2015-04-29 03:25:17 +00:00
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character.xianjian={
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character:{
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pal_lixiaoyao:['male','qun',4,['xiaoyao','yujian'],['fullskin']],
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pal_zhaoliner:['female','wei',3,['huimeng','tianshe'],['fullskin']],
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pal_linyueru:['female','wei',3,['guiyuan','qijian'],['fullskin']],
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// pal_wangxiaohu:['male','qun',4,['guiyuan','qijian']],
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// pal_sumei:['female','shu',3,['guiyuan','qijian']],
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// pal_shenqishuang:['female','wei',3,['guiyuan','qijian']],
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pal_jingtian:['male','wu',3,['sajin','jubao'],['fullskin']],
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pal_xuejian:['female','shu',3,['shuangren','shenmu','duci'],['fullskin']],
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// pal_longkui:['female','shu',3,['shuangren','shenmu','duci']],
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// pal_longkuigui:['female','shu',3,['shuangren','shenmu','duci']],
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pal_zixuan:['female','wei',3,['shuiyun','wangyou','changnian'],['fullskin']],
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pal_changqing:['male','wei',4,['luanjian','tianfu'],['fullskin']],
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// pal_nangonghuang:['male','wei',3,[]],
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// pal_wenhui:['female','shu',4,[]],
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// pal_wangpengxu:['female','shu',3,[]],
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// pal_xingxuan:['male','wei',3,[]],
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// pal_xingxuan:['male','wei',3,[]],
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pal_yuntianhe:['male','wu',4,['longxi','zhuyue','guanri'],['fullskin']],
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pal_hanlingsha:['female','shu',3,['tannang','tuoqiao'],['fullskin']],
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pal_liumengli:['female','wei',3,['tianxian','runxin','zhimeng'],['fullskin']],
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pal_murongziying:['male','wei',4,['xuanning','poyun','qianfang'],['fullskin']],
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pal_xuanxiao:['male','wei',4,['xuanyan','ningbin','fenxin'],['fullskin']],
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},
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skill:{
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xuanyan:{
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trigger:{source:'damageBefore'},
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forced:true,
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priority:5,
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check:function(event,player){
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return player.hp>3;
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},
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filter:function(event){
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return event.card&&get.color(event.card)=='red';
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},
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content:function(){
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trigger.nature='fire';
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},
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group:['xuanyan2','xuanyan3']
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},
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xuanyan2:{
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trigger:{source:'damageBegin'},
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forced:true,
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filter:function(event){
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return event.nature=='fire';
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},
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content:function(){
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trigger.num++;
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}
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},
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xuanyan3:{
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trigger:{source:'damageEnd'},
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forced:true,
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popup:false,
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filter:function(event){
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return event.nature=='fire';
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},
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content:function(){
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player.loseHp();
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}
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},
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ningbin:{
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trigger:{player:'damageEnd',source:'damageEnd'},
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forced:true,
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filter:function(event){
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return event.nature=='thunder';
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},
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content:function(){
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player.recover();
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},
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ai:{
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effect:{
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target:function(card,player,target){
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if(get.tag(card,'thunderDamage')){
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if(target.hp<=1) return [0,0];
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return [0,1.5];
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}
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}
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}
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},
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},
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fenxin:{
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trigger:{player:'changeHp'},
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forced:true,
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filter:function(event){
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return event.num!=0;
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},
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content:function(){
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player.draw(Math.abs(trigger.num));
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},
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ai:{
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effect:{
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target:function(card){
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if(get.tag(card,'thunderDamage')) return;
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if(get.tag(card,'damage')||get.tag(card,'recover')){
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return [1,0.2];
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}
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}
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}
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},
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group:'fenxin2'
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},
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fenxin2:{
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trigger:{source:'dieAfter'},
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forced:true,
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content:function(){
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player.gainMaxHp();
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player.recover();
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}
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},
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luanjian:{
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enable:'phaseUse',
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filter:function(event,player){
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return player.num('h','sha')>1&&lib.filter.filterCard({name:'sha'},player);
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},
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filterCard:{name:'sha'},
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selectCard:2,
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check:function(card){
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var num=0;
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var player=_status.event.player;
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for(var i=0;i<game.players.length;i++){
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if(lib.filter.targetEnabled({name:'sha'},player,game.players[i])&&
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ai.get.effect(game.players[i],{name:'sha'},player)>0){
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num++;
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if(num>1) return 8-ai.get.value(card);
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}
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}
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return 0;
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},
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selectTarget:[1,Infinity],
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discard:false,
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prepare:function(cards,player,targets){
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player.$throw(cards);
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player.line(targets);
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},
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filterTarget:function(card,player,target){
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return lib.filter.targetEnabled({name:'sha'},player,target);
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},
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content:function(){
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"step 0"
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if(!player.skills.contains('unequip')){
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event.added=true;
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player.skills.push('unequip');
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}
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targets.sort(lib.sort.seat);
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player.useCard({name:'sha'},cards,targets,'luanjian').animate=false;
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"step 1"
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if(event.added){
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player.skills.remove('unequip');
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}
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},
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multitarget:true,
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ai:{
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order:function(){
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return lib.card.sha.ai.order+0.1;
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},
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result:{
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target:function(player,target){
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var added=false;
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if(!player.skills.contains('unequip')){
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added=true;
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player.skills.push('unequip');
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}
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var eff=ai.get.effect(target,{name:'sha'},player,target);
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if(added){
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player.skills.remove('unequip');
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}
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return eff;
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}
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},
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effect:{
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player:function(card,player){
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if(_status.currentPhase!=player) return;
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if(card.name=='sha'&&player.num('h','sha')<2&&player.num('h')<=player.hp){
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var num=0;
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var player=_status.event.player;
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for(var i=0;i<game.players.length;i++){
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if(lib.filter.targetEnabled({name:'sha'},player,game.players[i])&&
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ai.get.attitude(player,game.players[i])<0){
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num++;
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if(num>1) return [0,0,0,0];
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}
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}
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}
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}
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},
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}
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},
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tianfu:{
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enable:'phaseUse',
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filter:function(event,player){
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return player.num('h','shan')>0;
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},
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filterCard:{name:'shan'},
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discard:false,
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prepare:function(cards,player,targets){
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player.$give(cards,targets[0]);
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game.delay();
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},
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filterTarget:function(card,player,target){
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return target!=player&&!target.skills.contains('tianfu2');
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},
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check:function(card){
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if(_status.event.player.hp>=3) return 8-ai.get.value(card);
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return 7-ai.get.value(card);
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},
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content:function(){
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target.storage.tianfu2=cards[0];
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target.storage.tianfu3=player;
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target.addSkill('tianfu2');
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},
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ai:{
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result:{
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target:function(player,target){
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var att=ai.get.attitude(player,target);
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if(att>=0) return 0;
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return ai.get.damageEffect(target,player,target);
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}
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},
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expose:0.2
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}
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},
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tianfu2:{
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trigger:{source:'damageAfter'},
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forced:true,
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mark:'card',
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filter:function(event,player){
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return player.storage.tianfu2&&player.storage.tianfu3;
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},
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content:function(){
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"step 0"
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player.damage(player.storage.tianfu3.isAlive()?player.storage.tianfu3:'nosource');
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"step 1"
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player.$throw(player.storage.tianfu2);
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ui.discardPile.appendChild(player.storage.tianfu2);
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delete player.storage.tianfu2;
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delete player.storage.tianfu3;
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player.removeSkill('tianfu2')
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},
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group:'tianfu3',
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intro:{
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content:'card'
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}
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},
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tianfu3:{
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trigger:{player:'dieBegin'},
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forced:true,
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popup:false,
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content:function(){
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if(player.storage.tianfu3.isAlive()){
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player.storage.tianfu3.gain(player.storage.tianfu2,'gain2');
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}
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else{
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ui.discardPile.appendChild(player.storage.tianfu2);
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}
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delete player.storage.tianfu2;
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delete player.storage.tianfu3;
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player.removeSkill('tianfu2');
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}
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},
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shuiyun:{
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trigger:{player:'phaseEnd'},
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direct:true,
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init:function(player){
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player.storage.shuiyun=[];
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},
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filter:function(event,player){
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if(player.storage.shuiyun.length>=3) return false;
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var types=[];
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for(var i=0;i<player.storage.shuiyun.length;i++){
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types.add(get.type(player.storage.shuiyun[i],'trick'));
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}
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var cards=player.get('h');
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for(var i=0;i<cards.length;i++){
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if(!types.contains(get.type(cards[i],'trick'))){
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return true;
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}
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}
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return false;
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},
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content:function(){
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"step 0"
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var types=[];
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var num=player.num('h');
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for(var i=0;i<player.storage.shuiyun.length;i++){
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types.add(get.type(player.storage.shuiyun[i],'trick'));
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}
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player.chooseCard('是否发动【水蕴】?',function(card){
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return !types.contains(get.type(card,'trick'));
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}).ai=function(card){
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return 11-ai.get.value(card);
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};
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"step 1"
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if(result.bool){
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player.logSkill('shuiyun');
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player.storage.shuiyun.push(result.cards[0]);
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player.lose(result.cards,ui.special);
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player.markSkill('shuiyun');
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}
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},
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intro:{
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content:'cards',
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onunmark:function(storage,player){
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if(storage&&storage.length){
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for(var i=0;i<storage.length;i++){
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ui.discardPile.appendChild(storage[i]);
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}
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player.$throw(storage);
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delete player.storage.shuiyun;
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}
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}
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},
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ai:{
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effect:{
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player:function(card,player){
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if(_status.currentPhase!=player) return;
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if(card.name=='wuzhong'||card.name=='yiyi'||
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card.name=='yuanjiao'||card.name=='shunshou') return;
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if(player.num('h')<=player.hp){
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|
|
|
|
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();
|
|
|
|
|
trigger.player.draw();
|
|
|
|
|
if(player!=trigger.player){
|
|
|
|
|
player.draw();
|
|
|
|
|
}
|
|
|
|
|
player.logSkill('shuiyun5',trigger.player,'thunder');
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
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]);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
player.chooseToDiscard('是否对'+get.translation(targets)+'发动【忘忧】?','he').ai=function(card){
|
|
|
|
|
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);
|
|
|
|
|
player.logSkill('wangyou',event.targets);
|
|
|
|
|
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:{
|
2015-05-12 09:51:40 +00:00
|
|
|
|
forbid:['boss'],
|
2015-04-29 03:25:17 +00:00
|
|
|
|
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];
|
|
|
|
|
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;
|
|
|
|
|
}
|
|
|
|
|
player.$give(cards,target);
|
|
|
|
|
target.gain(cards);
|
|
|
|
|
target.addSkill('changnian2');
|
|
|
|
|
player.logSkill('changnian',target);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
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,
|
|
|
|
|
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"
|
|
|
|
|
var suit=get.suit(cards[0]);
|
|
|
|
|
target.judge(function(card){
|
|
|
|
|
return get.suit(card)==suit?1:0;
|
|
|
|
|
});
|
|
|
|
|
"step 1"
|
|
|
|
|
if(result.bool){
|
|
|
|
|
target.recover();
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
order:3,
|
|
|
|
|
result:{
|
|
|
|
|
target:function(player,target){
|
|
|
|
|
return ai.get.recoverEffect(target);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
threaten:1.2
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
jubao:{
|
|
|
|
|
trigger:{global:'discardAfter'},
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
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,
|
|
|
|
|
popup:false,
|
|
|
|
|
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){
|
|
|
|
|
player.gain(cards);
|
|
|
|
|
player.$gain2(cards);
|
|
|
|
|
game.log(get.translation(player)+'发动聚宝,获得了'+get.translation(cards));
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
threaten:2
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
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);
|
|
|
|
|
}
|
|
|
|
|
if(card.clone){
|
|
|
|
|
card.clone.moveTo(player,'flip').delete();
|
|
|
|
|
player.mark(card,'shuangren');
|
|
|
|
|
}
|
|
|
|
|
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){
|
|
|
|
|
player.chooseToDiscard(num,'是否发动【千方】?','he').ai=function(card){
|
|
|
|
|
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;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
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');
|
|
|
|
|
player.logSkill('qianfang');
|
|
|
|
|
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"
|
|
|
|
|
player.discardPlayerCard(trigger.player,'he','是否发动【破云】',[1,2]);
|
|
|
|
|
"step 1"
|
|
|
|
|
if(result.bool){
|
|
|
|
|
player.storage.xuanning--;
|
|
|
|
|
if(!player.storage.xuanning){
|
|
|
|
|
player.unmarkSkill('xuanning');
|
|
|
|
|
}
|
|
|
|
|
player.logSkill('poyun',trigger.player);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
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);
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
if(target.num('he')){
|
|
|
|
|
player.discardPlayerCard(target,'he').ai=function(){
|
|
|
|
|
if(ai.get.attitude(player,target)<0){
|
|
|
|
|
return ai.get.buttonValue.apply(this,arguments);
|
|
|
|
|
}
|
|
|
|
|
return -1;
|
|
|
|
|
};
|
|
|
|
|
}
|
|
|
|
|
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
|
|
|
|
|
},
|
|
|
|
|
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;
|
|
|
|
|
},
|
2015-05-10 05:34:37 +00:00
|
|
|
|
priority:101,
|
2015-04-29 03:25:17 +00:00
|
|
|
|
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');
|
|
|
|
|
game.log(get.translation(player)+'获得了'+get.cnNumber(cards.length)+'张牌');
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
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){
|
|
|
|
|
return !player.storage.guanri;
|
|
|
|
|
},
|
|
|
|
|
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){
|
|
|
|
|
player.logSkill('runxin');
|
|
|
|
|
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);
|
|
|
|
|
if(get.type(card)=='equip'){
|
|
|
|
|
game.delay();
|
|
|
|
|
event.card=card;
|
|
|
|
|
event.target=target;
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
target.storage.zhimeng2=card;
|
|
|
|
|
target.addSkill('zhimeng2');
|
|
|
|
|
event.finish();
|
|
|
|
|
}
|
|
|
|
|
player.logSkill('zhimeng',target);
|
|
|
|
|
}
|
|
|
|
|
"step 2"
|
|
|
|
|
if(event.target){
|
|
|
|
|
event.target.equip(event.card);
|
|
|
|
|
}
|
|
|
|
|
"step 3"
|
|
|
|
|
if(event.target){
|
|
|
|
|
event.target.draw();
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
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,
|
|
|
|
|
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{
|
|
|
|
|
game.log(get.translation(player)+'发动织梦,获得了'+get.translation(player.storage.zhimeng2));
|
|
|
|
|
player.gain(player.storage.zhimeng2,'gain2');
|
|
|
|
|
player.popup('zhimeng');
|
|
|
|
|
}
|
|
|
|
|
player.removeSkill('zhimeng2');
|
|
|
|
|
}
|
|
|
|
|
event.num++;
|
|
|
|
|
event.redo();
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
tannang:{
|
|
|
|
|
enable:'chooseToUse',
|
|
|
|
|
filterCard:function(card){
|
|
|
|
|
return get.suit(card)=='club';
|
|
|
|
|
},
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return player.num('he',{suit:'club'});
|
|
|
|
|
},
|
|
|
|
|
position:'he',
|
|
|
|
|
viewAs:{name:'shunshou'},
|
|
|
|
|
prompt:'将一张装备牌当顺手牵羊使用',
|
|
|
|
|
check:function(card){
|
|
|
|
|
var player=_status.currentPhase;
|
|
|
|
|
if(player.num('he',{subtype:get.subtype(card)})>1){
|
|
|
|
|
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"
|
|
|
|
|
player.chooseToDiscard('是否弃置两张牌使'+get.translation(trigger.card)+'失效?','he',2).ai=function(card){
|
|
|
|
|
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();
|
|
|
|
|
player.logSkill('xiaoyao');
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
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
|
|
|
|
|
},
|
2015-05-01 13:51:00 +00:00
|
|
|
|
changeSeat:true,
|
2015-04-29 03:25:17 +00:00
|
|
|
|
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,
|
2015-05-01 13:51:00 +00:00
|
|
|
|
changeSeat:true,
|
2015-04-29 03:25:17 +00:00
|
|
|
|
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);
|
2015-04-29 05:33:18 +00:00
|
|
|
|
},
|
|
|
|
|
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'},
|
|
|
|
|
filter:function(event){
|
|
|
|
|
if(event.nature) return true;
|
|
|
|
|
},
|
|
|
|
|
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',
|
|
|
|
|
xuanyan_info:'锁定技,你的红色牌造成的伤害均视为火属性;你的火属性伤害+1;你造成火属性后流失1点体力',
|
|
|
|
|
ningbin:'凝冰',
|
|
|
|
|
ningbin_info:'锁定技,每当你造成或受到1次雷属性伤害,你回复1点体力',
|
|
|
|
|
fenxin:'焚心',
|
|
|
|
|
fenxin2:'焚心',
|
|
|
|
|
fenxin_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',
|
|
|
|
|
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',
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shuiyun:'水蕴',
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shuiyun_bg:'蕴',
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shuiyun2:'水蕴',
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shuiyun5:'水蕴',
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shuiyun3:'水蕴',
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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”;任意一名进入濒死状态时,你可以弃置一张“蕴”令其回复1点体力,然后与其各摸1张牌',
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wangyou:'忘忧',
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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',
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changnian:'长念',
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changnian2:'长念',
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changnian_info:'你死亡时,可以将所有牌交给一名其他角色,令其于每个回合结束阶段摸一张牌;若你有至少1张“蕴”,该角色增加1点体力上限回复X点体力,X为“蕴”的个数',
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sajin:'洒金',
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sajin_info:'出牌阶段,你可以弃置一张手牌并指定任意名角色进行判定,若判定花色与你弃置的牌相同,该角色回复一点体力',
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jubao:'聚宝',
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jubao_info:'回合外,你可以将其他角色弃置的非基本牌收入手牌',
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guiyuan:'归元',
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guiyuan_info:'出牌阶段限一次,你可以弃置一张杀并回复一点体力',
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shuangren:'双刃',
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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)',
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duci:'毒刺',
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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',
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shenmu:'神木',
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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',
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qijian:'气剑',
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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',
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poyun:'破云',
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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',
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qianfang:'千方',
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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',
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longxi:'龙息',
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longxi2:'龙息',
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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',
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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弃置其一张牌,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',
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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',
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tianxian:'天弦',
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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',
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zhimeng:'织梦',
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zhimeng2:'织梦',
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zhimeng3:'织梦',
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zhimeng_info:'回合结束阶段,选择一名角色并展示牌堆顶的一张牌,若其为装备牌,该角色立即装备之并摸一张牌,否则将其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',
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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',
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tannang:'探囊',
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tannang_info:'你可以将一张梅花牌当顺手牵羊使用,你的顺手牵羊无距离限制',
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tuoqiao:'脱壳',
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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',
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xiaoyao:'逍遥',
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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',
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yujian:'御剑',
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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',
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huimeng:'回梦',
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huimeng_info:'每当你回复一点体力,可以摸两张牌',
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tianshe:'天蛇',
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tianshe2:'天蛇',
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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',
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},
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}
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