
pal_changqing:'长聊',
pal_xuanxiao:'玄霄',
xuanyan:'玄炎',
xuanyan2:'玄炎',
2015-06-12 05:35:29 +00:00
xuanyan_info:'锁定技,你的火属性伤害+1你造成火属性伤害后流失1点体力',
2015-04-29 03:25:17 +00:00
ningbin:'凝冰',
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ningbin_info:'锁定技每当你受到1次雷属性伤害你回复1点体力',
2015-12-19 09:28:50 +00:00
xfenxin:'焚心',
xfenxin2:'焚心',
xfenxin_info:'锁定技,每当你的体力值发生改变,你摸等量的牌;每当你杀死一名角色,你增加一点体力上限并回复一点体力',
2015-04-29 03:25:17 +00:00
luanjian:'乱剑',
luanjian_info:'你可以将两张杀当杀使用,此杀无视距离和防具,且可以指定任意名目标',
tianfu:'天符',
tianfu2:'天符',
tianfu3:'天符',
tianfu_info:'你可以将一张闪置于一名其他角色的武将牌上,该角色在下一次造成伤害时受到来自你的一点伤害,若该角色死亡,你将闪收回,否则将闪置于弃牌堆',
shuiyun:'水蕴',
shuiyun_bg:'蕴',
shuiyun2:'水蕴',
shuiyun5:'水蕴',
shuiyun3:'水蕴',
2015-12-15 05:13:47 +00:00
shuiyun_info:'回合结束阶段你可以将一张与武将牌上的牌类别均不相同的手牌置于武将牌上称为“蕴”任意一名角色进入濒死状态时你可以弃置一张“蕴”令其回复1点体力',
2015-04-29 03:25:17 +00:00
wangyou:'忘忧',
wangyou_info:'其他角色的回合结束阶段,你可以弃置一张牌,令此回合内受过伤害的所有角色各摸一张牌',
changnian:'长念',
2015-06-16 13:24:35 +00:00
changnian2:'追思',
2015-12-27 08:09:12 +00:00
changnian_info:'你死亡时,可以将所有牌交给一名其他角色,令其获得技能【追思】',
2015-04-29 03:25:17 +00:00
sajin:'洒金',
2015-09-10 09:35:58 +00:00
sajin_info:'出牌阶段限一次,你可以弃置一张手牌并指定任意名角色进行判定,若判定颜色与你弃置的牌相同,该角色回复一点体力',
2015-04-29 03:25:17 +00:00
jubao:'聚宝',
2015-09-10 09:35:58 +00:00
jubao_info:'当其他角色于你的回合外首次弃置非基本牌时,你可以获得其中的随机一张',
2015-04-29 03:25:17 +00:00
guiyuan:'归元',
guiyuan_info:'出牌阶段限一次,你可以弃置一张杀并回复一点体力',
shuangren:'双刃',
shuangren_info:'当你的武器牌被替换时,你可以将其置于你的武将牌上,并获得此装备的武器效果(不含距离)',
duci:'毒刺',
duci_info:'每当你失去一次装备牌可以对距离1以内的一名其他角色造成一点伤害',
shenmu:'神木',
shenmu_info:'任意一名角色濒死时你可以展示你的手牌并弃置其中的所有红色牌至少一张若如此做该角色将体力回复至1然后摸X张牌X为你弃置的手牌数',
qijian:'气剑',
qijian_info:'弃牌阶段结束时你可以指定至多X名目标视为使用一张杀X为你于此阶段弃置的卡牌数',
poyun:'破云',
poyun_info:'每当你造成一次伤害,你可以弃置一枚玄凝标记,然后弃置对方两张牌',
qianfang:'千方',
qianfang_info:'回合开始阶段若你有玄凝标记可以弃置3-X张牌和所有玄凝标记视为使用了一张【万箭齐发】若如此做你本回合的摸牌阶段摸牌数+1。X为你的玄凝标记数',
longxi:'龙息',
longxi2:'龙息',
longxi_info:'锁定技,在回合外每当你需要使用或打出一张卡牌时,若牌堆顶的前两张中有可使用或打出的牌,你立即获得之',
zhuyue:'逐月',
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zhuyue_info:'出牌阶段限一次,你可以弃置一张非基本牌并指定至多两个目标各随机弃置一张牌,若如此做,你本回使用的杀须指定选中角色为目标',
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guanri:'贯日',
guanri_info:'限制技,你可以弃置两张红色手牌并流失一点体力,然后对一名体力值不少于你的其他角色造成两点火焰伤害并弃置其所有装备牌',
tianxian:'天弦',
tianxian_info:'锁定技,你的杀无视距离且可指定任意多个目标,目标须进行一次判定,若结果为黑色则取消之',
zhimeng:'织梦',
zhimeng2:'织梦',
zhimeng3:'织梦',
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zhimeng_info:'回合结束阶段,你可以选择一名角色将牌堆顶的一张牌置于该角色的武将牌上,直到你的下个回合开始将其收入手牌。当一名角色武将牌上有牌时,每当其成为与此牌类型相同的卡牌的目标,可以摸一张牌',
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runxin:'润心',
runxin_info:'每当你使用或打出一张红桃牌,你可以令一名角色回复一点体力',
tannang:'探囊',
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tannang_info:'你可以将一张梅花手牌当顺手牵羊使用每回合最多发动1次你的顺手牵羊无距离限制',
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tuoqiao:'脱壳',
tuoqiao_info:'每当你成为身边角色的卡牌的目标,你可以将座位后移一位,然后取消之',
xiaoyao:'逍遥',
xiaoyao_info:'锁定技,计算其他角色与你的距离时始终+1每当你成为其他角色的卡牌目标时你可以弃置两张牌使其失效',
yujian:'御剑',
yujian_info:'出牌阶段,你可以弃置一张手牌并将你的座位移到任意位置,每阶段限一次',
huimeng:'回梦',
huimeng_info:'每当你回复一点体力,可以摸两张牌',
tianshe:'天蛇',
tianshe2:'天蛇',
tianshe_info:'锁定技,你防止即将受到的属性伤害,每当你造成一次属性伤害,你回复一点体力',
},
}