2023-07-29 07:55:45 +00:00
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'use strict';
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game.import('character',function(lib,game,ui,get,ai,_status){
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return {
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name:'shiji',
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connect:true,
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characterSort:{
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shiji:{
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mobile_shijizhi:["sp_wangcan","sp_chenzhen","sp_sunshao","sp_xunchen","luotong","sp_duyu","sp_bianfuren","feiyi"],
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mobile_shijixin:['wujing','sp_mifuren','sp_xinpi','wangling','wangfuzhaolei','zhouchu','sp_kongrong','sp_yanghu'],
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mobile_shijiren:['caizhenji','xiangchong','sp_huaxin','sp_xujing','zhangzhongjing','sp_zhangwen','liuzhang','qiaogong'],
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mobile_shijiyong:['db_wenyang','sp_chendong','yuanhuan','sp_zongyu','sp_wangshuang','sunyi','sp_gaolan','sp_huaman'],
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mobile_shijiyan:['sp_cuiyan','sp_zhangchangpu','sp_jiangwan','sp_jiangqing','sp_lvfan','sp_huangfusong','sp_zhujun','liuba'],
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},
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},
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character:{
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liuba:['male','shu',3,['duanbi','tongduo']],
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sp_zhujun:['male','qun',4,['yangjie','zjjuxiang','houfeng']],
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sp_huangfusong:['male','qun',4,['spzhengjun','spshiji','sptaoluan']],
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sp_lvfan:['male','wu',3,['spdiaodu','spdiancai','spyanji']],
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sp_jiangqing:['male','wu',4,['spjianyi','spshangyi']],
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sp_jiangwan:['male','shu',3,['spzhenting','spjincui']],
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sp_zhangchangpu:['female','wei',3,['spdifei','spyanjiao']],
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sp_cuiyan:['male','wei',3,['spyajun','spzundi']],
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sp_huaman:['female','shu',4,['spxiangzhen','spfangzong','spxizhan']],
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sp_gaolan:['male','qun',4,['spjungong','spdengli']],
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sunyi:['male','wu',4,['zaoli']],
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sp_wangshuang:['male','wei',4,['yiyong','shanxie']],
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sp_zongyu:['male','shu',3,['zhibian','yuyan']],
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yuanhuan:['male','wei',3,['qingjue','fengjie']],
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sp_chendong:['male','wu',4,['spyilie','spfenming']],
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db_wenyang:['male','wei',4,['dbquedi','dbzhuifeng','dbchongjian','dbchoujue'],['doublegroup:wei:wu']],
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sp_yanghu:['male','qun',3,['mingfa','rongbei']],
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qiaogong:['male','wu',3,['yizhu','luanchou']],
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liuzhang:['male','qun',3,['jutu','yaohu','rehuaibi'],['zhu']],
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sp_zhangwen:['male','wu',3,['gebo','spsongshu']],
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zhangzhongjing:['male','qun',3,['jishi','xinliaoyi','binglun']],
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sp_xujing:['male','shu',3,['boming','ejian']],
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sp_huaxin:['male','wei',3,['yuanqing','shuchen']],
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xiangchong:['male','shu',4,['guying','muzhen']],
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caizhenji:['female','wei',3,['sheyi','tianyin']],
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sp_kongrong:['male','qun',3,['xinlirang','xinmingshi']],
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zhouchu:['male','wu',4,['xianghai','rechuhai']],
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wangfuzhaolei:['male','shu',4,['xunyi']],
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wangling:['male','wei',4,['xingqi','xinzifu','mibei'],['clan:太原王氏']],
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wujing:['male','wu',4,['heji','liubing']],
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sp_mifuren:['female','shu',3,['xinguixiu','qingyu']],
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sp_xinpi:['male','wei',3,['spyinju','spchijie']],
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feiyi:['male','shu',3,['mjshengxi','fyjianyu']],
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sp_bianfuren:['female','wei',3,['spwanwei','spyuejian']],
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sp_duyu:['male','qun',4,['spwuku','spsanchen']],
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luotong:['male','wu',4,['qinzheng']],
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sp_wangcan:['male','wei',3,['spqiai','spshanxi']],
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sp_chenzhen:['male','shu',3,['shameng']],
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sp_sunshao:['male','wu',3,['mjdingyi','mjzuici','mjfubi']],
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sp_xunchen:['male','qun',3,['mjweipo','mjchenshi','mjmouzhi'],['clan:颍川荀氏']],
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},
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skill:{
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//刘巴
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duanbi:{
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audio:2,
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enable:'phaseUse',
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usable:1,
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filter:function(event,player){
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var num1=0,num2=0;
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var count=game.countPlayer(function(current){
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num1+=current.countCards('h');
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num2++;
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return current!=player;
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});
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return count>0&&num1>num2*2;
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},
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filterTarget:true,
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selectTarget:-1,
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multitarget:true,
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multiline:true,
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content:function(){
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'step 0'
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event.num=0;
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event.cards=[];
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event.targets.sortBySeat();
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event.targets.remove(player);
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'step 1'
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var target=targets[num];
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var num=Math.min(3,Math.floor(target.countCards('h')/2));
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if(num>0) target.chooseToDiscard('h',true,num);
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else event._result={bool:false};
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'step 2'
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if(result.bool&&Array.isArray(result.cards)) event.cards.addArray(result.cards);
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event.num++;
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if(event.num<targets.length) event.goto(1);
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'step 3'
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event.cards=cards.filter(function(i){
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return get.position(i,true)=='d';
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});
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if(!event.cards.length) event.finish();
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else player.chooseTarget('是否令一名角色'+(event.cards.length>3?'随机获得三':('获得'+get.cnNumber(event.cards.length)))+'张被弃置的牌?').set('ai',function(target){
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var player=_status.event.player,att=get.attitude(player,target);
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if(target.hasSkillTag('nogain')) att/=10;
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if(target.hasJudge('lebu')) att/=4;
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return att*Math.sqrt(Math.max(1,5-target.countCards('h')));
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});
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'step 4'
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if(result.bool){
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var target=result.targets[0];
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player.line(target,'fire');
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target.gain(cards.randomGets(3),'gain2');
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}
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},
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ai:{
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order:10,
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result:{
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target:function(player,target){
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if(player==target) return 3;
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return -Math.min(3,Math.floor(target.countCards('h')/2));
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},
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},
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},
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},
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tongduo:{
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audio:2,
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trigger:{target:'useCardToTargeted'},
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direct:true,
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usable:1,
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filter:function(event,player){
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return player!=event.player&&event.targets.length==1&&game.hasPlayer(function(current){
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return current.countCards('he')>0;
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});
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},
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content:function(){
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'step 0'
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player.chooseTarget(get.prompt('tongduo'),'令一名角色重铸一张牌',function(card,player,target){
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return target.countCards('he')>0;
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}).set('ai',function(target){
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return get.attitude(_status.event.player,target)*Math.min(3,Math.floor(target.countCards('h')/2));
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});
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'step 1'
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if(result.bool){
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var target=result.targets[0];
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event.target=target;
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player.logSkill('tongduo',target);
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}
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else event.finish();
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'step 2'
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if(target.countCards('he')==0) event.finish();
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else target.chooseCard('he',true,'请重铸一张牌');
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'step 3'
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target.loseToDiscardpile(result.cards);
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target.draw();
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},
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},
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//朱儁
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yangjie:{
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audio:2,
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group:['yangjie_add'],
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enable:'phaseUse',
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prompt:'摸一张牌并与一名其他角色进行拼点',
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usable:1,
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filter:function(event,player){
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return !player.hasSkillTag('noCompareSource');
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},
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filterTarget:function(card,player,target){
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return target!=player&&target.countCards('h')>0&&
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!target.hasSkillTag('noCompareTarget');
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},
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content:function(){
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'step 0'
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player.draw();
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'step 1'
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if(player.canCompare(target)) player.chooseToCompare(target).set('small',true);
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else event.finish();
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'step 2'
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if(!result.bool){
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var cards=[result.player,result.target].filterInD('d');
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if(!cards.length||!game.hasPlayer((current)=>current!=player&¤t!=target)) event.finish();
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else{
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event.cards=cards;
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player.chooseTarget('请选择一名角色','令其获得'+get.translation(cards)+',且视为对'+get.translation(target)+'使用一张火【杀】',function(card,player,target){
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return target!=player&&target!=_status.event.getParent().target;
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}).set('ai',function(target){
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var player=_status.event.player,cards=_status.event.getParent().cards,target2=_status.event.getParent().target;
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var val=get.value(cards,target)*get.attitude(player,target);
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if(val<=0) return 0;
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return val+target.canUse({name:'sha',nature:'fire',isCard:true},target2,false)?get.effect(target2,{name:'sha',nature:'fire',isCard:true},target,player):0;
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});
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}
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}
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else event.finish();
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'step 3'
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if(result.bool){
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var source=result.targets[0];
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event.source=source;
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player.line(source);
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source.gain(cards,'gain2');
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}
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else event.finish();
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'step 4'
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var card={name:'sha',nature:'fire',isCard:true};
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if(target.isIn()&&source.isIn()&&source.canUse(card,target,false)) source.useCard(card,target,false);
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},
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subSkill:{
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add:{
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trigger:{player:'compare'},
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forced:true,
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popup:false,
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filter:function(event,player){
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return event.getParent().name=='yangjie'&&event.num1>1&&player.isDamaged();
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},
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content:function(){
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var num=player.getDamagedHp();
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game.log(player,'的拼点牌点数-',num);
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trigger.num1=Math.max(1,trigger.num1-num);
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}
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},
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},
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ai:{
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order:3,
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result:{target:-1.5},
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},
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},
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zjjuxiang:{
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audio:2,
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trigger:{global:'dyingAfter'},
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logTarget:'player',
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limited:true,
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skillAnimation:true,
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animationColor:'thunder',
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filter:function(event,player){
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return event.player!=player&&event.player.isAlive();
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},
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check:function(event,player){
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return get.damageEffect(event.player,player,player)>0;
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},
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content:function(){
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'step 0'
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player.awakenSkill('zjjuxiang');
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trigger.player.damage();
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'step 1'
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if(trigger.player.maxHp>0) player.draw(trigger.player.maxHp);
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},
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ai:{expose:10},
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},
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houfeng:{
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audio:3,
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trigger:{global:'phaseUseBegin'},
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logTarget:'player',
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round:1,
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filter:(event,player)=>player.inRange(event.player),
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check:function(event,player){
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var att=get.attitude(player,event.player);
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return att>0;
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},
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content:function(){
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'step 0'
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player.chooseButton(['选择'+get.translation(trigger.player)+'要进行的整肃类型',[['zhengsu_leijin','zhengsu_bianzhen','zhengsu_mingzhi'],'vcard']],true).set('ai',()=>Math.random());
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'step 1'
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if(result.bool){
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var name=result.links[0][2],target=trigger.player;
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target.addTempSkill('zhengsu',{player:['phaseDiscardAfter','phaseAfter']});
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target.addTempSkill(name,{player:['phaseDiscardAfter','phaseAfter']});
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target.popup(name,'thunder');
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player.addTempSkill('houfeng_share');
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game.delayx();
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}
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},
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subSkill:{
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share:{
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trigger:{global:['drawAfter','recoverAfter']},
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forced:true,
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popup:false,
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charlotte:true,
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filter:function(event,player){
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return event.getParent(2).name=='zhengsu';
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},
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content:function(){
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player.chooseDrawRecover(2,true);
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},
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},
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},
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},
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//手杀皇甫嵩
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spzhengjun:{
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audio:3,
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trigger:{player:'phaseUseBegin'},
|
|
|
|
|
direct:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return !player.hasSkill('zhengsu');
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
player.chooseButton([get.prompt('spzhengjun'),[['zhengsu_leijin','zhengsu_bianzhen','zhengsu_mingzhi'],'vcard']]).set('ai',()=>Math.random());
|
|
|
|
|
'step 1'
|
|
|
|
|
if(result.bool){
|
|
|
|
|
player.logSkill('spzhengjun',player);
|
|
|
|
|
var name=result.links[0][2];
|
|
|
|
|
player.addTempSkill('zhengsu',{player:['phaseDiscardAfter','phaseAfter']});
|
|
|
|
|
player.addTempSkill(name,{player:['phaseDiscardAfter','phaseAfter']});
|
|
|
|
|
player.popup(name,'thunder');
|
|
|
|
|
game.delayx();
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
group:'spzhengjun_share',
|
|
|
|
|
subSkill:{
|
|
|
|
|
share:{
|
|
|
|
|
trigger:{player:['drawAfter','recoverAfter']},
|
|
|
|
|
direct:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return event.getParent(2).name=='zhengsu';
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
player.chooseTarget('整军:是否令一名其他角色也回复1点体力或摸两张牌?',lib.filter.notMe).set('ai',function(target){
|
|
|
|
|
var player=_status.event.player;
|
|
|
|
|
return Math.max(get.effect(target,{name:'wuzhong'},target,player),get.recoverEffect(target,target,player));
|
|
|
|
|
});
|
|
|
|
|
'step 1'
|
|
|
|
|
if(result.bool){
|
|
|
|
|
var target=result.targets[0];
|
|
|
|
|
player.logSkill('spzhengjun',target);
|
|
|
|
|
target.chooseDrawRecover(2,true);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
spshiji:{
|
|
|
|
|
audio:2,
|
|
|
|
|
trigger:{source:'damageBegin2'},
|
|
|
|
|
logTarget:'player',
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return player!=event.player&&lib.linked.contains(event.nature)&&event.player.countCards('h')>0&&!player.isMaxHandcard(true);
|
|
|
|
|
},
|
|
|
|
|
check:function(event,player){
|
|
|
|
|
return get.attitude(player,event.player)<=0;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
var target=trigger.player;
|
|
|
|
|
player.viewHandcards(target);
|
|
|
|
|
var hs=target.getCards('h',{color:'red'});
|
|
|
|
|
if(hs.length){
|
|
|
|
|
target.discard(hs);
|
|
|
|
|
player.draw(hs.length);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
sptaoluan:{
|
|
|
|
|
audio:2,
|
|
|
|
|
trigger:{global:'judgeFixing'},
|
|
|
|
|
usable:1,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return event.result&&event.result.suit=='spade';
|
|
|
|
|
},
|
|
|
|
|
check:function(event,player){
|
|
|
|
|
return event.result.judge*get.attitude(player,event.player)<=0;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
var evt=trigger.getParent();
|
|
|
|
|
if(evt.name=='phaseJudge') evt.excluded=true;
|
|
|
|
|
else{
|
|
|
|
|
evt.finish();
|
|
|
|
|
evt._triggered=null;
|
|
|
|
|
var nexts=trigger.next.slice();
|
|
|
|
|
for(var next of nexts){
|
|
|
|
|
if(next.name=='judgeCallback') trigger.next.remove(next);
|
|
|
|
|
}
|
|
|
|
|
var evts=game.getGlobalHistory('cardMove',function(evt){
|
|
|
|
|
return evt.getParent(2)==trigger.getParent();
|
|
|
|
|
});
|
|
|
|
|
var cards=[];
|
|
|
|
|
for(var i=evts.length-1;i>=0;i--){
|
|
|
|
|
var evt=evts[i];
|
|
|
|
|
for(var card of evt.cards){
|
|
|
|
|
if(get.position(card,true)=='o') cards.push(card);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
trigger.orderingCards.addArray(cards);
|
|
|
|
|
}
|
|
|
|
|
var list=[];
|
|
|
|
|
if(get.position(trigger.result.card)=='d') list.push(0);
|
|
|
|
|
if(trigger.player.isIn()&&player.canUse({name:'sha',nature:'fire',isCard:true},trigger.player,false)) list.push(1);
|
|
|
|
|
if(list.length==2) player.chooseControl().set('choiceList',[
|
|
|
|
|
'获得'+get.translation(trigger.result.card),
|
|
|
|
|
'视为对'+get.translation(trigger.player)+'使用一张火【杀】',
|
|
|
|
|
]).set('choice',(get.effect(trigger.player,{name:'sha'},player,player)>0)?1:0);
|
|
|
|
|
else if(list.length==1) event._result={index:list[0]};
|
|
|
|
|
else event.finish();
|
|
|
|
|
'step 1'
|
|
|
|
|
if(result.index==0) player.gain(trigger.result.card,'gain2');
|
|
|
|
|
else player.useCard({name:'sha',nature:'fire',isCard:true},trigger.player,false)
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
//吕范
|
|
|
|
|
spdiaodu:{
|
|
|
|
|
audio:2,
|
|
|
|
|
trigger:{player:'phaseZhunbeiBegin'},
|
|
|
|
|
direct:true,
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
player.chooseTarget(get.prompt('spdiaodu'),'令一名角色摸一张牌,然后移动其装备区内的一张牌').set('ai',function(target){
|
|
|
|
|
var player=_status.event.player,att=get.attitude(player,target);
|
|
|
|
|
if(att>0){
|
|
|
|
|
if(target.hasCard(function(card){
|
|
|
|
|
if(get.value(card,target)<=0&&game.hasPlayer(function(current){
|
|
|
|
|
return current!=target&¤t.isEmpty(get.subtype(card,false))&&get.effect(current,card,player,player)>0;
|
|
|
|
|
})) return true;
|
|
|
|
|
return false;
|
|
|
|
|
},'e')) return 2*att;
|
|
|
|
|
if(!target.hasCard(function(card){
|
|
|
|
|
var sub=get.subtype(card,false);
|
|
|
|
|
return game.hasPlayer(function(current){
|
|
|
|
|
return current!=target&¤t.isEmpty(sub);
|
|
|
|
|
})
|
|
|
|
|
},'e')) return 1;
|
|
|
|
|
}
|
|
|
|
|
else if(att<0){
|
|
|
|
|
if(target.hasCard(function(card){
|
|
|
|
|
if(get.value(card,target)>=4.5&&game.hasPlayer(function(current){
|
|
|
|
|
return current!=target&¤t.isEmpty(get.subtype(card,false))&&get.effect(current,card,player,player)>0;
|
|
|
|
|
})) return true;
|
|
|
|
|
return false;
|
|
|
|
|
},'e')) return -att;
|
|
|
|
|
}
|
|
|
|
|
return 0;
|
|
|
|
|
})
|
|
|
|
|
'step 1'
|
|
|
|
|
if(result.bool){
|
|
|
|
|
var target=result.targets[0];
|
|
|
|
|
event.target=target;
|
|
|
|
|
player.logSkill('spdiaodu',target);
|
|
|
|
|
target.draw();
|
|
|
|
|
}
|
|
|
|
|
else event.finish();
|
|
|
|
|
'step 2'
|
|
|
|
|
var es=target.getCards('e',function(card){
|
|
|
|
|
var sub=get.subtype(card,false);
|
|
|
|
|
return game.hasPlayer(function(current){
|
|
|
|
|
return current!=target&¤t.isEmpty(sub);
|
|
|
|
|
})
|
|
|
|
|
});
|
|
|
|
|
if(es.length){
|
|
|
|
|
if(es.length==1) event._result={bool:true,links:es};
|
|
|
|
|
else player.chooseButton(['移动'+get.translation(target)+'的一张装备牌',es],true).set('ai',function(button){
|
|
|
|
|
var player=_status.event.player,target=_status.event.getParent().target,card=button.link;
|
|
|
|
|
if(game.hasPlayer(function(current){
|
|
|
|
|
return current!=target&¤t.isEmpty(get.subtype(card,false))&&get.effect(current,card,player,player)>0;
|
|
|
|
|
})) return -get.value(card,target)*get.attitude(player,target);
|
|
|
|
|
return 0;
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
else event.finish();
|
|
|
|
|
'step 3'
|
|
|
|
|
if(result.bool){
|
|
|
|
|
event.card=result.links[0];
|
|
|
|
|
player.chooseTarget(true,'选择'+get.translation(event.card)+'的移动目标',function(card,player,target){
|
|
|
|
|
return target.isEmpty(_status.event.subtype);
|
|
|
|
|
}).set('subtype',get.subtype(event.card)).set('ai',function(target){
|
|
|
|
|
var evt=_status.event;
|
|
|
|
|
return get.effect(target,evt.getParent().card,evt.player,evt.player);
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
else event.finish();
|
|
|
|
|
'step 4'
|
|
|
|
|
if(result.bool){
|
|
|
|
|
var target2=result.targets[0];
|
|
|
|
|
target.line(target2);
|
|
|
|
|
target.$give(card,target2);
|
|
|
|
|
game.delay(0.5);
|
|
|
|
|
target2.equip(card);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
spdiancai:{
|
|
|
|
|
audio:2,
|
|
|
|
|
trigger:{global:'phaseJieshuBegin'},
|
|
|
|
|
direct:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return player!=event.player&&player.hasHistory('lose',function(evt){
|
|
|
|
|
return evt.hs&&evt.hs.length>0;
|
|
|
|
|
});
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
var num=0;
|
|
|
|
|
player.getHistory('lose',function(evt){
|
|
|
|
|
if(evt.hs) num+=evt.hs.length;
|
|
|
|
|
});
|
|
|
|
|
num=Math.min(num,game.countPlayer());
|
|
|
|
|
player.chooseTarget(get.prompt('spdiancai'),[1,num],'令至多'+get.cnNumber(num)+'名角色各摸一张牌').set('ai',function(target){
|
|
|
|
|
return get.attitude(_status.event.player,target);
|
|
|
|
|
});
|
|
|
|
|
'step 1'
|
|
|
|
|
if(result.bool){
|
|
|
|
|
var targets=result.targets.sortBySeat(trigger.player);
|
|
|
|
|
player.logSkill('spdiancai',targets);
|
|
|
|
|
if(targets.length==1){
|
|
|
|
|
targets[0].draw();
|
|
|
|
|
event.finish();
|
|
|
|
|
}
|
|
|
|
|
else game.asyncDraw(targets);
|
|
|
|
|
}
|
|
|
|
|
else event.finish();
|
|
|
|
|
'step 2'
|
|
|
|
|
game.delayx();
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
spyanji:{
|
|
|
|
|
audio:2,
|
|
|
|
|
trigger:{player:'phaseUseBegin'},
|
|
|
|
|
direct:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return !player.hasSkill('zhengsu');
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
player.chooseButton([get.prompt('spyanji'),[['zhengsu_leijin','zhengsu_bianzhen','zhengsu_mingzhi'],'vcard']]);
|
|
|
|
|
'step 1'
|
|
|
|
|
if(result.bool){
|
|
|
|
|
player.logSkill('spyanji',player);
|
|
|
|
|
var name=result.links[0][2];
|
|
|
|
|
player.addTempSkill('zhengsu',{player:'phaseDiscardAfter'});
|
|
|
|
|
player.addTempSkill(name,{player:'phaseDiscardAfter'});
|
|
|
|
|
player.popup(name,'thunder');
|
|
|
|
|
game.delayx();
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
//蒋钦
|
|
|
|
|
spjianyi:{
|
|
|
|
|
audio:2,
|
|
|
|
|
trigger:{global:'phaseEnd'},
|
|
|
|
|
forced:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return player!=event.player&&game.getGlobalHistory('cardMove',function(evt){
|
|
|
|
|
if(evt.name!='lose'||evt.type!='discard') return false;
|
|
|
|
|
for(var i of evt.cards){
|
|
|
|
|
if(get.subtype(i,false)=='equip2'&&get.position(i,true)=='d') return true;
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
}).length>0;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
var cards=[];
|
|
|
|
|
game.getGlobalHistory('cardMove',function(evt){
|
|
|
|
|
if(evt.name!='lose'||evt.type!='discard') return false;
|
|
|
|
|
for(var i of evt.cards){
|
|
|
|
|
if(get.subtype(i,false)=='equip2'&&get.position(i,true)=='d') cards.push(i);
|
|
|
|
|
}
|
|
|
|
|
});
|
|
|
|
|
player.chooseButton(['俭衣:获得一张防具牌',cards],true).set('ai',function(button){
|
|
|
|
|
return get.value(button.link,_status.event.player);
|
|
|
|
|
});
|
|
|
|
|
'step 1'
|
|
|
|
|
if(result.bool) player.gain(result.links,'gain2');
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
spshangyi:{
|
|
|
|
|
audio:2,
|
|
|
|
|
enable:'phaseUse',
|
|
|
|
|
usable:1,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return player.countCards('he')>0&&game.hasPlayer((current)=>lib.skill.spshangyi.filterTarget(null,player,current));
|
|
|
|
|
},
|
|
|
|
|
filterCard:true,
|
|
|
|
|
position:'he',
|
|
|
|
|
check:function(card){
|
|
|
|
|
return 6-get.value(card);
|
|
|
|
|
},
|
|
|
|
|
filterTarget:function(card,player,target){
|
|
|
|
|
return target!=player&&target.countCards('h')>0;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
target.viewHandcards(player);
|
|
|
|
|
player.gainPlayerCard(target,'h',true,'visible');
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
order:6,
|
|
|
|
|
result:{
|
|
|
|
|
player:0.5,
|
|
|
|
|
target:function(player,target){
|
|
|
|
|
if(target.hasSkillTag('noh')) return 0;
|
|
|
|
|
return -1;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
//蒋琬
|
|
|
|
|
spzhenting:{
|
|
|
|
|
audio:2,
|
|
|
|
|
trigger:{global:'useCardToTarget'},
|
|
|
|
|
usable:1,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return (event.card.name=='sha'||get.type(event.card,false)=='delay')&&
|
|
|
|
|
event.player!=player&&!event.targets.contains(player)&&player.inRange(event.target);
|
|
|
|
|
},
|
|
|
|
|
logTarget:'target',
|
|
|
|
|
check:function(event,player){
|
|
|
|
|
var target=event.target,source=event.player;
|
|
|
|
|
var eff1=get.effect(target,event.card,source,player);
|
|
|
|
|
if(eff1>=0) return false;
|
|
|
|
|
var eff2=get.effect(player,event.card,source,player);
|
|
|
|
|
if(eff2>=0) return true;
|
|
|
|
|
if(eff1)
|
|
|
|
|
if(event.card.name=='sha'){
|
|
|
|
|
if(player.hasShan()) return true;
|
|
|
|
|
if(eff1>eff2) return false;
|
|
|
|
|
if(player.hp>2) return true;
|
|
|
|
|
if(player.hp==2) return eff2>eff1/3;
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
if(event.card.name=='shandian'||event.card.name=='bingliang') return true;
|
|
|
|
|
if(event.card.name=='lebu') return !player.needsToDiscard()&&target.needsToDiscard();
|
|
|
|
|
return false;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
var target=trigger.target,evt=trigger.getParent();
|
|
|
|
|
evt.triggeredTargets2.remove(target);
|
|
|
|
|
evt.targets.remove(target);
|
|
|
|
|
evt.triggeredTargets2.add(player);
|
|
|
|
|
evt.targets.add(player);
|
|
|
|
|
game.log(trigger.card,'的目标被改为了',player);
|
|
|
|
|
trigger.untrigger();
|
|
|
|
|
'step 1'
|
|
|
|
|
if(!trigger.player.countDiscardableCards(player,'h')) event._result={index:0};
|
|
|
|
|
else player.chooseControl().set('choiceList',[
|
|
|
|
|
'摸一张牌',
|
|
|
|
|
'弃置'+get.translation(trigger.player)+'的一张手牌',
|
|
|
|
|
]);
|
|
|
|
|
'step 2'
|
|
|
|
|
if(result.index==0) player.draw();
|
|
|
|
|
else{
|
|
|
|
|
player.line(trigger.player,'fire');
|
|
|
|
|
player.discardPlayerCard(trigger.player,true,'h');
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
threaten:1.4,
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
spjincui:{
|
|
|
|
|
audio:2,
|
|
|
|
|
enable:'phaseUse',
|
|
|
|
|
usable:1,
|
|
|
|
|
limited:true,
|
|
|
|
|
skillAnimation:true,
|
|
|
|
|
animationColor:'orange',
|
|
|
|
|
filterTarget:lib.filter.notMe,
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
player.awakenSkill('spjincui');
|
|
|
|
|
game.broadcastAll(function(target1,target2){
|
|
|
|
|
game.swapSeat(target1,target2);
|
|
|
|
|
},player,target);
|
|
|
|
|
'step 1'
|
|
|
|
|
if(player.hp>0) player.loseHp(player.hp);
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
order:5,
|
|
|
|
|
result:{
|
|
|
|
|
player:function(player,target){
|
|
|
|
|
if(player.hasUnknown()) return 0;
|
|
|
|
|
if(!player.countCards('h',{name:['tao','jiu']})) return 0;
|
|
|
|
|
var num=0,current=player.next;
|
|
|
|
|
while(true){
|
|
|
|
|
num-=get.sgn(get.attitude(player,current));
|
|
|
|
|
if(current==target) break;
|
|
|
|
|
current=current.next;
|
|
|
|
|
}
|
|
|
|
|
while(true){
|
|
|
|
|
if(current==player) break;
|
|
|
|
|
num+=get.sgn(get.attitude(player,current))*1.1;
|
|
|
|
|
current=current.next;
|
|
|
|
|
}
|
|
|
|
|
if(num<player.hp) return 0;
|
|
|
|
|
return num+1-player.hp;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
//张昌蒲
|
|
|
|
|
spdifei:{
|
|
|
|
|
audio:2,
|
|
|
|
|
trigger:{player:'damageEnd'},
|
|
|
|
|
forced:true,
|
|
|
|
|
usable:1,
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
var next=player.chooseToDiscard('h','抵诽:弃置一张手牌或摸一张牌');
|
|
|
|
|
if(trigger.card){
|
|
|
|
|
var suit=get.suit(trigger.card,false);
|
|
|
|
|
if(lib.suit.contains(suit)){
|
|
|
|
|
next.set('suit',suit);
|
|
|
|
|
next.set('prompt2','然后若没有'+get.translation(suit)+'手牌则回复1点体力');
|
|
|
|
|
next.set('ai',function(card){
|
|
|
|
|
var player=_status.event.player,suit=_status.event.suit;
|
|
|
|
|
if(player.hasCard(function(cardx){
|
|
|
|
|
return cardx!=card&&get.suit(cardx)==suit;
|
|
|
|
|
},'h')) return 0;
|
|
|
|
|
if(get.name(card)!='tao'&&((get.position(card)=='h'&&get.suit(card)==suit)||player.hp==1)) return 8-get.value(card);
|
|
|
|
|
return 5-get.value(card);
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
else next.set('ai',function(card){
|
|
|
|
|
return -get.value(card);
|
|
|
|
|
})
|
|
|
|
|
}
|
|
|
|
|
'step 1'
|
|
|
|
|
if(!result.bool) player.draw();
|
|
|
|
|
'step 2'
|
|
|
|
|
player.showHandcards();
|
|
|
|
|
if(trigger.card){
|
|
|
|
|
var suit=get.suit(trigger.card,false);
|
|
|
|
|
if(!lib.suit.contains(suit)||!player.countCards('h',{suit:suit})) player.recover();
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
spyanjiao:{
|
|
|
|
|
audio:2,
|
|
|
|
|
enable:'phaseUse',
|
|
|
|
|
usable:1,
|
|
|
|
|
chooseButton:{
|
|
|
|
|
dialog:function(){
|
|
|
|
|
return ui.create.dialog('###严教###'+get.translation('spyanjiao_info'));
|
|
|
|
|
},
|
|
|
|
|
chooseControl:function(event,player){
|
|
|
|
|
var map={},hs=player.getCards('h');
|
|
|
|
|
for(var i of hs) map[get.suit(i,player)]=true;
|
|
|
|
|
var list=lib.suit.filter((i)=>map[i]);
|
|
|
|
|
list.push('cancel2');
|
|
|
|
|
return list;
|
|
|
|
|
},
|
|
|
|
|
check:function(event,player){
|
|
|
|
|
var map={},hs=player.getCards('h'),min=Infinity,min_suit=null;
|
|
|
|
|
for(var i of hs){
|
|
|
|
|
var suit=get.suit(i,player);
|
|
|
|
|
if(!map[suit]) map[suit]=0;
|
|
|
|
|
map[suit]+=get.value(i);
|
|
|
|
|
}
|
|
|
|
|
for(var i in map){
|
|
|
|
|
if(map[i]<min){
|
|
|
|
|
min=map[i];
|
|
|
|
|
min_suit=i;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return min_suit;
|
|
|
|
|
},
|
|
|
|
|
backup:function(result,player){
|
|
|
|
|
return {
|
|
|
|
|
audio:'spyanjiao',
|
|
|
|
|
filterCard:{suit:result.control},
|
|
|
|
|
selectCard:-1,
|
|
|
|
|
position:'h',
|
|
|
|
|
filterTarget:lib.filter.notMe,
|
|
|
|
|
discard:false,
|
|
|
|
|
lose:false,
|
|
|
|
|
delay:false,
|
|
|
|
|
content:function(){
|
|
|
|
|
player.addSkill('spyanjiao_draw');
|
|
|
|
|
player.addMark('spyanjiao_draw',cards.length,false);
|
|
|
|
|
player.give(cards,target);
|
|
|
|
|
target.damage('nocard');
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
result:{
|
|
|
|
|
target:function(player,target){
|
|
|
|
|
if(!ui.selected.cards.length) return 0;
|
|
|
|
|
var val=get.value(ui.selected.cards,target);
|
|
|
|
|
if(val<0) return val+get.damageEffect(target,player,target);
|
|
|
|
|
if(val>5||get.value(ui.selected.cards,player)>5) return 0;
|
|
|
|
|
return get.damageEffect(target,player,target);
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
prompt:()=>'请选择【严教】的目标',
|
|
|
|
|
},
|
|
|
|
|
subSkill:{
|
|
|
|
|
draw:{
|
|
|
|
|
onremove:true,
|
|
|
|
|
trigger:{player:'phaseBegin'},
|
|
|
|
|
forced:true,
|
|
|
|
|
charlotte:true,
|
|
|
|
|
content:function(){
|
|
|
|
|
player.draw(player.countMark('spyanjiao_draw'));
|
|
|
|
|
player.removeSkill('spyanjiao_draw');
|
|
|
|
|
},
|
|
|
|
|
mark:true,
|
|
|
|
|
intro:{content:'下回合开始时摸#张牌'},
|
|
|
|
|
},
|
|
|
|
|
backup:{audio:'spyanjiao'},
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
order:1,
|
|
|
|
|
result:{player:1},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
//崔琰
|
|
|
|
|
spyajun:{
|
|
|
|
|
audio:2,
|
|
|
|
|
trigger:{player:'phaseUseBegin'},
|
|
|
|
|
direct:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
var hs=player.getCards('h');
|
|
|
|
|
return hs.length>0&&!player.hasSkillTag('noCompareSource')&&player.hasHistory('gain',function(evt){
|
|
|
|
|
for(var i of evt.cards){
|
|
|
|
|
if(hs.contains(i)) return true;
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
})&&game.hasPlayer(function(current){
|
|
|
|
|
return current!=player&&player.canCompare(current);
|
|
|
|
|
});
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
var cards=[],hs=player.getCards('h');
|
|
|
|
|
player.getHistory('gain',function(evt){
|
|
|
|
|
cards.addArray(evt.cards);
|
|
|
|
|
});
|
|
|
|
|
cards=cards.filter(function(i){
|
|
|
|
|
return hs.contains(i);
|
|
|
|
|
});
|
|
|
|
|
player.chooseCardTarget({
|
|
|
|
|
prompt:get.prompt('spyajun'),
|
|
|
|
|
prompt2:'操作提示:选择一张本回合新获得的牌作为拼点牌,然后选择一名拼点目标',
|
|
|
|
|
cards:cards,
|
|
|
|
|
filterCard:function(card){
|
|
|
|
|
return _status.event.cards.contains(card);
|
|
|
|
|
},
|
|
|
|
|
filterTarget:function(card,player,target){
|
|
|
|
|
return player.canCompare(target);
|
|
|
|
|
},
|
|
|
|
|
ai1:function(card){
|
|
|
|
|
return get.number(card)-get.value(card);
|
|
|
|
|
},
|
|
|
|
|
ai2:function(target){
|
|
|
|
|
return -get.attitude(_status.event.player,target)*Math.sqrt(5-Math.min(4,target.countCards('h')))*(target.hasSkillTag('noh')?0.5:1);
|
|
|
|
|
},
|
|
|
|
|
});
|
|
|
|
|
'step 1'
|
|
|
|
|
if(result.bool){
|
|
|
|
|
var target=result.targets[0];
|
|
|
|
|
player.logSkill('spyajun',target);
|
|
|
|
|
var next=player.chooseToCompare(target);
|
|
|
|
|
if(!next.fixedResult) next.fixedResult={};
|
|
|
|
|
next.fixedResult[player.playerid]=result.cards[0];
|
|
|
|
|
}
|
|
|
|
|
else event.finish();
|
|
|
|
|
'step 2'
|
|
|
|
|
if(result.bool){
|
|
|
|
|
var cards=[result.player,result.target].filterInD('d');
|
|
|
|
|
if(cards.length){
|
|
|
|
|
player.chooseButton(['是否将一张牌置于牌堆顶?',cards]).set('ai',function(button){
|
|
|
|
|
if(get.color(button.link)=='black') return 1;
|
|
|
|
|
return 0;
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
else event.finish();
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
player.addMark('spyajun_less',1,false);
|
|
|
|
|
player.addTempSkill('spyajun_less');
|
|
|
|
|
event.finish();
|
|
|
|
|
}
|
|
|
|
|
'step 3'
|
|
|
|
|
if(result.bool){
|
|
|
|
|
var card=result.links[0];
|
|
|
|
|
card.fix();
|
|
|
|
|
ui.cardPile.insertBefore(card,ui.cardPile.firstChild);
|
|
|
|
|
game.updateRoundNumber();
|
|
|
|
|
game.log(player,'将',card,'置于牌堆顶');
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
group:'spyajun_draw',
|
|
|
|
|
subSkill:{
|
|
|
|
|
draw:{
|
|
|
|
|
audio:'spyajun',
|
|
|
|
|
trigger:{player:'phaseDrawBegin2'},
|
|
|
|
|
forced:true,
|
|
|
|
|
locked:false,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return !event.numFixed;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
trigger.num++;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
less:{
|
|
|
|
|
onremove:true,
|
|
|
|
|
charlotte:true,
|
|
|
|
|
intro:{content:'手牌上限-#'},
|
|
|
|
|
mod:{
|
|
|
|
|
maxHandcard:function(player,num){
|
|
|
|
|
return num-player.countMark('spyajun_less');
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
spzundi:{
|
|
|
|
|
audio:2,
|
|
|
|
|
enable:'phaseUse',
|
|
|
|
|
usable:1,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return player.countCards('h')>0;
|
|
|
|
|
},
|
|
|
|
|
filterCard:true,
|
|
|
|
|
filterTarget:true,
|
|
|
|
|
check:function(card){
|
|
|
|
|
return 7-get.value(card);
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
player.judge();
|
|
|
|
|
'step 1'
|
|
|
|
|
if(result.color=='black') target.draw(3);
|
|
|
|
|
else target.moveCard();
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
order:8,
|
|
|
|
|
result:{
|
|
|
|
|
target:function(player,target){
|
|
|
|
|
if(target.canMoveCard(true)) return 3;
|
|
|
|
|
return 1;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
//花蔓
|
|
|
|
|
spxiangzhen:{
|
|
|
|
|
trigger:{target:'useCardToBefore'},
|
|
|
|
|
forced:true,
|
|
|
|
|
audio:2,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return event.card.name=='nanman';
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
trigger.cancel();
|
|
|
|
|
},
|
|
|
|
|
group:'spxiangzhen_draw',
|
|
|
|
|
subSkill:{
|
|
|
|
|
draw:{
|
|
|
|
|
audio:'spxiangzhen',
|
|
|
|
|
trigger:{global:'useCardAfter'},
|
|
|
|
|
forced:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return event.card.name=='nanman'&&game.hasPlayer2(function(current){
|
|
|
|
|
return current.hasHistory('damage',function(evt){
|
|
|
|
|
return evt.card==event.card;
|
|
|
|
|
});
|
|
|
|
|
});
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
if(player!=trigger.player&&trigger.player.isIn()) game.asyncDraw([player,trigger.player].sortBySeat());
|
|
|
|
|
else{
|
|
|
|
|
player.draw();
|
|
|
|
|
event.finish();
|
|
|
|
|
}
|
|
|
|
|
'step 1'
|
|
|
|
|
game.delayx();
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
spfangzong:{
|
|
|
|
|
audio:2,
|
|
|
|
|
trigger:{player:'phaseJieshuBegin'},
|
|
|
|
|
forced:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return !player.hasSkill('spxizhan_spfangzong')&&player.countCards('h')<Math.min(8,game.countPlayer());
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
player.drawTo(Math.min(8,game.countPlayer()));
|
|
|
|
|
},
|
|
|
|
|
mod:{
|
|
|
|
|
playerEnabled:function(card,player,target){
|
|
|
|
|
if(player==_status.currentPhase&&get.tag(card,'damage')>0&&!player.hasSkill('spxizhan_spfangzong')&&player.inRange(target)) return false;
|
|
|
|
|
},
|
|
|
|
|
targetEnabled:function(card,player,target){
|
|
|
|
|
if(get.tag(card,'damage')>0&&!target.hasSkill('spxizhan_spfangzong')&&player.inRange(target)) return false;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
spxizhan:{
|
|
|
|
|
trigger:{global:'phaseBegin'},
|
|
|
|
|
forced:true,
|
|
|
|
|
locked:false,
|
|
|
|
|
logTarget:'player',
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return player!=event.player;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
player.chooseToDiscard('he','嬉战:弃置一张牌或失去1点体力','根据弃置的牌对'+get.translation(trigger.player)+'视为使用如下牌:<br>♠,其使用【酒】;♥,你使用【无中生有】<br>♣,对其使用【铁索连环】;♦:对其使用火【杀】').set('ai',function(card){
|
|
|
|
|
var player=_status.event.player,target=_status.event.getTrigger().player;
|
|
|
|
|
var suit=get.suit(card,player),list;
|
|
|
|
|
switch(suit){
|
|
|
|
|
case 'spade':list=[{name:'jiu'},target,target];break;
|
|
|
|
|
case 'heart':list=[{name:'wuzhong'},player,player];break;
|
|
|
|
|
case 'club':list=[{name:'tiesuo'},player,target];break;
|
|
|
|
|
case 'diamond':list=[{name:'sha',nature:'fire'},player,target];break;
|
|
|
|
|
}
|
|
|
|
|
list[0].isCard=true;
|
|
|
|
|
var eff=0;
|
|
|
|
|
if(list[1].canUse(list[0],list[2],false)) eff=get.effect(list[2],list[0],list[1],player);
|
|
|
|
|
if(eff>=0||suit=='club') eff=Math.max(eff,5);
|
|
|
|
|
return eff*1.5-get.value(card);
|
|
|
|
|
});
|
|
|
|
|
'step 1'
|
|
|
|
|
if(result.bool){
|
|
|
|
|
player.addTempSkill('spxizhan_spfangzong');
|
|
|
|
|
var target=trigger.player,card=result.cards[0],suit=get.suit(card,player);
|
|
|
|
|
if((!target||!target.isIn())&&suit!='heart') return;
|
|
|
|
|
switch(suit){
|
|
|
|
|
case 'spade':
|
|
|
|
|
target.chooseUseTarget('jiu',true);
|
|
|
|
|
break;
|
|
|
|
|
case 'heart':
|
|
|
|
|
player.chooseUseTarget('wuzhong',true);
|
|
|
|
|
break;
|
|
|
|
|
case 'club':
|
|
|
|
|
if(player.canUse('tiesuo',target)) player.useCard({
|
|
|
|
|
name:'tiesuo',
|
|
|
|
|
isCard:true,
|
|
|
|
|
},target);
|
|
|
|
|
break;
|
|
|
|
|
case 'diamond':
|
|
|
|
|
if(player.canUse({
|
|
|
|
|
name:'sha',
|
|
|
|
|
isCard:true,
|
|
|
|
|
nature:'fire',
|
|
|
|
|
},target,false)) player.useCard({
|
|
|
|
|
name:'sha',
|
|
|
|
|
isCard:true,
|
|
|
|
|
nature:'fire',
|
|
|
|
|
},target,false);
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else player.loseHp();
|
|
|
|
|
},
|
|
|
|
|
subSkill:{
|
|
|
|
|
spfangzong:{charlotte:true},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
//高览
|
|
|
|
|
spjungong:{
|
|
|
|
|
enable:'phaseUse',
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
var num=(player.getStat('skill').spjungong||0);
|
|
|
|
|
return (num<player.hp||num<=player.countCards('he'))&&!player.hasSkill('spjungong_block');
|
|
|
|
|
},
|
|
|
|
|
filterTarget:function(card,player,target){
|
|
|
|
|
return target!=player&&player.canUse('sha',target,false);
|
|
|
|
|
},
|
|
|
|
|
filterCard:true,
|
|
|
|
|
position:'he',
|
|
|
|
|
selectCard:function(){
|
|
|
|
|
var player=_status.event.player,num=(player.getStat('skill').spjungong||0)+1;
|
|
|
|
|
if(ui.selected.cards.length||num>player.hp) return num;
|
|
|
|
|
return [0,num];
|
|
|
|
|
},
|
|
|
|
|
check:function(card){
|
|
|
|
|
return 6-get.value(card);
|
|
|
|
|
},
|
|
|
|
|
prompt:function(){
|
|
|
|
|
var player=_status.event.player,num=get.cnNumber((player.getStat('skill').spjungong||0)+1);
|
|
|
|
|
return '弃置'+num+'张牌或失去'+num+'点体力,视为使用杀';
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
if(!cards.length) player.loseHp(player.getStat('skill').spjungong||1);
|
|
|
|
|
player.useCard({name:'sha',isCard:true},target,false);
|
|
|
|
|
'step 1'
|
|
|
|
|
if(player.hasHistory('sourceDamage',function(evt){
|
|
|
|
|
var card=evt.card;
|
|
|
|
|
if(!card||card.name!='sha') return false;
|
|
|
|
|
var evtx=evt.getParent('useCard');
|
|
|
|
|
return evtx.card==card&&evtx.getParent()==event;
|
|
|
|
|
})) player.addTempSkill('spjungong_block');
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
order:function(item,player){
|
|
|
|
|
return get.order({name:'sha'},player)+1;
|
|
|
|
|
},
|
|
|
|
|
result:{
|
|
|
|
|
target:function(player,target){
|
|
|
|
|
if(!ui.selected.cards.length) return 0;
|
|
|
|
|
return get.effect(target,{name:'sha'},player,target);
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
subSkill:{block:{charlotte:true}},
|
|
|
|
|
},
|
|
|
|
|
spdengli:{
|
|
|
|
|
trigger:{
|
|
|
|
|
player:'useCardToPlayered',
|
|
|
|
|
target:'useCardToTargeted',
|
|
|
|
|
},
|
|
|
|
|
frequent:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return event.card.name=='sha'&&event.player.hp==event.target.hp;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
player.draw();
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
effect:{
|
|
|
|
|
player:function(card,player,target){
|
|
|
|
|
var hp=player.hp,evt=_status.event;
|
|
|
|
|
if(evt.name=='chooseToUse'&&evt.player==player&&evt.skill=='spjungong'&&!ui.selected.cards.length) hp-=((player.getStat('skill').spjungong||0)+1);
|
|
|
|
|
if(card&&card.name=='sha'&&hp==target.hp) return [1,0.3];
|
|
|
|
|
},
|
|
|
|
|
target:function(card,player,target){
|
|
|
|
|
if(card&&card.name=='sha'&&player.hp==target.hp) return [1,0.3];
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
//孙翊
|
|
|
|
|
zaoli:{
|
|
|
|
|
trigger:{player:'phaseBegin'},
|
|
|
|
|
audio:2,
|
|
|
|
|
forced:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return player.countMark('zaoli')>0;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
event.num=player.storage.zaoli;
|
|
|
|
|
player.removeMark('zaoli',event.num);
|
|
|
|
|
if(player.countCards('he')>0){
|
|
|
|
|
player.chooseToDiscard(true,'he',[1,Infinity],'躁厉:弃置至少一张牌').set('ai',function(card){
|
|
|
|
|
if(card.hasGaintag('zaoli')) return 1;
|
|
|
|
|
return 5-get.value(card);
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
'step 1'
|
|
|
|
|
if(result.bool) num+=result.cards.length;
|
|
|
|
|
if(event.num>2) player.loseHp();
|
|
|
|
|
player.draw(num);
|
|
|
|
|
},
|
|
|
|
|
mod:{
|
|
|
|
|
cardEnabled2:function(card,player){
|
|
|
|
|
if(player==_status.currentPhase&&get.itemtype(card)=='card'&&card.hasGaintag('zaoli')) return false;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
group:['zaoli_add','zaoli_count'],
|
|
|
|
|
init:function(player){
|
|
|
|
|
if(player==_status.currentPhase){
|
|
|
|
|
var hs=player.getCards('h');
|
|
|
|
|
player.getHistory('gain',function(evt){
|
|
|
|
|
hs.removeArray(evt.cards);
|
|
|
|
|
});
|
|
|
|
|
if(hs.length) player.addGaintag(hs,'zaoli');
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
onremove:function(player){
|
|
|
|
|
player.removeGaintag('zaoli');
|
|
|
|
|
delete player.storage.zaoli;
|
|
|
|
|
},
|
|
|
|
|
intro:{content:'mark'},
|
|
|
|
|
subSkill:{
|
|
|
|
|
add:{
|
|
|
|
|
audio:'zaoli',
|
|
|
|
|
trigger:{player:['useCard','respond']},
|
|
|
|
|
forced:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return player.countMark('zaoli')<4&&player.hasHistory('lose',function(evt){
|
|
|
|
|
return evt.hs&&evt.hs.length>0&&evt.getParent()==event;
|
|
|
|
|
});
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
player.addMark('zaoli',1);
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
count:{
|
|
|
|
|
trigger:{global:'phaseBeginStart'},
|
|
|
|
|
forced:true,
|
|
|
|
|
firstDo:true,
|
|
|
|
|
silent:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
if(player==event.player) return player.countCards('h')>0;
|
|
|
|
|
return player.hasCard(function(card){
|
|
|
|
|
return card.hasGaintag('zaoli');
|
|
|
|
|
},'h');
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
if(player==trigger.player){
|
|
|
|
|
player.addGaintag(player.getCards('h'),'zaoli');
|
|
|
|
|
}
|
|
|
|
|
else player.removeGaintag('zaoli');
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
//王双
|
|
|
|
|
yiyong:{
|
|
|
|
|
audio:2,
|
|
|
|
|
trigger:{player:'damageEnd'},
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return event.card&&event.card.name=='sha'&&
|
|
|
|
|
event.source&&event.source.isIn()&&player!=event.source
|
|
|
|
|
&&event.cards.filterInD().length>0&&player.getEquip(1);
|
|
|
|
|
},
|
|
|
|
|
check:function(event,player){
|
|
|
|
|
var card={
|
|
|
|
|
name:'sha',
|
|
|
|
|
cards:event.cards.filterInD(),
|
|
|
|
|
},target=event.source;
|
|
|
|
|
return !player.canUse(card,target,false)||get.effect(target,card,player,player)>0;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
event.cards=trigger.cards.filterInD();
|
|
|
|
|
player.gain(event.cards,'gain2');
|
|
|
|
|
'step 1'
|
|
|
|
|
var target=trigger.source,hs=player.getCards('h');
|
|
|
|
|
if(target&&target.isIn()&&hs.length>=cards.length&&cards.filter(function(i){
|
|
|
|
|
return hs.contains(i);
|
|
|
|
|
}).length==cards.length&&player.canUse({name:'sha',cards:cards},target,false)){
|
|
|
|
|
var next=player.useCard({name:'sha'},cards,target,false);
|
|
|
|
|
if(!target.getEquip(1)) next.baseDamage=2;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
shanxie:{
|
|
|
|
|
audio:2,
|
|
|
|
|
enable:'phaseUse',
|
|
|
|
|
usable:1,
|
|
|
|
|
//filterTarget:function(card,player,target){
|
|
|
|
|
// return target!=player&&target.getEquip(1);
|
|
|
|
|
//},
|
|
|
|
|
//selectTarget:[0,1],
|
|
|
|
|
content:function(){
|
|
|
|
|
var card=get.cardPile2(function(card){
|
|
|
|
|
return get.subtype(card)=='equip1';
|
|
|
|
|
});
|
|
|
|
|
if(card) player.gain(card,'gain2');
|
|
|
|
|
else{
|
|
|
|
|
var targets=game.filterPlayer(function(current){
|
|
|
|
|
return current.getEquip(1);
|
|
|
|
|
});
|
|
|
|
|
if(targets.length){
|
|
|
|
|
var target=targets.randomGet();
|
|
|
|
|
player.gain(target.getEquip(1),target,'give','bySelf');
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
content_old:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
if(!target){
|
|
|
|
|
var card=get.cardPile2(function(card){
|
|
|
|
|
return get.subtype(card)=='equip1';
|
|
|
|
|
});
|
|
|
|
|
if(card) player.gain(card,'gain2');
|
|
|
|
|
event.finish();
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
var card=target.getEquip(1);
|
|
|
|
|
if(card){
|
|
|
|
|
event.card=card;
|
|
|
|
|
player.gain(card,target,'give');
|
|
|
|
|
}
|
|
|
|
|
else event.finish();
|
|
|
|
|
}
|
|
|
|
|
'step 1'
|
|
|
|
|
if(player.getCards('h').contains(card)&&get.type(card,player)=='equip'&&player.hasUseTarget(card)) player.chooseUseTarget(card,true,'nopopup');
|
|
|
|
|
'step 2'
|
|
|
|
|
var hs=target.getCards('h',function(card){
|
|
|
|
|
return target.canUse(get.autoViewAs({name:'sha'},[card]),player,false);
|
|
|
|
|
});
|
|
|
|
|
if(hs.length){
|
|
|
|
|
if(hs.length==1) event._result={bool:true,cards:hs};
|
|
|
|
|
else target.chooseCard('h',true,'将一张牌当做【杀】对'+get.translation(player)+'使用',function(card){
|
|
|
|
|
return _status.event.cards.contains(card);
|
|
|
|
|
}).set('cards',hs).set('ai',function(card){
|
|
|
|
|
return get.effect(_status.event.getParent().player,get.autoViewAs({name:'sha',},[card]),_status.event.player)
|
|
|
|
|
})
|
|
|
|
|
}
|
|
|
|
|
else event.finish();
|
|
|
|
|
'step 3'
|
|
|
|
|
if(result.bool) target.useCard({name:'sha'},result.cards,player,false);
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
order:9,
|
|
|
|
|
result:{player:1},
|
|
|
|
|
},
|
|
|
|
|
group:'shanxie_exclude',
|
|
|
|
|
subSkill:{
|
|
|
|
|
exclude:{
|
|
|
|
|
trigger:{global:'useCard'},
|
|
|
|
|
forced:true,
|
|
|
|
|
locked:false,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
if(event.card.name!='shan'||event.getParent(2).player!=player) return false;
|
|
|
|
|
var num=get.number(event.card);
|
|
|
|
|
return !num||num<=player.getAttackRange()*2;
|
|
|
|
|
},
|
|
|
|
|
logTarget:'player',
|
|
|
|
|
content:function(){
|
|
|
|
|
trigger.all_excluded=true;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
//吴景流兵
|
|
|
|
|
liubing:{
|
|
|
|
|
trigger:{player:'useCard1'},
|
|
|
|
|
forced:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return event.card.name=='sha'&&event.cards.length==1&&player.getHistory('useCard',function(evt){
|
|
|
|
|
return evt.card.name=='sha'&&evt.cards.length==1;
|
|
|
|
|
}).indexOf(event)==0;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
game.log(player,'将',trigger.card,'的花色改为','#y♦');
|
|
|
|
|
trigger.card.suit='diamond';
|
|
|
|
|
},
|
|
|
|
|
group:'liubing_gain',
|
|
|
|
|
subSkill:{
|
|
|
|
|
gain:{
|
|
|
|
|
trigger:{global:'useCardAfter'},
|
|
|
|
|
forced:true,
|
|
|
|
|
audio:'liubing',
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return event.player!=player&&event.card.isCard&&event.card.name=='sha'&&
|
|
|
|
|
get.color(event.card)=='black'&&event.cards.filterInD().length>0&&
|
|
|
|
|
event.player.isPhaseUsing()&&!event.player.hasHistory('sourceDamage',function(evt){
|
|
|
|
|
return evt.card==event.card;
|
|
|
|
|
});
|
|
|
|
|
},
|
|
|
|
|
logTarget:'player',
|
|
|
|
|
content:function(){
|
|
|
|
|
player.gain(trigger.cards.filterInD(),'gain2');
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
//新刘璋
|
|
|
|
|
jutu:{
|
|
|
|
|
audio:'xiusheng',
|
|
|
|
|
trigger:{player:'phaseZhunbeiBegin'},
|
|
|
|
|
forced:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return player.storage.yaohu&&game.hasPlayer(function(current){
|
|
|
|
|
return current.group==player.storage.yaohu;
|
|
|
|
|
});
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
var cards=player.getExpansions('jutu');
|
|
|
|
|
if(cards.length>0){
|
|
|
|
|
player.gain(cards,'gain2');
|
|
|
|
|
}
|
|
|
|
|
'step 1'
|
|
|
|
|
event.num=game.countPlayer(function(current){
|
|
|
|
|
return current.group==player.storage.yaohu;
|
|
|
|
|
});
|
|
|
|
|
player.draw(event.num+1);
|
|
|
|
|
if(!event.num) event.finish();
|
|
|
|
|
'step 2'
|
|
|
|
|
var he=player.getCards('he');
|
|
|
|
|
if(!he.length) event.finish();
|
|
|
|
|
else if(he.length<num) event._result={bool:true,cards:he};
|
|
|
|
|
else player.chooseCard('he',true,num,'选择'+get.cnNumber(num)+'张牌作为生');
|
|
|
|
|
'step 3'
|
|
|
|
|
if(result.bool){
|
|
|
|
|
var cards=result.cards;
|
|
|
|
|
player.addToExpansion(player,'give',cards).gaintag.add('jutu');
|
|
|
|
|
}
|
|
|
|
|
'step 4'
|
|
|
|
|
game.delayx();
|
|
|
|
|
},
|
|
|
|
|
intro:{
|
|
|
|
|
content:'expansion',
|
|
|
|
|
markcount:'expansion',
|
|
|
|
|
},
|
|
|
|
|
onremove:function(player,skill){
|
|
|
|
|
var cards=player.getExpansions(skill);
|
|
|
|
|
if(cards.length) player.loseToDiscardpile(cards);
|
|
|
|
|
},
|
|
|
|
|
ai:{combo:'yaohu'},
|
|
|
|
|
},
|
|
|
|
|
yaohu:{
|
|
|
|
|
audio:'yinlang',
|
|
|
|
|
trigger:{player:'phaseBegin'},
|
|
|
|
|
direct:true,
|
|
|
|
|
forced:true,
|
|
|
|
|
locked:false,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return !player.hasSkill('yaohu_round')&&game.hasPlayer(function(current){
|
|
|
|
|
return current.group&¤t.group!='unknown';
|
|
|
|
|
});
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
var list=[];
|
|
|
|
|
game.countPlayer(function(current){
|
|
|
|
|
if(current.group&¤t.group!='unknown') list.add(current.group);
|
|
|
|
|
});
|
|
|
|
|
list.sort(function(a,b){
|
|
|
|
|
return lib.group.indexOf(a)-lib.group.indexOf(b);
|
|
|
|
|
});
|
|
|
|
|
if(!player.hasSkill('yaohu')) list.push('cancel2');
|
|
|
|
|
player.chooseControl(list).set('prompt','邀虎:请选择一个势力').set('ai',function(){
|
|
|
|
|
return _status.event.choice;
|
|
|
|
|
}).set('choice',function(){
|
|
|
|
|
var getn=function(group){
|
|
|
|
|
return game.countPlayer(function(current){
|
|
|
|
|
if(current.group!=group) return false;
|
|
|
|
|
if(player==current) return 2;
|
|
|
|
|
if(get.attitude(current,player)>0) return 1;
|
|
|
|
|
return 1.3;
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
list.sort(function(a,b){
|
|
|
|
|
return getn(b)-getn(a);
|
|
|
|
|
});
|
|
|
|
|
return list[0];
|
|
|
|
|
}());
|
|
|
|
|
'step 1'
|
|
|
|
|
if(result.control!='cancel2'){
|
|
|
|
|
player.logSkill('yaohu',game.filterPlayer(function(current){
|
|
|
|
|
return current.group==result.control;
|
|
|
|
|
}));
|
|
|
|
|
game.log(player,'选择了','#y'+get.translation(result.control+2))
|
|
|
|
|
player.storage.yaohu=result.control;
|
|
|
|
|
player.markSkill('yaohu');
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai:{combo:'jutu'},
|
|
|
|
|
intro:{content:'已选择了$势力'},
|
|
|
|
|
group:'yaohu_gain',
|
|
|
|
|
subSkill:{
|
|
|
|
|
round:{},
|
|
|
|
|
gain:{
|
|
|
|
|
audio:'yinlang',
|
|
|
|
|
trigger:{global:'phaseUseBegin'},
|
|
|
|
|
forced:true,
|
|
|
|
|
locked:false,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return event.player!=player&&event.player.group==player.storage.yaohu&&event.player.isIn()&&player.getExpansions('jutu').length>0;
|
|
|
|
|
},
|
|
|
|
|
logTarget:'player',
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
var target=trigger.player;
|
|
|
|
|
event.target=target;
|
|
|
|
|
target.chooseButton(['选择获得一张“生”',player.getExpansions('jutu')],true).set('ai',function(button){
|
|
|
|
|
return get.value(button.link,player);
|
|
|
|
|
});
|
|
|
|
|
'step 1'
|
|
|
|
|
if(result.bool){
|
|
|
|
|
target.gain(result.links,'give',player,'bySelf');
|
|
|
|
|
}
|
|
|
|
|
'step 2'
|
|
|
|
|
if(game.hasPlayer(function(current){
|
|
|
|
|
return current!=player&¤t!=target;
|
|
|
|
|
})){
|
|
|
|
|
player.chooseTarget(true,'选择'+get.translation(target)+'使用【杀】的目标',function(card,player,target){
|
|
|
|
|
return target!=player&&target!=_status.event.source;
|
|
|
|
|
}).set('source',target).set('ai',function(target){
|
|
|
|
|
var evt=_status.event;
|
|
|
|
|
return get.effect(target,{name:'sha'},evt.source,evt.player);
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
event._result={bool:false};
|
|
|
|
|
event.goto(4);
|
|
|
|
|
}
|
|
|
|
|
'step 3'
|
|
|
|
|
var target2=result.targets[0];
|
|
|
|
|
player.line(target2,'green');
|
|
|
|
|
target.chooseToUse(function(card,player,event){
|
|
|
|
|
if(get.name(card)!='sha') return false;
|
|
|
|
|
return lib.filter.filterCard.apply(this,arguments);
|
|
|
|
|
},'对'+get.translation(target2)+'使用一张杀,否则交给其两张牌').set('targetRequired',true).set('complexSelect',true).set('filterTarget',function(card,player,target){
|
|
|
|
|
if(target!=_status.event.sourcex&&!ui.selected.targets.contains(_status.event.sourcex)) return false;
|
|
|
|
|
return lib.filter.targetEnabled.apply(this,arguments);
|
|
|
|
|
}).set('sourcex',target2).set('addCount',false);
|
|
|
|
|
'step 4'
|
|
|
|
|
if(!result.bool){
|
|
|
|
|
var hs=target.getCards('he');
|
|
|
|
|
if(!hs.length) event.finish();
|
|
|
|
|
else if(hs.length<=2) event._result={bool:true,cards:hs};
|
|
|
|
|
else target.chooseCard(2,true,'交给'+get.translation(player)+'两张牌','he');
|
|
|
|
|
}
|
|
|
|
|
else event.finish();
|
|
|
|
|
'step 5'
|
|
|
|
|
if(result.bool) target.give(result.cards,player);
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
rehuaibi:{
|
|
|
|
|
audio:'huaibi',
|
|
|
|
|
zhuSkill:true,
|
|
|
|
|
mod:{
|
|
|
|
|
maxHandcard:function(player,num){
|
|
|
|
|
if(player.storage.yaohu&&player.hasZhuSkill('rehuaibi')) return num+game.countPlayer(function(current){
|
|
|
|
|
return current.group==player.storage.yaohu;
|
|
|
|
|
});
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
ai:{combo:'yaohu'},
|
|
|
|
|
},
|
|
|
|
|
//宗预
|
|
|
|
|
zhibian:{
|
|
|
|
|
audio:2,
|
|
|
|
|
trigger:{player:'phaseZhunbeiBegin'},
|
|
|
|
|
direct:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return game.hasPlayer((current)=>(current!=player&&player.canCompare(current)));
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
player.chooseTarget(get.prompt('zhibian'),'与一名其他角色进行拼点',function(card,player,target){
|
|
|
|
|
return target!=player&&player.canCompare(target);
|
|
|
|
|
}).set('ai',function(target){
|
|
|
|
|
if(!_status.event.goon) return false;
|
|
|
|
|
var att=get.attitude(player,target);
|
|
|
|
|
if(att<0&&target.countCards('e',function(card){
|
|
|
|
|
return player.canEquip(card)&&get.effect(player,card,target,player)>0;
|
|
|
|
|
})) return -att/Math.sqrt(target.countCards('h'));
|
|
|
|
|
if(!player.isDamaged()) return false;
|
|
|
|
|
if(att<=0) return (1-att)/Math.sqrt(target.countCards('h'));
|
|
|
|
|
return Math.sqrt(2/att*Math.sqrt(target.countCards('h')));
|
|
|
|
|
}).set('goon',function(){
|
|
|
|
|
if(!player.hasCard(function(card){
|
|
|
|
|
return (card.number>=14-player.hp&&get.value(card)<=5);
|
|
|
|
|
})) return false;
|
|
|
|
|
return true;
|
|
|
|
|
}());
|
|
|
|
|
'step 1'
|
|
|
|
|
if(result.bool){
|
|
|
|
|
var target=result.targets[0];
|
|
|
|
|
event.target=target;
|
|
|
|
|
player.logSkill('zhibian',target);
|
|
|
|
|
player.chooseToCompare(target);
|
|
|
|
|
}
|
|
|
|
|
else event.finish();
|
|
|
|
|
'step 2'
|
|
|
|
|
if(result.bool){
|
|
|
|
|
var list=[],list2=[
|
|
|
|
|
'将'+get.translation(target)+'装备区/判定区中的一张牌移动到你的区域内',
|
|
|
|
|
'回复1点体力',
|
|
|
|
|
'背水!跳过摸牌阶段,并依次执行上述所有选项',
|
|
|
|
|
];
|
|
|
|
|
if(target.hasCard(function(card){
|
|
|
|
|
return player.canEquip(card);
|
|
|
|
|
},'e')||target.hasCard(function(card){
|
|
|
|
|
return player.canAddJudge(card);
|
|
|
|
|
},'j')){
|
|
|
|
|
list.push('选项一');
|
|
|
|
|
}
|
|
|
|
|
if(player.isDamaged()){
|
|
|
|
|
list.push('选项二');
|
|
|
|
|
}
|
|
|
|
|
if(list.contains('选项一')) list.push('背水!')
|
|
|
|
|
list.push('cancel2');
|
|
|
|
|
player.chooseControl(list).set('choiceList',list2).set('ai',function(target){
|
|
|
|
|
if(player.isDamaged()&&(player.hp<=2||!target.countCards('e',function(card){
|
|
|
|
|
return player.canEquip(card)&&get.value(card,target)>=4+player.getDamagedHp();
|
|
|
|
|
}))) return 1;
|
|
|
|
|
return 0;
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
player.loseHp();
|
|
|
|
|
event.finish();
|
|
|
|
|
}
|
|
|
|
|
'step 3'
|
|
|
|
|
if(result.control!='cancel2'){
|
|
|
|
|
event.control=result.control;
|
|
|
|
|
if(result.control=='选项一'||result.control=='背水!'){
|
|
|
|
|
player.choosePlayerCard(target,'ej',true).set('ai',get.buttonValue);
|
|
|
|
|
}
|
|
|
|
|
else event.goto(5);
|
|
|
|
|
}
|
|
|
|
|
else event.finish();
|
|
|
|
|
'step 4'
|
|
|
|
|
if(result.bool){
|
|
|
|
|
var card=result.cards[0];
|
|
|
|
|
target.$give(card,player,false);
|
|
|
|
|
game.delayx();
|
|
|
|
|
if(get.position(card)=='e') player.equip(card);
|
|
|
|
|
else player.addJudge(card);
|
|
|
|
|
}
|
|
|
|
|
'step 5'
|
|
|
|
|
if(event.control=='选项二'||event.control=='背水!'){
|
|
|
|
|
player.recover();
|
|
|
|
|
}
|
|
|
|
|
if(event.control=='背水!') player.skip('phaseDraw');
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
yuyan:{
|
|
|
|
|
audio:2,
|
|
|
|
|
trigger:{target:'useCardToTarget'},
|
|
|
|
|
forced:true,
|
|
|
|
|
logTarget:'player',
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return event.card.name=='sha'&&event.card.isCard&&typeof get.number(event.card)=='number'&&player.hp<event.player.hp;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
var num=get.number(trigger.card);
|
|
|
|
|
if(num>=13||!trigger.player.hasCard(function(card){
|
|
|
|
|
if(_status.connectMode&&get.position(card)=='h') return true;
|
|
|
|
|
return get.number(card)>num;
|
|
|
|
|
},'he')) event._result={bool:false};
|
|
|
|
|
else trigger.player.chooseCard('he',function(card){
|
|
|
|
|
return get.number(card)>_status.event.number;
|
|
|
|
|
},'交给'+get.translation(player)+'一张点数大于'+get.cnNumber(num)+'的牌,或令'+get.translation(trigger.card)+'对其无效').set('number',num).set('',function(card){
|
|
|
|
|
if(card.name=='shan'||card.name=='tao'||card.name=='jiu') return false;
|
|
|
|
|
return 6-get.value(card);
|
|
|
|
|
});
|
|
|
|
|
'step 1'
|
|
|
|
|
if(result.bool){
|
|
|
|
|
trigger.player.give(result.cards,player);
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
trigger.targets.remove(player);
|
|
|
|
|
trigger.getParent().triggeredTargets2.remove(player);
|
|
|
|
|
trigger.untrigger();
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
effect:{
|
|
|
|
|
target:function(card,player,target,current){
|
|
|
|
|
if(card.name=='sha'&&player.hp>target.hp&&get.attitude(player,target)<0){
|
|
|
|
|
var num=get.number(card);
|
|
|
|
|
if(typeof num!='number') return false;
|
|
|
|
|
var bs=player.getCards('h',function(cardx){
|
|
|
|
|
return (get.number(cardx)>num&&!['','',''].contains(cardx.name));
|
|
|
|
|
});
|
|
|
|
|
if(bs.length<2) return 0;
|
|
|
|
|
if(player.hasSkill('jiu')||player.hasSkill('tianxianjiu')) return;
|
|
|
|
|
if(bs.length<=2){
|
|
|
|
|
for(var i=0;i<bs.length;i++){
|
|
|
|
|
if(get.value(bs[i])<6){
|
|
|
|
|
return [1,0,1,-0.5];
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
return [1,0,1,-0.5];
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
//袁涣
|
|
|
|
|
qingjue:{
|
|
|
|
|
audio:2,
|
|
|
|
|
trigger:{global:'useCardToPlayer'},
|
|
|
|
|
logTarget:'player',
|
|
|
|
|
round:1,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return (event.player!=player&&event.target!=player&&event.player!=event.target&&
|
|
|
|
|
event.player.hp>event.target.hp&&event.targets.length==1&&event.player.countCards('h')>0&&!event.target.isDying()&&
|
|
|
|
|
!event.player.hasSkillTag('noCompareTarget')&&!player.hasSkillTag('noCompareSource'));
|
|
|
|
|
},
|
|
|
|
|
check:function(event,player){
|
|
|
|
|
var target=event.target,source=event.player;
|
|
|
|
|
var eff1=get.effect(target,event.card,source,player);
|
|
|
|
|
if(eff1>=0) return false;
|
|
|
|
|
var eff2=get.effect(player,event.card,source,player);
|
|
|
|
|
if(eff2>=0) return true;
|
|
|
|
|
if(eff2>eff1/3) return player.hasCard(function(card){
|
|
|
|
|
return (card.number>=9&&get.value(card)<=5)||get.value(card)<=3;
|
|
|
|
|
});
|
|
|
|
|
if(eff2>eff1/2) return player.hasCard(function(card){
|
|
|
|
|
return card.number>10&&get.value(card)<=5;
|
|
|
|
|
});
|
|
|
|
|
return player.hasCard(function(card){
|
|
|
|
|
return card.number>11&&get.value(card)<=5;
|
|
|
|
|
});
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
player.draw();
|
|
|
|
|
'step 1'
|
|
|
|
|
if(player.canCompare(trigger.player)) player.chooseToCompare(trigger.player);
|
|
|
|
|
else event.finish();
|
|
|
|
|
'step 2'
|
|
|
|
|
trigger.targets.remove(trigger.target);
|
|
|
|
|
trigger.getParent().triggeredTargets1.remove(trigger.target);
|
|
|
|
|
trigger.untrigger();
|
|
|
|
|
if(!result.bool) trigger.targets.push(player);
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
fengjie:{
|
|
|
|
|
audio:2,
|
|
|
|
|
trigger:{player:'phaseZhunbeiBegin'},
|
|
|
|
|
forced:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return game.hasPlayer((current)=>(current!=player));
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
player.chooseTarget('请选择【奉节】的目标','选择一名其他角色并获得如下效果直到你下回合开始:一名角色的结束阶段开始时,你将手牌摸至(至多摸至四张)或弃置至与其体力值相等。',lib.filter.notMe,true).set('ai',function(target){
|
|
|
|
|
return (target.hp-player.countCards('h'))/get.threaten(target);
|
|
|
|
|
});
|
|
|
|
|
'step 1'
|
|
|
|
|
if(result.bool){
|
|
|
|
|
var target=result.targets[0];
|
|
|
|
|
player.line(target,'green');
|
|
|
|
|
game.log(player,'选择了',target);
|
|
|
|
|
player.storage.fengjie2=target;
|
|
|
|
|
player.addTempSkill('fengjie2',{player:'phaseBegin'});
|
|
|
|
|
game.delayx();
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
fengjie2:{
|
|
|
|
|
audio:'fengjie',
|
|
|
|
|
trigger:{global:'phaseJieshuBegin'},
|
|
|
|
|
forced:true,
|
|
|
|
|
charlotte:true,
|
|
|
|
|
onremove:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
if(!player.storage.fengjie2||!player.storage.fengjie2.isIn()) return false;
|
|
|
|
|
var num1=player.countCards('h'),num2=player.storage.fengjie2.hp;
|
|
|
|
|
return num1!=num2;
|
|
|
|
|
},
|
|
|
|
|
logTarget:(event,player)=>player.storage.fengjie2,
|
|
|
|
|
content:function(){
|
|
|
|
|
var num1=player.countCards('h'),num2=player.storage.fengjie2.hp;
|
|
|
|
|
if(num1>num2) player.chooseToDiscard('h',true,num1-num2);
|
|
|
|
|
else player.drawTo(Math.min(num1+4,num2));
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
//陈武董袭
|
|
|
|
|
spyilie:{
|
|
|
|
|
audio:2,
|
|
|
|
|
trigger:{player:'phaseUseBegin'},
|
|
|
|
|
direct:true,
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
player.chooseControl('选项一','选项二','背水!','cancel2').set('choiceList',[
|
|
|
|
|
'本阶段内使用【杀】的次数上限+1',
|
|
|
|
|
'本回合内使用【杀】被【闪】抵消时摸一张牌',
|
|
|
|
|
'背水!失去1点体力并依次执行上述所有选项',
|
|
|
|
|
]).set('ai',function(){
|
|
|
|
|
if(player.countCards('hs',function(card){
|
|
|
|
|
return get.name(card)=='sha'&&player.hasValueTarget(card);
|
|
|
|
|
})>player.getCardUsable({name:'sha'})) return 0;
|
|
|
|
|
return 1;
|
|
|
|
|
});
|
|
|
|
|
'step 1'
|
|
|
|
|
if(result.control!='cancel2'){
|
|
|
|
|
player.logSkill('spyilie');
|
|
|
|
|
game.log(player,'选择了','#g【毅烈】','的','#y'+result.control);
|
|
|
|
|
if(result.index%2==0) player.addTempSkill('spyilie_add','phaseUseEnd');
|
|
|
|
|
if(result.index>0) player.addTempSkill('spyilie_miss');
|
|
|
|
|
if(result.index==2) player.loseHp();
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
subSkill:{
|
|
|
|
|
add:{
|
|
|
|
|
charlotte:true,
|
|
|
|
|
mod:{
|
|
|
|
|
cardUsable:function(card,player,num){
|
|
|
|
|
if(card.name=='sha') return num+1;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
miss:{
|
|
|
|
|
charlotte:true,
|
|
|
|
|
audio:'spyilie',
|
|
|
|
|
trigger:{player:'shaMiss'},
|
|
|
|
|
forced:true,
|
|
|
|
|
content:function(){
|
|
|
|
|
player.draw();
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
spfenming:{
|
|
|
|
|
audio:2,
|
|
|
|
|
enable:'phaseUse',
|
|
|
|
|
usable:1,
|
|
|
|
|
filter:(event,player)=>game.hasPlayer((current)=>lib.skill.spfenming.filterTarget(null,player,current)),
|
|
|
|
|
filterTarget:function(card,player,target){
|
|
|
|
|
if(target.hp>player.hp) return false;
|
|
|
|
|
return !target.isLinked()||target.hasCard(function(card){
|
|
|
|
|
return lib.filter.canBeGained(card,player,target);
|
|
|
|
|
},target==player?'e':'he');
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
if(!target.isLinked()) target.link();
|
|
|
|
|
else player.gainPlayerCard(target,target==player?'e':'he',true);
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
order:7,
|
|
|
|
|
result:{
|
|
|
|
|
player:function(player,target){
|
|
|
|
|
if(!target.isLinked()) return get.effect(target,{name:'tiesuo'},player,player);
|
|
|
|
|
return get.effect(target,{name:'shunshou_copy2'},player,player);
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
//周处
|
|
|
|
|
rechuhai:{
|
|
|
|
|
audio:'chuhai',
|
|
|
|
|
inherit:'chuhai',
|
|
|
|
|
dutySkill:true,
|
|
|
|
|
locked:true,
|
|
|
|
|
group:['rechuhai_add','rechuhai_achieve','rechuhai_fail'],
|
|
|
|
|
derivation:'zhangming',
|
|
|
|
|
prompt:'与一名其他角色进行拼点',
|
|
|
|
|
subSkill:{
|
|
|
|
|
add:{
|
|
|
|
|
trigger:{player:'compare'},
|
|
|
|
|
forced:true,
|
|
|
|
|
popup:false,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return event.getParent().name=='rechuhai'&&event.num1<13&&player.countCards('e')<4;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
var num=4-player.countCards('e');
|
|
|
|
|
game.log(player,'的拼点牌点数+',num);
|
|
|
|
|
trigger.num1=Math.min(13,trigger.num1+num);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
achieve:{
|
|
|
|
|
audio:'rechuhai',
|
|
|
|
|
trigger:{player:'equipAfter'},
|
|
|
|
|
forced:true,
|
|
|
|
|
skillAnimation:true,
|
|
|
|
|
animationColor:'wood',
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return player.countCards('e')>2;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
player.awakenSkill('rechuhai');
|
|
|
|
|
game.log(player,'成功完成使命');
|
|
|
|
|
if(player.isDamaged()) player.recover(player.maxHp-player.hp);
|
|
|
|
|
player.removeSkill('xianghai');
|
|
|
|
|
player.addSkill('zhangming');
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
fail:{
|
|
|
|
|
trigger:{player:'chooseToCompareAfter'},
|
|
|
|
|
forced:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return event.getParent().name=='rechuhai'&&event.num1<7&&!event.result.bool;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
player.awakenSkill('rechuhai');
|
|
|
|
|
game.log(player,'使命失败');
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
zhangming:{
|
|
|
|
|
audio:2,
|
|
|
|
|
trigger:{player:'useCard'},
|
|
|
|
|
forced:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return get.suit(event.card)=='club';
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
trigger.directHit.addArray(game.filterPlayer(function(current){
|
|
|
|
|
return current!=player;
|
|
|
|
|
}));
|
|
|
|
|
},
|
|
|
|
|
group:'zhangming_damage',
|
|
|
|
|
subSkill:{
|
|
|
|
|
damage:{
|
|
|
|
|
audio:'zhangming',
|
|
|
|
|
trigger:{source:'damageEnd'},
|
|
|
|
|
forced:true,
|
|
|
|
|
usable:1,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return player!=event.player;
|
|
|
|
|
},
|
|
|
|
|
logTarget:'player',
|
|
|
|
|
content:function(){
|
|
|
|
|
var list=[],cards=[],target=trigger.player,hs=target.getCards('h');
|
|
|
|
|
if(hs.length>0){
|
|
|
|
|
var card=hs.randomGet();
|
|
|
|
|
list.push(get.type2(card,target));
|
|
|
|
|
player.showCards(card,get.translation(player)+'对'+get.translation(target)+'发动了【彰名】');
|
|
|
|
|
}
|
|
|
|
|
target.discard(card);
|
|
|
|
|
for(var i=0;i<ui.cardPile.childNodes.length;i++){
|
|
|
|
|
var type=get.type2(ui.cardPile.childNodes[i],false);
|
|
|
|
|
if(!list.contains(type)){
|
|
|
|
|
list.push(type);
|
|
|
|
|
cards.push(ui.cardPile.childNodes[i])
|
|
|
|
|
};
|
|
|
|
|
}
|
|
|
|
|
player.gain(cards,'gain2').gaintag.add('zhangming');
|
|
|
|
|
player.addTempSkill('zhangming_keep');
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
keep:{
|
|
|
|
|
charlotte:true,
|
|
|
|
|
onremove:function(player){
|
|
|
|
|
player.removeGaintag('zhangming');
|
|
|
|
|
},
|
|
|
|
|
mod:{
|
|
|
|
|
ignoredHandcard:function(card,player){
|
|
|
|
|
if(card.hasGaintag('zhangming')){
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
cardDiscardable:function(card,player,name){
|
|
|
|
|
if(name=='phaseDiscard'&&card.hasGaintag('zhangming')){
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
xianghai:{
|
|
|
|
|
audio:2,
|
|
|
|
|
global:'xianghai_g',
|
|
|
|
|
mod:{
|
|
|
|
|
cardname:function(card){
|
|
|
|
|
if(get.type(card,null,false)=='equip') return 'jiu';
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
threaten:2,
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
xianghai_g:{
|
|
|
|
|
mod:{
|
|
|
|
|
maxHandcard:function(player,num){
|
|
|
|
|
return num-game.countPlayer(function(current){
|
|
|
|
|
return current!=player&¤t.hasSkill('xianghai');
|
|
|
|
|
});
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
chuhai:{
|
|
|
|
|
audio:2,
|
|
|
|
|
enable:'phaseUse',
|
|
|
|
|
usable:1,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return !player.hasSkillTag('noCompareSource');
|
|
|
|
|
},
|
|
|
|
|
filterTarget:function(card,player,target){
|
|
|
|
|
return target!=player&&target.countCards('h')>0&&
|
|
|
|
|
!target.hasSkillTag('noCompareTarget');
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
player.draw();
|
|
|
|
|
'step 1'
|
|
|
|
|
if(player.canCompare(target)) player.chooseToCompare(target);
|
|
|
|
|
else event.finish();
|
|
|
|
|
'step 2'
|
|
|
|
|
if(result.bool){
|
|
|
|
|
player.storage.chuhai2=target;
|
|
|
|
|
player.addTempSkill('chuhai2','phaseUseEnd');
|
|
|
|
|
if(target.countCards('h')>0){
|
|
|
|
|
player.viewHandcards(target);
|
|
|
|
|
var types=[],cards=[],hs=target.getCards('h');
|
|
|
|
|
for(var i of hs){
|
|
|
|
|
types.add(get.type2(i,target));
|
|
|
|
|
}
|
|
|
|
|
for(var i of types){
|
|
|
|
|
var card=get.cardPile(function(card){
|
|
|
|
|
return get.type2(card,false)==i;
|
|
|
|
|
});
|
|
|
|
|
if(card) cards.push(card);
|
|
|
|
|
}
|
|
|
|
|
if(cards.length) player.gain(cards,'gain2','log');
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
order:9,
|
|
|
|
|
result:{
|
|
|
|
|
target:function(player,target){
|
|
|
|
|
if(player.countCards('hs',function(card){
|
|
|
|
|
return get.tag(card,'damage')>0&&player.canUse(card,target,null,true)&&
|
|
|
|
|
get.effect(target,card,player,player)>0&&player.hasValueTarget(card,null,true);
|
|
|
|
|
})>0) return -3;
|
|
|
|
|
return -1;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
chuhai2:{
|
|
|
|
|
trigger:{source:'damageSource'},
|
|
|
|
|
forced:true,
|
|
|
|
|
charlotte:true,
|
|
|
|
|
onremove:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
if(event.player!=player.storage.chuhai2) return false;
|
|
|
|
|
for(var i=1;i<6;i++){
|
|
|
|
|
if(player.isEmpty(i)) return true;
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
for(var i=1;i<7;i++){
|
|
|
|
|
if(player.isEmpty(i)){
|
|
|
|
|
var sub='equip'+i,card=get.cardPile(function(card){
|
|
|
|
|
return get.subtype(card,false)==sub&&!get.cardtag(card,'gifts');
|
|
|
|
|
});
|
|
|
|
|
if(card){
|
|
|
|
|
player.$gain2(card);
|
|
|
|
|
game.delayx();
|
|
|
|
|
player.equip(card);
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
//文鸯
|
|
|
|
|
dbquedi:{
|
|
|
|
|
audio:2,
|
|
|
|
|
trigger:{player:'useCardToPlayered'},
|
|
|
|
|
direct:true,
|
|
|
|
|
usable:1,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return (event.card.name=='sha'||event.card.name=='juedou')&&event.targets.length==1&&
|
|
|
|
|
(event.target.countGainableCards(player,'h')>0||player.hasCard(function(i){
|
|
|
|
|
return _status.connectMode||get.type(i,player)=='basic'&&lib.filter.cardDiscardable(i,player,'dbquedi');
|
|
|
|
|
},'h'));
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
var target=trigger.target;
|
|
|
|
|
event.target=target;
|
|
|
|
|
var list=[];
|
|
|
|
|
if(target.countGainableCards(player,'h')>0) list.push('选项一');
|
|
|
|
|
if(player.hasCard(function(i){
|
|
|
|
|
return get.type(i,player)=='basic'&&lib.filter.cardDiscardable(i,player,'dbquedi');
|
|
|
|
|
},'h')) list.push('选项二');
|
|
|
|
|
list.push('背水!');
|
|
|
|
|
list.push('cancel2');
|
|
|
|
|
player.chooseControl(list).set('choiceList',[
|
|
|
|
|
'获得'+get.translation(target)+'的一张手牌',
|
|
|
|
|
'弃置一张基本牌并令'+get.translation(trigger.card)+'伤害+1',
|
|
|
|
|
'背水!减1点体力上限并执行所有选项',
|
|
|
|
|
]).set('prompt',get.prompt('dbquedi',target)).set('ai',function(){
|
|
|
|
|
var evt=_status.event.getTrigger(),player=evt.player,target=evt.target,card=evt.card;
|
|
|
|
|
if(get.attitude(player,target)>0) return 'cancel2';
|
|
|
|
|
var bool1=target.countGainableCards(player,'h')>0;
|
|
|
|
|
var bool2=player.hasCard(function(i){
|
|
|
|
|
return get.type(i,player)=='basic'&&lib.filter.cardDiscardable(i,player,'dbquedi')&&get.value(card,player)<5;
|
|
|
|
|
},'h')&&!target.hasSkillTag('filterDamage',null,{
|
|
|
|
|
player:player,
|
|
|
|
|
card:card,
|
|
|
|
|
});
|
|
|
|
|
if(bool1&&bool2&&(target.hp<=2||(player.isDamaged()&&player.maxHp>3))) return '背水!';
|
|
|
|
|
if(bool1) return '选项一';
|
|
|
|
|
if(bool2) return '选项二';
|
|
|
|
|
return 'cancel2';
|
|
|
|
|
});
|
|
|
|
|
'step 1'
|
|
|
|
|
if(result.control!='cancel2'){
|
|
|
|
|
player.logSkill('dbquedi',target);
|
|
|
|
|
event.control=result.control;
|
|
|
|
|
if(event.control=='背水!') player.loseMaxHp();
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
player.storage.counttrigger.dbquedi--;
|
|
|
|
|
event.finish();
|
|
|
|
|
}
|
|
|
|
|
'step 2'
|
|
|
|
|
if((event.control=='选项一'||event.control=='背水!')&&target.countGainableCards(player,'h')>0) player.gainPlayerCard(target,true,'h');
|
|
|
|
|
'step 3'
|
|
|
|
|
if((event.control=='选项二'||event.control=='背水!')&&player.hasCard(function(i){
|
|
|
|
|
return get.type(i,player)=='basic'&&lib.filter.cardDiscardable(i,player,'dbquedi');
|
|
|
|
|
},'h')){
|
|
|
|
|
player.chooseToDiscard('h','弃置一张基本牌',{type:'basic'},true);
|
|
|
|
|
}
|
|
|
|
|
else event.finish();
|
|
|
|
|
'step 4'
|
|
|
|
|
if(result.bool) trigger.getParent().baseDamage++;
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
directHit_ai:true,
|
|
|
|
|
skillTagFilter:function(player,tag,arg){
|
|
|
|
|
if(!arg||!arg.card||!arg.target||(arg.card.name!='sha'&&arg.card.name!='juedou')) return false;
|
|
|
|
|
if(player.storage.counttrigger&&player.storage.counttrigger.dbquedi&&player.storage.counttrigger.dbquedi>0) return false;
|
|
|
|
|
if(arg.target.countCards('h')==1&&(arg.card.name!='sha'||!arg.target.getEquip('bagua')||player.hasSkillTag('unequip',false,{
|
|
|
|
|
name:arg.card?arg.card.name:null,
|
|
|
|
|
target:arg.target,
|
|
|
|
|
card:arg.card
|
|
|
|
|
})||player.hasSkillTag('unequip_ai',false,{
|
|
|
|
|
name:arg.card?arg.card.name:null,
|
|
|
|
|
target:arg.target,
|
|
|
|
|
card:arg.card
|
|
|
|
|
}))) return true;
|
|
|
|
|
return false;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
dbzhuifeng:{
|
|
|
|
|
audio:2,
|
|
|
|
|
groupSkill:true,
|
|
|
|
|
enable:'chooseToUse',
|
|
|
|
|
usable:2,
|
|
|
|
|
viewAsFilter:function(player){
|
|
|
|
|
return player.group=='wei'&&player.hp>0;
|
|
|
|
|
},
|
|
|
|
|
viewAs:{name:'juedou',isCard:true},
|
|
|
|
|
filterCard:()=>false,
|
|
|
|
|
selectCard:-1,
|
|
|
|
|
log:false,
|
|
|
|
|
precontent:function(){
|
|
|
|
|
player.logSkill('dbzhuifeng');
|
|
|
|
|
player.loseHp();
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
order:function(){
|
|
|
|
|
return get.order({name:'juedou'})-0.5;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
group:'dbzhuifeng_self',
|
|
|
|
|
subSkill:{
|
|
|
|
|
self:{
|
|
|
|
|
trigger:{player:'damageBegin2'},
|
|
|
|
|
forced:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
var evt=event.getParent();
|
|
|
|
|
return evt.skill=='dbzhuifeng'&&evt.player==player;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
trigger.cancel();
|
|
|
|
|
player.getStat().skill.dbzhuifeng=2;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
dbchongjian:{
|
|
|
|
|
audio:2,
|
|
|
|
|
groupSkill:true,
|
|
|
|
|
hiddenCard:function(player,name){
|
|
|
|
|
if(player.group=='wu'&&(name=='sha'||name=='jiu')&&player.hasCard(function(card){
|
|
|
|
|
return get.type(card)=='equip';
|
|
|
|
|
},'hes')) return true;
|
|
|
|
|
return false;
|
|
|
|
|
},
|
|
|
|
|
enable:'chooseToUse',
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return player.group=='wu'&&player.hasCard(function(card){
|
|
|
|
|
return get.type(card)=='equip';
|
|
|
|
|
},'hes')&&(event.filterCard({name:'sha'},player,event)||event.filterCard({name:'jiu'},player,event));
|
|
|
|
|
},
|
|
|
|
|
locked:false,
|
|
|
|
|
mod:{
|
|
|
|
|
targetInRange:function(card){
|
|
|
|
|
if(card.storage&&card.storage.dbchongjian) return true;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
chooseButton:{
|
|
|
|
|
dialog:function(){
|
|
|
|
|
var list=[];
|
|
|
|
|
list.push(['基本','','sha']);
|
|
|
|
|
for(var i of lib.inpile_nature) list.push(['基本','','sha',i]);
|
|
|
|
|
list.push(['基本','','jiu']);
|
|
|
|
|
return ui.create.dialog('冲坚',[list,'vcard']);
|
|
|
|
|
},
|
|
|
|
|
filter:function(button,player){
|
|
|
|
|
var evt=_status.event.getParent();
|
|
|
|
|
return evt.filterCard({name:button.link[2],nature:button.link[3],isCard:true},player,evt);
|
|
|
|
|
},
|
|
|
|
|
check:function(button){
|
|
|
|
|
if(_status.event.getParent().type!='phase') return 1;
|
|
|
|
|
var player=_status.event.player;
|
|
|
|
|
if(button.link[2]=='jiu'&&(player.hasCard(function(card){
|
|
|
|
|
return get.name(card)=='sha';
|
|
|
|
|
},'hs')||player.countCards('hes',function(card){
|
|
|
|
|
if(get.type(card)!='equip') return false;
|
|
|
|
|
if(get.position(card)=='e'){
|
|
|
|
|
if(player.hasSkillTag('noe')) return (10-get.value(card))>0;
|
|
|
|
|
var sub=get.subtype(card);
|
|
|
|
|
if(player.hasCard(function(card){
|
|
|
|
|
return get.subtype(card)==sub&&player.canUse(card,player)&&get.effect(player,card,player,player)>0;
|
|
|
|
|
},'hs')) return (10-get.value(card))>0;
|
|
|
|
|
}
|
|
|
|
|
return (5-get.value(card))>0;
|
|
|
|
|
})>1)) return player.getUseValue({name:'jiu'})*4;
|
|
|
|
|
return player.getUseValue({name:button.link[2],nature:button.link[3]},false);
|
|
|
|
|
},
|
|
|
|
|
backup:function(links,player){
|
|
|
|
|
return {
|
|
|
|
|
audio:'dbchongjian',
|
|
|
|
|
viewAs:{
|
|
|
|
|
name:links[0][2],
|
|
|
|
|
nature:links[0][3],
|
|
|
|
|
//isCard:true,
|
|
|
|
|
storage:{dbchongjian:true},
|
|
|
|
|
},
|
|
|
|
|
filterCard:{type:'equip'},
|
|
|
|
|
position:'hes',
|
|
|
|
|
popname:true,
|
|
|
|
|
precontent:function(){
|
|
|
|
|
player.addTempSkill('dbchongjian_effect');
|
|
|
|
|
},
|
|
|
|
|
check:function(card){
|
|
|
|
|
var player=_status.event.player;
|
|
|
|
|
if(get.position(card)=='e'){
|
|
|
|
|
if(player.hasSkillTag('noe')) return 10-get.value(card);
|
|
|
|
|
var sub=get.subtype(card);
|
|
|
|
|
if(player.hasCard(function(card){
|
|
|
|
|
return get.subtype(card)==sub&&player.canUse(card,player)&&get.effect(player,card,player,player)>0;
|
|
|
|
|
},'hs')) return 10-get.value(card);
|
|
|
|
|
}
|
|
|
|
|
return 5-get.value(card);
|
|
|
|
|
},
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
prompt:function(links){
|
|
|
|
|
return '将一张装备牌当做'+(links[0][3]?get.translation(links[0][3]):'')+'【'+get.translation(links[0][2])+'】使用';
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
unequip:true,
|
|
|
|
|
respondSha:true,
|
|
|
|
|
skillTagFilter:function(player,tag,arg){
|
|
|
|
|
if(tag=='unequip'){
|
|
|
|
|
if(player.group!='wu'||!arg||!arg.card||!arg.card.storage||!arg.card.storage.dbchongjian) return false;
|
|
|
|
|
return true
|
|
|
|
|
}
|
|
|
|
|
return player.group=='wu'&&arg=='use'&&player.hasCard(function(card){
|
|
|
|
|
return get.type(card)=='equip';
|
|
|
|
|
},'hes');
|
|
|
|
|
},
|
|
|
|
|
order:function(item,player){
|
|
|
|
|
if(_status.event.type!='phase') return 1;
|
|
|
|
|
var player=_status.event.player;
|
|
|
|
|
if(player.hasCard(function(card){
|
|
|
|
|
if(get.value(card,player)<0) return true;
|
|
|
|
|
var sub=get.subtype(card);
|
|
|
|
|
return player.hasCard(function(card){
|
|
|
|
|
return get.subtype(card)==sub&&player.canUse(card,player)&&get.effect(player,card,player,player)>0;
|
|
|
|
|
},'hs')>0;
|
|
|
|
|
},'e')) return 10;
|
|
|
|
|
if(player.countCards('hs','sha')||player.countCards('he',function(card){
|
|
|
|
|
return get.type(card)=='equip'&&get.value(card,player)<5;
|
|
|
|
|
})>1) return get.order({name:'jiu'})-0.1;
|
|
|
|
|
return get.order({name:'sha'})-0.1;
|
|
|
|
|
},
|
|
|
|
|
result:{player:1},
|
|
|
|
|
},
|
|
|
|
|
subSkill:{
|
|
|
|
|
effect:{
|
|
|
|
|
charlotte:true,
|
|
|
|
|
mod:{
|
|
|
|
|
targetInRange:function(card){
|
|
|
|
|
if(card.storage&&card.storage.dbchongjian) return true;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
trigger:{source:'damageSource'},
|
|
|
|
|
forced:true,
|
|
|
|
|
logTarget:'player',
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return event.parent.skill=='dbchongjian_backup'&&event.card.name=='sha'&&event.getParent().name=='sha'&&event.player.countGainableCards(player,'e')>0;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
player.gainPlayerCard(trigger.player,'e',true,trigger.num);
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
dbchoujue:{
|
|
|
|
|
audio:2,
|
|
|
|
|
trigger:{source:'dieAfter'},
|
|
|
|
|
forced:true,
|
|
|
|
|
content:function(){
|
|
|
|
|
player.gainMaxHp();
|
|
|
|
|
player.draw(2);
|
|
|
|
|
player.addSkill('counttrigger');
|
|
|
|
|
if(!player.storage.counttrigger) player.storage.counttrigger={};
|
|
|
|
|
if(!player.storage.counttrigger.dbquedi) player.storage.counttrigger.dbquedi=0;
|
|
|
|
|
player.storage.counttrigger.dbquedi--;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
//王凌
|
|
|
|
|
xingqi:{
|
|
|
|
|
audio:2,
|
|
|
|
|
trigger:{player:'useCard'},
|
|
|
|
|
forced:true,
|
|
|
|
|
locked:false,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return get.type(event.card,false)!='delay'&&!player.getStorage('xingqi').contains(event.card.name);
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
player.markAuto('xingqi',[trigger.card.name]);
|
|
|
|
|
game.log(player,'获得了一个','#g【备('+get.translation(trigger.card.name)+')】');
|
|
|
|
|
},
|
|
|
|
|
marktext:'备',
|
|
|
|
|
intro:{
|
|
|
|
|
content:'$',
|
|
|
|
|
onunmark:function(storage,player){
|
|
|
|
|
delete player.storage.xingqi;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
group:'xingqi_gain',
|
|
|
|
|
subSkill:{
|
|
|
|
|
gain:{
|
|
|
|
|
trigger:{player:'phaseJieshuBegin'},
|
|
|
|
|
direct:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return player.getStorage('xingqi').length>0;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
player.removeSkill('mibei_mark');
|
|
|
|
|
player.chooseButton(['星启:是否获得一张牌?',[player.getStorage('xingqi'),'vcard']]).set('ai',function(button){
|
|
|
|
|
var card={name:button.link[2]},player=_status.event.player;
|
|
|
|
|
if(!get.cardPile2(function(cardx){
|
|
|
|
|
return cardx.name==card.name;
|
|
|
|
|
})) return 0;
|
|
|
|
|
return get.value(card,player)*player.getUseValue(card);
|
|
|
|
|
});
|
|
|
|
|
'step 1'
|
|
|
|
|
if(result.bool){
|
|
|
|
|
player.logSkill('xingqi');
|
|
|
|
|
var name=result.links[0][2];
|
|
|
|
|
game.log(player,'移去了一个','#g【备('+get.translation(name)+')】');
|
|
|
|
|
player.unmarkAuto('xingqi',[name]);
|
|
|
|
|
var card=get.cardPile2(function(card){
|
|
|
|
|
return card.name==name;
|
|
|
|
|
});
|
|
|
|
|
if(card) player.gain(card,'gain2');
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
xinzifu:{
|
|
|
|
|
audio:'zifu',
|
|
|
|
|
trigger:{player:'phaseUseEnd'},
|
|
|
|
|
forced:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return player.getStorage('xingqi').length>0&&!player.hasHistory('useCard',function(evt){
|
|
|
|
|
return evt.getParent('phaseUse')==event;
|
|
|
|
|
});
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
game.log(player,'移去了所有','#g【备】');
|
|
|
|
|
player.unmarkSkill('xingqi');
|
|
|
|
|
player.addTempSkill('xinzifu_limit');
|
|
|
|
|
player.addMark('xinzifu_limit',1,false);
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
neg:true,
|
|
|
|
|
combo:'xingqi',
|
|
|
|
|
},
|
|
|
|
|
subSkill:{
|
|
|
|
|
limit:{
|
|
|
|
|
charlotte:true,
|
|
|
|
|
markimage:'image/card/handcard.png',
|
|
|
|
|
intro:{
|
|
|
|
|
content:function(storage,player){
|
|
|
|
|
var num=-player.countMark('xinzifu_limit');
|
|
|
|
|
return '手牌上限'+num;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
mod:{
|
|
|
|
|
maxHandcard:function(player,num){
|
|
|
|
|
return num-player.countMark('xinzifu_limit');
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
mibei:{
|
|
|
|
|
audio:2,
|
|
|
|
|
trigger:{player:'useCardAfter'},
|
|
|
|
|
dutySkill:true,
|
|
|
|
|
forced:true,
|
|
|
|
|
skillAnimation:true,
|
|
|
|
|
animationColor:'water',
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
if(!player.storage.xingqi||!player.storage.xingqi.length) return false;
|
|
|
|
|
var map={basic:0,trick:0,equip:0};
|
|
|
|
|
for(var i of player.storage.xingqi){
|
|
|
|
|
var type=get.type(i);
|
|
|
|
|
if(typeof map[type]=='number') map[type]++;
|
|
|
|
|
}
|
|
|
|
|
for(var i in map){
|
|
|
|
|
if(map[i]<2) return false;
|
|
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
game.log(player,'成功完成使命');
|
|
|
|
|
player.awakenSkill('mibei');
|
|
|
|
|
var list=['basic','equip','trick'],cards=[];
|
|
|
|
|
for(var i of list){
|
|
|
|
|
var card=get.cardPile2(function(card){
|
|
|
|
|
return get.type(card)==i;
|
|
|
|
|
});
|
|
|
|
|
if(card) cards.push(card);
|
|
|
|
|
}
|
|
|
|
|
if(cards.length) player.gain(cards,'gain2');
|
|
|
|
|
'step 1'
|
|
|
|
|
player.addSkill('xinmouli');
|
|
|
|
|
},
|
|
|
|
|
group:['mibei_fail','mibei_silent'],
|
|
|
|
|
derivation:'xinmouli',
|
|
|
|
|
subSkill:{
|
|
|
|
|
silent:{
|
|
|
|
|
trigger:{player:'phaseZhunbeiBegin'},
|
|
|
|
|
silent:true,
|
|
|
|
|
lastDo:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return !player.getStorage('xingqi').length;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
player.addTempSkill('mibei_mark');
|
|
|
|
|
},
|
|
|
|
|
charlotte:true,
|
|
|
|
|
},
|
|
|
|
|
mark:{},
|
|
|
|
|
fail:{
|
|
|
|
|
trigger:{player:'phaseJieshuBegin'},
|
|
|
|
|
forced:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return !player.getStorage('xingqi').length&&player.hasSkill('mibei_mark');
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
game.log(player,'使命失败');
|
|
|
|
|
player.awakenSkill('mibei');
|
|
|
|
|
player.loseMaxHp();
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
xinmouli:{
|
|
|
|
|
audio:'mouli',
|
|
|
|
|
enable:'phaseUse',
|
|
|
|
|
usable:1,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return player.getStorage('xingqi').length>0;
|
|
|
|
|
},
|
|
|
|
|
filterTarget:lib.filter.notMe,
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
target.chooseButton(['谋立:是否获得一张牌?',[player.getStorage('xingqi'),'vcard']],true).set('ai',function(button){
|
|
|
|
|
var card={name:button.link[2]},player=_status.event.player;
|
|
|
|
|
return get.value(card,player);
|
|
|
|
|
});
|
|
|
|
|
'step 1'
|
|
|
|
|
if(result.bool){
|
|
|
|
|
var name=result.links[0][2];
|
|
|
|
|
game.log(player,'移去了一个','#g【备('+get.translation(name)+')】');
|
|
|
|
|
player.unmarkAuto('xingqi',[name]);
|
|
|
|
|
var card=get.cardPile2(function(card){
|
|
|
|
|
return card.name==name;
|
|
|
|
|
});
|
|
|
|
|
if(card) target.gain(card,'gain2');
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
combo:'xingqi',
|
|
|
|
|
order:1,
|
|
|
|
|
result:{
|
|
|
|
|
target:function(player,target){
|
|
|
|
|
if(target.hasSkillTag('nogain')) return 0;
|
|
|
|
|
return 1;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
mouli:{
|
|
|
|
|
audio:2,
|
|
|
|
|
enable:'phaseUse',
|
|
|
|
|
usable:1,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return player.countCards('h')>0;
|
|
|
|
|
},
|
|
|
|
|
filterCard:true,
|
|
|
|
|
position:'h',
|
|
|
|
|
filterTarget:lib.filter.notMe,
|
|
|
|
|
discard:false,
|
|
|
|
|
lose:false,
|
|
|
|
|
delay:false,
|
|
|
|
|
check:function(card){
|
|
|
|
|
return 8-get.value(card);
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
player.give(cards,target);
|
|
|
|
|
if(!target.storage.mouli2) target.storage.mouli2=[];
|
|
|
|
|
if(!target.storage.mouli3) target.storage.mouli3=[];
|
|
|
|
|
target.storage.mouli2.add(player);
|
|
|
|
|
target.storage.mouli3.push(player);
|
|
|
|
|
target.addSkill('mouli_effect');
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
threaten:1.2,
|
|
|
|
|
order:4,
|
|
|
|
|
result:{
|
|
|
|
|
target:1,
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
subSkill:{
|
|
|
|
|
effect:{
|
|
|
|
|
trigger:{player:'useCard'},
|
|
|
|
|
forced:true,
|
|
|
|
|
charlotte:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
if(event.card.name!='sha'&&event.card.name!='shan') return false;
|
|
|
|
|
for(var i of player.storage.mouli3){
|
|
|
|
|
if(i.isIn()) return true;
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
},
|
|
|
|
|
logTarget:function(event,player){
|
|
|
|
|
return player.storage.mouli3;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
game.delayx();
|
|
|
|
|
player.storage.mouli3.sortBySeat();
|
|
|
|
|
if(player.storage.mouli3.length==1){
|
|
|
|
|
player.storage.mouli3[0].draw(3);
|
|
|
|
|
player.storage.mouli3.length=0;
|
|
|
|
|
event.finish();
|
|
|
|
|
}
|
|
|
|
|
else game.asyncDraw(player.storage.mouli3,3);
|
|
|
|
|
'step 1'
|
|
|
|
|
player.storage.mouli3.length=0;
|
|
|
|
|
game.delayx();
|
|
|
|
|
},
|
|
|
|
|
group:['mouli_sha','mouli_shan','mouli_clear'],
|
|
|
|
|
mark:true,
|
|
|
|
|
intro:{
|
|
|
|
|
content:'已因$获得“谋立”效果',
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
sha:{
|
|
|
|
|
enable:'chooseToUse',
|
|
|
|
|
viewAs:{name:'sha'},
|
|
|
|
|
filterCard:{color:'black'},
|
|
|
|
|
position:'he',
|
|
|
|
|
prompt:'将一张黑色牌当做杀使用',
|
|
|
|
|
check:function(card){
|
|
|
|
|
return 6-get.value(card);
|
|
|
|
|
},
|
|
|
|
|
viewAsFilter:function(player){
|
|
|
|
|
return player.countCards('he',{color:'black'})>0;
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
respondSha:true,
|
|
|
|
|
skillTagFilter:function(player){
|
|
|
|
|
return player.countCards('he',{color:'black'})>0;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
shan:{
|
|
|
|
|
enable:'chooseToUse',
|
|
|
|
|
viewAs:{name:'shan'},
|
|
|
|
|
filterCard:{color:'red'},
|
|
|
|
|
position:'he',
|
|
|
|
|
prompt:'将一张红色牌当做闪使用',
|
|
|
|
|
check:function(card){
|
|
|
|
|
return 7-get.value(card);
|
|
|
|
|
},
|
|
|
|
|
viewAsFilter:function(player){
|
|
|
|
|
return player.countCards('he',{color:'red'})>0;
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
respondShan:true,
|
|
|
|
|
skillTagFilter:function(player){
|
|
|
|
|
return player.countCards('he',{color:'red'})>0;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
clear:{
|
|
|
|
|
trigger:{global:['phaseBegin','dieAfter']},
|
|
|
|
|
forced:true,
|
|
|
|
|
silent:true,
|
|
|
|
|
popup:false,
|
|
|
|
|
lastDo:true,
|
|
|
|
|
forceDie:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
if(event.name=='die'&&player==event.player) return true;
|
|
|
|
|
return player.storage.mouli2.contains(event.player);
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
if(trigger.name=='die'&&player==trigger.player){
|
|
|
|
|
player.removeSkill('mouli_effect');
|
|
|
|
|
delete player.storage.mouli2;
|
|
|
|
|
delete player.storage.mouli3;
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
player.storage.mouli2.remove(trigger.player);
|
|
|
|
|
while(player.storage.mouli3.contains(trigger.player)) player.storage.mouli3.remove(trigger.player);
|
|
|
|
|
if(!player.storage.mouli2.length) player.removeSkill('mouli_effect');
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
zifu:{
|
|
|
|
|
audio:2,
|
|
|
|
|
trigger:{global:'dieAfter'},
|
|
|
|
|
forced:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return event.player.storage.mouli2&&event.player.storage.mouli2.contains(player);
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
player.loseMaxHp(2);
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
combo:'mouli',
|
|
|
|
|
neg:true,
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
//孔融
|
|
|
|
|
xinlirang:{
|
|
|
|
|
audio:'splirang',
|
|
|
|
|
trigger:{global:'phaseDrawBegin2'},
|
|
|
|
|
logTarget:'player',
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return !event.numFixed&&event.player!=player&&player.countMark('xinlirang')==0;
|
|
|
|
|
},
|
|
|
|
|
prompt2:'获得一枚“谦”并令其多摸两张牌',
|
|
|
|
|
check:function(event,player){
|
|
|
|
|
return get.attitude(player,event.player)>0;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
trigger.num+=2;
|
|
|
|
|
player.addMark('xinlirang',1);
|
|
|
|
|
player.addTempSkill('xinlirang_gain');
|
|
|
|
|
},
|
|
|
|
|
marktext:'谦',
|
|
|
|
|
intro:{
|
|
|
|
|
name:'谦',
|
|
|
|
|
content:'mark',
|
|
|
|
|
},
|
|
|
|
|
group:'xinlirang_skip',
|
|
|
|
|
subSkill:{
|
|
|
|
|
gain:{
|
|
|
|
|
audio:'splirang',
|
|
|
|
|
trigger:{global:'phaseDiscardEnd'},
|
|
|
|
|
direct:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return event.player.hasHistory('lose',function(evt){
|
|
|
|
|
return evt.type=='discard'&&evt.cards2.filterInD('d').length>0&&evt.getParent('phaseDiscard')==event;
|
|
|
|
|
});
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
var cards=[];
|
|
|
|
|
trigger.player.getHistory('lose',function(evt){
|
|
|
|
|
if(evt.type=='discard'&&evt.getParent('phaseDiscard')==trigger) cards.addArray(evt.cards2.filterInD('d'));
|
|
|
|
|
});
|
|
|
|
|
player.chooseButton(['礼让:是否获得其中至多两张牌?',cards],[1,2]);
|
|
|
|
|
'step 1'
|
|
|
|
|
if(result.bool){
|
|
|
|
|
player.logSkill('xinlirang_gain',trigger.player);
|
|
|
|
|
player.gain(result.links,'gain2');
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
skip:{
|
|
|
|
|
audio:'splirang',
|
|
|
|
|
trigger:{player:'phaseDrawBefore'},
|
|
|
|
|
forced:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return player.hasMark('xinlirang');
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
trigger.cancel();
|
|
|
|
|
player.removeMark('xinlirang',player.countMark('xinlirang'));
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
xinmingshi:{
|
|
|
|
|
audio:'spmingshi',
|
|
|
|
|
trigger:{player:'damageEnd'},
|
|
|
|
|
forced:true,
|
|
|
|
|
logTarget:'source',
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return event.source&&event.source.isIn()&&player.hasMark('xinlirang')&&event.source.countCards('he')>0;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
trigger.source.chooseToDiscard('he',true).set('color',get.attitude(trigger.source,player)>0?'red':'black').set('ai',function(card){
|
|
|
|
|
return (get.color(card)==_status.event.color?4:0)-get.value(card);
|
|
|
|
|
});
|
|
|
|
|
'step 1'
|
|
|
|
|
if(result.bool&&result.cards&&result.cards.length){
|
|
|
|
|
var card=result.cards[0];
|
|
|
|
|
if(get.color(card,trigger.source)=='red') player.recover();
|
|
|
|
|
else if(get.position(card,true)=='d') player.gain(card,'gain2');
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
combo:'xinmingshi',
|
|
|
|
|
effect:{
|
|
|
|
|
target:function(card,player,target){
|
|
|
|
|
if(get.tag(card,'damage')&&target.hasMark('xinlirang')){
|
|
|
|
|
var cards=[card];
|
|
|
|
|
if(card.cards&&card.cards.length) cards.addArray(card.cards);
|
|
|
|
|
if(ui.selected.cards.length) cards.addArray(ui.selected.cards);
|
|
|
|
|
if(!player.countCards('he',function(card){
|
|
|
|
|
return !cards.contains(card);
|
|
|
|
|
})) return;
|
|
|
|
|
if(!player.countCards('h',function(card){
|
|
|
|
|
return !cards.contains(card)&&get.color(card)=='black'&&get.value(card,player)<6;
|
|
|
|
|
})) return 'zerotarget';
|
|
|
|
|
return 0.5;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
spmingshi:{
|
|
|
|
|
audio:2,
|
|
|
|
|
trigger:{player:'damageEnd'},
|
|
|
|
|
forced:true,
|
|
|
|
|
logTarget:'source',
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return event.source&&player!=event.source&&event.source.countCards('he')>0;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
event.count=trigger.num;
|
|
|
|
|
'step 1'
|
|
|
|
|
event.count--;
|
|
|
|
|
trigger.source.chooseToDiscard('he',true);
|
|
|
|
|
'step 2'
|
|
|
|
|
if(event.count>0&&result.bool&&lib.skill.spmingshi.filter(trigger,player)) event.goto(1);
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
threaten:0.8,
|
|
|
|
|
maixie:true,
|
|
|
|
|
maixie_defend:true,
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
splirang:{
|
|
|
|
|
enable:'phaseUse',
|
|
|
|
|
usable:1,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
var hs=player.getCards('h');
|
|
|
|
|
if(!hs.length) return false;
|
|
|
|
|
for(var i of hs){
|
|
|
|
|
if(!lib.filter.cardDiscardable(i,player,'splirang')) return false;
|
|
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
},
|
|
|
|
|
filterCard:true,
|
|
|
|
|
selectCard:-1,
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
cards=cards.filterInD('d');
|
|
|
|
|
if(!cards.length||player.hp<1) event.goto(3);
|
|
|
|
|
else player.chooseButton(['将任意张牌交给一名其他角色',cards],[1,Math.min(cards.length,player.hp)]).set('ai',function(button){
|
|
|
|
|
return get.value(button.link);
|
|
|
|
|
});
|
|
|
|
|
'step 1'
|
|
|
|
|
if(result.bool){
|
|
|
|
|
event.cards=result.links;
|
|
|
|
|
player.chooseTarget(true,'令一名角色获得'+get.translation(event.cards),lib.filter.notMe).set('ai',function(target){
|
|
|
|
|
var player=_status.event.player,att=get.attitude(player,target);
|
|
|
|
|
if(target.hasSkillTag('nogain')) att/=10;
|
|
|
|
|
if(target.hasJudge('lebu')) att/=5;
|
|
|
|
|
return att;
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
else event.goto(3);
|
|
|
|
|
'step 2'
|
|
|
|
|
if(result.targets&&result.targets.length){
|
|
|
|
|
var target=result.targets[0];
|
|
|
|
|
player.line(target,'green');
|
|
|
|
|
target.gain(cards,'gain2');
|
|
|
|
|
}
|
|
|
|
|
'step 3'
|
|
|
|
|
player.draw();
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
order:0.1,
|
|
|
|
|
result:{
|
|
|
|
|
player:function(player){
|
|
|
|
|
var hs=player.getCards('h');
|
|
|
|
|
if(hs.length<=player.hp&&game.hasPlayer(function(current){
|
|
|
|
|
return current!=player&&get.attitude(player,current)>0&&!current.hasJudge('lebu')&&!current.hasSkillTag('nogain');
|
|
|
|
|
})) return 1;
|
|
|
|
|
if(get.value(hs,player)<6) return 1;
|
|
|
|
|
return 0;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
//糜夫人
|
|
|
|
|
xinguixiu:{
|
|
|
|
|
audio:2,
|
|
|
|
|
trigger:{player:'phaseJieshuBegin'},
|
|
|
|
|
forced:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return player.hp%2==1||player.isDamaged();
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
if(player.hp%2==1) player.draw();
|
|
|
|
|
else player.recover();
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
qingyu:{
|
|
|
|
|
audio:3,
|
|
|
|
|
dutySkill:true,
|
|
|
|
|
trigger:{player:'damageBegin2'},
|
|
|
|
|
forced:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return player.countCards('he',function(card){
|
|
|
|
|
return lib.filter.cardDiscardable(card,player,'qingyu');
|
|
|
|
|
})>1;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
trigger.cancel();
|
|
|
|
|
player.chooseToDiscard(2,'he',true);
|
|
|
|
|
},
|
|
|
|
|
group:['qingyu_achieve','qingyu_fail'],
|
|
|
|
|
subSkill:{
|
|
|
|
|
achieve:{
|
|
|
|
|
trigger:{player:'phaseZhunbeiBegin'},
|
|
|
|
|
forced:true,
|
|
|
|
|
skillAnimation:true,
|
|
|
|
|
animationColor:'fire',
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return player.isHealthy()&&player.countCards('h')==0;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
game.log(player,'成功完成使命');
|
|
|
|
|
player.awakenSkill('qingyu');
|
|
|
|
|
player.addSkillLog('xuancun');
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
fail:{
|
|
|
|
|
trigger:{player:'dying'},
|
|
|
|
|
forced:true,
|
|
|
|
|
content:function(){
|
|
|
|
|
game.log(player,'使命失败');
|
|
|
|
|
player.awakenSkill('qingyu');
|
|
|
|
|
player.loseMaxHp();
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
derivation:'xuancun',
|
|
|
|
|
},
|
|
|
|
|
xuancun:{
|
|
|
|
|
audio:2,
|
|
|
|
|
trigger:{global:'phaseEnd'},
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return player!=event.player&&player.countCards('h')<player.hp;
|
|
|
|
|
},
|
|
|
|
|
logTarget:'player',
|
|
|
|
|
check:function(event,player){
|
|
|
|
|
return get.attitude(player,event.player)>0;
|
|
|
|
|
},
|
|
|
|
|
prompt2:function(event,player){
|
|
|
|
|
return '令其摸'+get.cnNumber(Math.min(2,player.hp-player.countCards('h')))+'张牌';
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
trigger.player.draw(Math.min(2,player.hp-player.countCards('h')));
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
//羊祜
|
|
|
|
|
mingfa:{
|
|
|
|
|
audio:2,
|
|
|
|
|
trigger:{player:'phaseUseBegin'},
|
|
|
|
|
direct:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return player.storage.mingfa&&player.countCards('h')>0&&player.getCards('he').contains(player.storage.mingfa)
|
|
|
|
|
&&!player.hasSkillTag('noCompareSource')&&game.hasPlayer(function(current){
|
|
|
|
|
return current!=player&&player.canCompare(current);
|
|
|
|
|
});
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
event.card=player.storage.mingfa;
|
|
|
|
|
delete player.storage.mingfa;
|
|
|
|
|
player.chooseTarget(get.prompt('mingfa'),'用'+get.translation(event.card)+'和一名其他角色拼点',function(card,player,target){
|
|
|
|
|
return player.canCompare(target);
|
|
|
|
|
}).set('ai',function(target){
|
|
|
|
|
var player=_status.event.player,card=_status.event.getParent().card;
|
|
|
|
|
if(card.number>9||!target.countCards('h',function(cardx){
|
|
|
|
|
return cardx.number>=card.number+2;
|
|
|
|
|
})) return -get.attitude(player,target)/Math.sqrt(target.countCards('h'));
|
|
|
|
|
return 0;
|
|
|
|
|
});
|
|
|
|
|
'step 1'
|
|
|
|
|
if(result.bool){
|
|
|
|
|
var target=result.targets[0];
|
|
|
|
|
event.target=target;
|
|
|
|
|
player.logSkill('mingfa',target);
|
|
|
|
|
var next=player.chooseToCompare(target);
|
|
|
|
|
if(!next.fixedResult) next.fixedResult={};
|
|
|
|
|
next.fixedResult[player.playerid]=event.card;
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
player.removeGaintag('mingfa');
|
|
|
|
|
event.finish();
|
|
|
|
|
}
|
|
|
|
|
'step 2'
|
|
|
|
|
if(result.bool){
|
|
|
|
|
player.gainPlayerCard(target,true,'he');
|
|
|
|
|
if(event.card.number==1) event.finish();
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
player.addTempSkill('mingfa_block');
|
|
|
|
|
event.finish();
|
|
|
|
|
}
|
|
|
|
|
'step 3'
|
|
|
|
|
var card=get.cardPile2(function(card){
|
|
|
|
|
return card.number==event.card.number-1;
|
|
|
|
|
});
|
|
|
|
|
if(card) player.gain(card,'gain2');
|
|
|
|
|
},
|
|
|
|
|
group:['mingfa_choose','mingfa_add','mingfa_mark'],
|
|
|
|
|
subSkill:{
|
|
|
|
|
block:{
|
|
|
|
|
mod:{
|
|
|
|
|
playerEnabled:function(card,player,target){
|
|
|
|
|
if(player!=target) return false;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
choose:{
|
|
|
|
|
trigger:{player:'phaseJieshuBegin'},
|
|
|
|
|
direct:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return player.countCards('he')>0;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
player.chooseCard('he',get.prompt('mingfa'),'选择展示自己的一张牌').set('ai',function(card){
|
|
|
|
|
return Math.min(13,get.number(card)+2)/Math.pow(Math.min(2,get.value(card)),0.25);
|
|
|
|
|
});
|
|
|
|
|
'step 1'
|
|
|
|
|
if(result.bool){
|
|
|
|
|
var card=result.cards[0];
|
|
|
|
|
player.logSkill('mingfa');
|
|
|
|
|
player.removeGaintag('mingfa');
|
|
|
|
|
player.addGaintag(card,'mingfa');
|
|
|
|
|
player.storage.mingfa=card;
|
|
|
|
|
player.showCards(card,get.translation(player)+'发动了【明伐】');
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
add:{
|
|
|
|
|
trigger:{player:'compare',target:'compare'},
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
if(event.player==player) return !event.iwhile;
|
|
|
|
|
return true;
|
|
|
|
|
},
|
|
|
|
|
forced:true,
|
|
|
|
|
locked:false,
|
|
|
|
|
content:function(){
|
|
|
|
|
if(player==trigger.player){
|
|
|
|
|
trigger.num1+=2;
|
|
|
|
|
if(trigger.num1>13) trigger.num1=13;
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
trigger.num2+=2;
|
|
|
|
|
if(trigger.num2>13) trigger.num2=13;
|
|
|
|
|
}
|
|
|
|
|
game.log(player,'的拼点牌点数+2')
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
mark:{
|
|
|
|
|
trigger:{player:'gainEnd'},
|
|
|
|
|
silent:true,
|
|
|
|
|
firstDo:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return player.storage.mingfa&&event.cards.contains(player.storage.mingfa)&&player.getCards('h').contains(player.storage.mingfa);
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
player.addGaintag(player.storage.mingfa,'mingfa');
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
rongbei:{
|
|
|
|
|
audio:2,
|
|
|
|
|
enable:'phaseUse',
|
|
|
|
|
limited:true,
|
|
|
|
|
skillAnimation:true,
|
|
|
|
|
animationColor:'thunder',
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return game.hasPlayer((current)=>lib.skill.rongbei.filterTarget(null,player,current));
|
|
|
|
|
},
|
|
|
|
|
filterTarget:function(card,player,target){
|
|
|
|
|
for(var i=1;i<6;i++){
|
|
|
|
|
if(target.isEmpty(i)) return true;
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
event.num=0;
|
|
|
|
|
player.awakenSkill('rongbei');
|
|
|
|
|
'step 1'
|
|
|
|
|
while(!target.isEmpty(event.num)){
|
|
|
|
|
event.num++;
|
|
|
|
|
if(event.num>5){
|
|
|
|
|
event.finish();
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
var card=get.cardPile2(function(card){
|
|
|
|
|
return get.subtype(card)=='equip'+event.num&&target.canUse(card,target);
|
|
|
|
|
});
|
|
|
|
|
if(card){
|
|
|
|
|
target.chooseUseTarget(card,true,'nopopup');
|
|
|
|
|
}
|
|
|
|
|
event.num++;
|
|
|
|
|
if(event.num<=5) event.redo();
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
order:5,
|
|
|
|
|
result:{
|
|
|
|
|
target:function(player,target){
|
|
|
|
|
return (target.hasSkillTag('noe')?2:1)*(5-target.countCards('e')-target.countDisabled());
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
//桥公
|
|
|
|
|
yizhu:{
|
|
|
|
|
audio:2,
|
|
|
|
|
trigger:{player:'phaseJieshuBegin'},
|
|
|
|
|
forced:true,
|
|
|
|
|
locked:false,
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
player.draw(2);
|
|
|
|
|
'step 1'
|
|
|
|
|
var hs=player.getCards('he');
|
|
|
|
|
if(!hs.length) event.finish();
|
|
|
|
|
else if(hs.length<=2) event._result={bool:true,cards:hs};
|
|
|
|
|
else player.chooseCard('he',true,2,'选择两张牌洗入牌堆');
|
|
|
|
|
'step 2'
|
|
|
|
|
if(result.bool){
|
|
|
|
|
player.$throw(result.cards.length,1000);
|
|
|
|
|
player.lose(result.cards,ui.cardPile).insert_index=function(){
|
|
|
|
|
return ui.cardPile.childNodes[get.rand(0,game.players.length*2-2)];
|
|
|
|
|
}
|
|
|
|
|
player.markAuto('yizhu',result.cards);
|
|
|
|
|
}
|
|
|
|
|
else event.finish();
|
|
|
|
|
'step 3'
|
|
|
|
|
game.updateRoundNumber();
|
|
|
|
|
game.delayx();
|
|
|
|
|
},
|
|
|
|
|
intro:{
|
|
|
|
|
mark:function(dialog,content,player){
|
|
|
|
|
if(player==game.me||player.isUnderControl()) dialog.addAuto(content);
|
|
|
|
|
else{
|
|
|
|
|
var names=[];
|
|
|
|
|
for(var i of content) names.add(i.name);
|
|
|
|
|
return get.translation(names);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
group:['yizhu_use','yizhu_discard'],
|
|
|
|
|
subSkill:{
|
|
|
|
|
use:{
|
|
|
|
|
audio:'yizhu',
|
|
|
|
|
trigger:{global:'useCardToPlayer'},
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return player.storage.yizhu&&player.storage.yizhu.length&&
|
|
|
|
|
event.player!=player&&event.targets.length==1&&
|
|
|
|
|
event.cards.filter(function(i){
|
|
|
|
|
return player.storage.yizhu.contains(i);
|
|
|
|
|
}).length>0;
|
|
|
|
|
},
|
|
|
|
|
logTarget:'player',
|
|
|
|
|
check:function(event,player){
|
|
|
|
|
return get.effect(event.targets[0],event.card,event.player,player)<0;
|
|
|
|
|
},
|
|
|
|
|
prompt2:function(event,player){
|
|
|
|
|
return '令'+get.translation(event.card)+'无效并可重新使用';
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
trigger.cancel();
|
|
|
|
|
trigger.targets.length=0;
|
|
|
|
|
trigger.getParent().triggeredTargets1.length=0;
|
|
|
|
|
var list=trigger.cards.filter(function(i){
|
|
|
|
|
return player.storage.yizhu.contains(i);
|
|
|
|
|
});
|
|
|
|
|
player.unmarkAuto('yizhu',list);
|
|
|
|
|
game.delayx();
|
|
|
|
|
player.chooseUseTarget(trigger.card,trigger.cards,false,'nothrow');
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
discard:{
|
|
|
|
|
trigger:{
|
|
|
|
|
global:['loseAfter','cardsDiscardAfter','loseAsyncAfter','equipAfter'],
|
|
|
|
|
},
|
|
|
|
|
forced:true,
|
|
|
|
|
locked:false,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return player.storage.yizhu&&player.storage.yizhu.length&&event.getd().filter(function(i){
|
|
|
|
|
return player.storage.yizhu.contains(i);
|
|
|
|
|
}).length>0;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
var list=trigger.getd().filter(function(i){
|
|
|
|
|
return player.storage.yizhu.contains(i);
|
|
|
|
|
});
|
|
|
|
|
player.unmarkAuto('yizhu',list);
|
|
|
|
|
player.draw();
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
luanchou:{
|
|
|
|
|
audio:2,
|
|
|
|
|
enable:'phaseUse',
|
|
|
|
|
usable:1,
|
|
|
|
|
selectTarget:2,
|
|
|
|
|
filterTarget:true,
|
|
|
|
|
multitarget:true,
|
|
|
|
|
multiline:true,
|
|
|
|
|
content:function(){
|
|
|
|
|
game.countPlayer(function(current){
|
|
|
|
|
var num=current.countMark('luanchou');
|
|
|
|
|
if(num) current.removeMark('luanchou',num);
|
|
|
|
|
});
|
|
|
|
|
targets.sortBySeat();
|
|
|
|
|
for(var i of targets) i.addMark('luanchou',1);
|
|
|
|
|
},
|
|
|
|
|
global:['gonghuan','gonghuan_clear'],
|
|
|
|
|
derivation:'gonghuan',
|
|
|
|
|
marktext:'姻',
|
|
|
|
|
intro:{
|
|
|
|
|
name:'共患',
|
|
|
|
|
content:'锁定技。每回合限一次,一名其他角色受到伤害时,若其拥有“姻”标记且其体力值小于你,则你将伤害转移给自己。此伤害结算结束后,若你与其体力值相等,则你与其移去“姻”标记。',
|
|
|
|
|
onunmark:true,
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
order:10,
|
|
|
|
|
expose:0.2,
|
|
|
|
|
result:{
|
|
|
|
|
target:function(player,target){
|
|
|
|
|
if(!ui.selected.targets.length) return -Math.pow(target.hp,3);
|
|
|
|
|
if(target.hp>=ui.selected.targets[0].hp) return 0;
|
|
|
|
|
return Math.pow(ui.selected.targets[0].hp-target.hp,3);
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
gonghuan:{
|
|
|
|
|
audio:2,
|
|
|
|
|
forceaudio:true,
|
|
|
|
|
trigger:{global:'damageBegin4'},
|
|
|
|
|
usable:1,
|
|
|
|
|
forced:true,
|
|
|
|
|
logTarget:'player',
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return event.player.hp<player.hp&&player.hasMark('luanchou')&&event.player.hasMark('luanchou')&&game.hasPlayer(function(current){
|
|
|
|
|
return current.hasSkill('luanchou');
|
|
|
|
|
});
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
trigger._gonghuan_player=trigger.player;
|
|
|
|
|
trigger.player=player;
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
effect:{
|
|
|
|
|
target:function(card,player,target){
|
|
|
|
|
if(_status.luanchou_judging) return;
|
|
|
|
|
_status.luanchou_judging=true;
|
|
|
|
|
if(get.tag(card,'damage')&&target.hasMark('luanchou')){
|
|
|
|
|
var other=game.findPlayer(function(current){
|
|
|
|
|
return current!=target&¤t.hasMark('luanchou')&¤t.hp>target.hp&&(!current.storage.counttrigger||!current.storage.counttrigger.gonghuan);
|
|
|
|
|
});
|
|
|
|
|
if(!other){
|
|
|
|
|
delete _status.luanchou_judging;
|
|
|
|
|
return;
|
|
|
|
|
};
|
|
|
|
|
var eff=[0,0,0,get.damageEffect(other,player,target,get.nature(card))];
|
|
|
|
|
delete _status.luanchou_judging;
|
|
|
|
|
return eff;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
subSkill:{
|
|
|
|
|
clear:{
|
|
|
|
|
trigger:{player:'damageEnd'},
|
|
|
|
|
forced:true,
|
|
|
|
|
popup:false,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return event._gonghuan_player;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
player.removeMark('luanchou',player.countMark('luanchou'));
|
|
|
|
|
trigger._gonghuan_player.removeMark('luanchou',trigger._gonghuan_player.countMark('luanchou'));
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
//刘璋
|
|
|
|
|
xiusheng:{
|
|
|
|
|
audio:2,
|
|
|
|
|
trigger:{player:'phaseZhunbeiBegin'},
|
|
|
|
|
forced:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return player.storage.yinlang&&game.hasPlayer(function(current){
|
|
|
|
|
return current.group==player.storage.yinlang;
|
|
|
|
|
});
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
if(player.storage.xiusheng&&player.storage.xiusheng.length>0) player.unmarkSkill('xiusheng');
|
|
|
|
|
'step 1'
|
|
|
|
|
event.num=game.countPlayer(function(current){
|
|
|
|
|
return current.group==player.storage.yinlang;
|
|
|
|
|
});
|
|
|
|
|
if(event.num>0) player.draw(event.num);
|
|
|
|
|
else event.finish();
|
|
|
|
|
'step 2'
|
|
|
|
|
var he=player.getCards('he');
|
|
|
|
|
if(!he.length) event.finish();
|
|
|
|
|
else if(he.length<num) event._result={bool:true,cards:he};
|
|
|
|
|
else player.chooseCard('he',true,num,'选择'+get.cnNumber(num)+'张牌作为生');
|
|
|
|
|
'step 3'
|
|
|
|
|
if(result.bool){
|
|
|
|
|
var cards=result.cards;
|
|
|
|
|
player.markAuto('xiusheng',cards);
|
|
|
|
|
game.log(player,'将',cards,'放在了武将牌上');
|
|
|
|
|
player.lose(cards,ui.special,'toStorage');
|
|
|
|
|
}
|
|
|
|
|
'step 4'
|
|
|
|
|
game.delayx();
|
|
|
|
|
},
|
|
|
|
|
intro:{
|
|
|
|
|
content:'cards',
|
|
|
|
|
onunmark:'throw',
|
|
|
|
|
},
|
|
|
|
|
ai:{combo:'yinlang'},
|
|
|
|
|
},
|
|
|
|
|
yinlang:{
|
|
|
|
|
audio:2,
|
|
|
|
|
trigger:{player:'phaseBegin'},
|
|
|
|
|
direct:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return !player.hasSkill('yinlang_round')&&game.hasPlayer(function(current){
|
|
|
|
|
return current.group&¤t.group!='unknown';
|
|
|
|
|
});
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
var list=[];
|
|
|
|
|
game.countPlayer(function(current){
|
|
|
|
|
if(current.group&¤t.group!='unknown') list.add(current.group);
|
|
|
|
|
});
|
|
|
|
|
list.sort(function(a,b){
|
|
|
|
|
return lib.group.indexOf(a)-lib.group.indexOf(b);
|
|
|
|
|
});
|
|
|
|
|
if(!player.hasSkill('yinlang')) list.push('cancel2');
|
|
|
|
|
player.chooseControl(list).set('prompt','引狼:请选择一个势力').set('ai',function(){
|
|
|
|
|
return _status.event.choice;
|
|
|
|
|
}).set('choice',function(){
|
|
|
|
|
var getn=function(group){
|
|
|
|
|
return game.countPlayer(function(current){
|
|
|
|
|
if(current.group!=group) return false;
|
|
|
|
|
if(get.attitude(current,player)>0) return 1.5;
|
|
|
|
|
if(!current.inRange(player)) return 1;
|
|
|
|
|
return 0.6;
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
list.sort(function(a,b){
|
|
|
|
|
return getn(b)-getn(a);
|
|
|
|
|
});
|
|
|
|
|
return list[0];
|
|
|
|
|
}());
|
|
|
|
|
'step 1'
|
|
|
|
|
if(result.control!='cancel2'){
|
|
|
|
|
player.logSkill('yinlang',game.filterPlayer(function(current){
|
|
|
|
|
return current.group==result.control;
|
|
|
|
|
}));
|
|
|
|
|
game.log(player,'选择了','#y'+get.translation(result.control+2))
|
|
|
|
|
player.storage.yinlang=result.control;
|
|
|
|
|
player.markSkill('yinlang');
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai:{combo:'xiusheng'},
|
|
|
|
|
intro:{content:'已选择了$势力'},
|
|
|
|
|
group:'yinlang_gain',
|
|
|
|
|
subSkill:{
|
|
|
|
|
round:{},
|
|
|
|
|
gain:{
|
|
|
|
|
audio:'yinlang',
|
|
|
|
|
trigger:{global:'phaseUseBegin'},
|
|
|
|
|
forced:true,
|
|
|
|
|
locked:false,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return event.player.group==player.storage.yinlang&&event.player.isIn()&&player.getStorage('xiusheng').length>0;
|
|
|
|
|
},
|
|
|
|
|
logTarget:'player',
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
var str=get.translation(player);
|
|
|
|
|
event.target=trigger.player;
|
|
|
|
|
event.target.chooseControl().set('choiceList',[
|
|
|
|
|
'获得'+str+'的一张“生”,然后本阶段使用牌时只能指定其为目标',
|
|
|
|
|
'令'+str+'获得一张“生”',
|
|
|
|
|
]).set('ai',function(){
|
|
|
|
|
var evt=_status.event.getParent(),player=evt.target,target=evt.player;
|
|
|
|
|
if(get.attitude(player,target)>0) return 1;
|
|
|
|
|
if(!player.countCards('hs',function(card){
|
|
|
|
|
return player.hasValueTarget(card,null,true)&&(!player.canUse(card,target,null,true)||get.effect(target,card,player,player)<0)
|
|
|
|
|
})) return 0;
|
|
|
|
|
return 1;
|
|
|
|
|
});
|
|
|
|
|
'step 1'
|
|
|
|
|
event.gainner=(result.index==0)?target:player;
|
|
|
|
|
if(result.index==0) event.block=true;
|
|
|
|
|
event.gainner.chooseButton(['选择获得一张“生”',player.storage.xiusheng],true);
|
|
|
|
|
'step 2'
|
|
|
|
|
player.unmarkAuto('xiusheng',result.links);
|
|
|
|
|
event.gainner.gain(result.links,'gain2');
|
|
|
|
|
if(event.block){
|
|
|
|
|
target.markAuto('yinlang_block',[player]);
|
|
|
|
|
target.addTempSkill('yinlang_block','phaseUseAfter');
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
block:{
|
|
|
|
|
mod:{
|
|
|
|
|
playerEnabled:function(card,player,target){
|
|
|
|
|
var info=get.info(card);
|
|
|
|
|
if(info&&info.singleCard&&ui.selected.cards.length) return;
|
|
|
|
|
if(!player.getStorage('yinlang_block').contains(target)) return false;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
onremove:true,
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
huaibi:{
|
|
|
|
|
audio:2,
|
|
|
|
|
zhuSkill:true,
|
|
|
|
|
mod:{
|
|
|
|
|
maxHandcard:function(player,num){
|
|
|
|
|
if(player.storage.yinlang&&player.hasZhuSkill('huaibi')) return num+game.countPlayer(function(current){
|
|
|
|
|
return current.group==player.storage.yinlang;
|
|
|
|
|
});
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
ai:{combo:'yinlang'},
|
|
|
|
|
},
|
|
|
|
|
//张温
|
|
|
|
|
gebo:{
|
|
|
|
|
audio:2,
|
|
|
|
|
trigger:{global:'recoverAfter'},
|
|
|
|
|
forced:true,
|
|
|
|
|
content:function(){
|
|
|
|
|
game.cardsGotoSpecial(get.cards(),'toRenku');
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
spsongshu:{
|
|
|
|
|
audio:2,
|
|
|
|
|
trigger:{global:'phaseDrawBegin1'},
|
|
|
|
|
logTarget:'player',
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return event.player.hp>player.hp&&player.hp>0&&!event.numFixed&&_status.renku.length>0;
|
|
|
|
|
},
|
|
|
|
|
check:function(event,player){
|
|
|
|
|
var num=Math.min(5,player.hp,_status.renku.length);
|
|
|
|
|
if(num<=event.num) return get.attitude(player,event.player)<0;
|
|
|
|
|
return false;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
trigger.changeToZero();
|
|
|
|
|
var num=Math.min(5,player.hp,_status.renku.length);
|
|
|
|
|
trigger.player.chooseButton(['选择获得'+get.cnNumber(num)+'张牌',_status.renku],true,num);
|
|
|
|
|
'step 1'
|
|
|
|
|
if(result.bool){
|
|
|
|
|
var cards=result.links;
|
|
|
|
|
_status.renku.removeArray(cards);
|
|
|
|
|
game.updateRenku();
|
|
|
|
|
trigger.player.gain(cards,'gain2','fromRenku');
|
|
|
|
|
trigger.player.addTempSkill('spsongshu_block');
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
init:function(player){
|
|
|
|
|
player.storage.renku=true;
|
|
|
|
|
},
|
|
|
|
|
subSkill:{
|
|
|
|
|
block:{
|
|
|
|
|
mod:{
|
|
|
|
|
playerEnabled:function(card,player,target){
|
|
|
|
|
if(player!=target) return false;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
mark:true,
|
|
|
|
|
intro:{content:'不能对其他角色使用牌'},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
//张机
|
|
|
|
|
jishi:{
|
|
|
|
|
audio:2,
|
|
|
|
|
trigger:{player:'useCardAfter'},
|
|
|
|
|
forced:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return event.cards.filterInD().length>0&&!player.getHistory('sourceDamage',function(evt){
|
|
|
|
|
return evt.card==event.card;
|
|
|
|
|
}).length;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
var cards=trigger.cards.filterInD();
|
|
|
|
|
game.log(player,'将',cards,'置于了仁库');
|
|
|
|
|
game.cardsGotoSpecial(cards,'toRenku');
|
|
|
|
|
},
|
|
|
|
|
init:function(player){
|
|
|
|
|
player.storage.renku=true;
|
|
|
|
|
},
|
|
|
|
|
group:'jishi_draw',
|
|
|
|
|
subSkill:{
|
|
|
|
|
draw:{
|
|
|
|
|
trigger:{
|
|
|
|
|
global:['gainAfter','cardsDiscardAfter'],
|
|
|
|
|
},
|
|
|
|
|
forced:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return event.fromRenku==true&&!event.outRange;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
player.draw();
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
xinliaoyi:{
|
|
|
|
|
audio:'liaoyi',
|
|
|
|
|
trigger:{global:'phaseBegin'},
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
if(player==event.player) return false;
|
|
|
|
|
if(_status.renku.length) return true;
|
|
|
|
|
return event.player.countCards('h')>event.player.hp;
|
|
|
|
|
},
|
|
|
|
|
direct:true,
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
var target=trigger.player;
|
|
|
|
|
event.target=target;
|
|
|
|
|
var num=Math.max(0,target.countCards('h')-target.hp);
|
|
|
|
|
var choiceList=['令其从仁库中获得一张牌','令其将'+get.cnNumber(num)+'张手牌置入仁库'];
|
|
|
|
|
var choices=[];
|
|
|
|
|
if(_status.renku.length) choices.push('选项一');
|
|
|
|
|
else choiceList[0]='<span style="opacity:0.5">'+choiceList[0]+'</span>';
|
|
|
|
|
if(target.countCards('h')>target.hp){
|
|
|
|
|
event.num=num;
|
|
|
|
|
choices.push('选项二');
|
|
|
|
|
}
|
|
|
|
|
else choiceList[1]='<span style="opacity:0.5">'+choiceList[1]+'</span>';
|
|
|
|
|
if(!choices.length) event.finish();
|
|
|
|
|
else player.chooseControl(choices,'cancel2').set('prompt',get.prompt('xinliaoyi',target)).set('choiceList',choiceList).set('ai',function(){
|
|
|
|
|
var player=_status.event.player,target=_status.event.getTrigger().player;
|
|
|
|
|
var att=get.attitude(player,target);
|
|
|
|
|
if(att>0){
|
|
|
|
|
if(_status.renku.length>0) return '选项一';
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
if(target.countCards('h')>target.hp) return '选项二';
|
|
|
|
|
return 'cancel2';
|
|
|
|
|
});
|
|
|
|
|
'step 1'
|
|
|
|
|
if(result.control!='cancel2'){
|
|
|
|
|
player.logSkill('xinliaoyi',target);
|
|
|
|
|
if(result.control=='选项一'){
|
|
|
|
|
target.chooseButton(true,['选择获得一张牌',_status.renku]).set('ai',function(button){
|
|
|
|
|
return get.value(button.link,_status.event.player);
|
|
|
|
|
});
|
|
|
|
|
event.goto(4);
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
var hs=target.getCards('h');
|
|
|
|
|
if(hs.length<=num) event._result={bool:true,cards:hs};
|
|
|
|
|
else target.chooseCard('h',true,'将'+get.cnNumber(num)+'张手牌置于仁库中',num);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else event.finish();
|
|
|
|
|
'step 2'
|
|
|
|
|
if(result.bool){
|
|
|
|
|
target.$throw(result.cards,1000);
|
|
|
|
|
game.log(target,'将',result.cards,'置入了仁库');
|
|
|
|
|
target.lose(result.cards,ui.special,'toRenku');
|
|
|
|
|
}
|
|
|
|
|
else event.finish();
|
|
|
|
|
'step 3'
|
|
|
|
|
game.delayx();
|
|
|
|
|
event.finish();
|
|
|
|
|
'step 4'
|
|
|
|
|
var cards=result.links;
|
|
|
|
|
_status.renku.removeArray(cards);
|
|
|
|
|
game.updateRenku();
|
|
|
|
|
target.gain(cards,'gain2','fromRenku');
|
|
|
|
|
},
|
|
|
|
|
init:function(player){
|
|
|
|
|
player.storage.renku=true;
|
|
|
|
|
},
|
|
|
|
|
ai:{threaten:3.4},
|
|
|
|
|
},
|
|
|
|
|
liaoyi:{
|
|
|
|
|
audio:2,
|
|
|
|
|
trigger:{global:'phaseBegin'},
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
if(player==event.player) return false;
|
|
|
|
|
var num=event.player.hp-event.player.countCards('h');
|
|
|
|
|
if(num<0) return true;
|
|
|
|
|
return num>0&&_status.renku.length>=Math.min(4,num);
|
|
|
|
|
},
|
|
|
|
|
logTarget:'player',
|
|
|
|
|
prompt2:function(event,player){
|
|
|
|
|
var target=event.player,num=target.hp-target.countCards('h');
|
|
|
|
|
if(num<0) return '令'+get.translation(target)+'将'+get.cnNumber(Math.min(4,-num))+'张牌置入仁库';
|
|
|
|
|
return '令'+get.translation(target)+'从仁库中获得'+get.cnNumber(Math.min(4,num))+'张牌';
|
|
|
|
|
},
|
|
|
|
|
check:function(event,player){
|
|
|
|
|
var target=event.player,num=target.hp-target.countCards('h'),att=get.attitude(player,target);
|
|
|
|
|
if(num<0){
|
|
|
|
|
if(target.countCards('e',function(card){
|
|
|
|
|
return get.value(card,target)<=0;
|
|
|
|
|
})>=(-num/2)) return att>0;
|
|
|
|
|
return att<=0;
|
|
|
|
|
}
|
|
|
|
|
return att>0;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
var target=trigger.player,num=target.hp-target.countCards('h');
|
|
|
|
|
event.target=target;
|
|
|
|
|
if(num<0){
|
|
|
|
|
num=Math.min(4,-num);
|
|
|
|
|
target.chooseCard('he',true,'将'+get.cnNumber(num)+'张牌置于仁库中',num);
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
num=Math.min(4,num);
|
|
|
|
|
target.chooseButton(['选择获得'+get.cnNumber(num)+'张牌',_status.renku],num,true).set('ai',function(button){
|
|
|
|
|
return get.value(button.link,_status.event.player);
|
|
|
|
|
});
|
|
|
|
|
event.goto(3);
|
|
|
|
|
}
|
|
|
|
|
'step 1'
|
|
|
|
|
if(result.bool){
|
|
|
|
|
target.$throw(result.cards,1000);
|
|
|
|
|
game.log(target,'将',result.cards,'置入了仁库');
|
|
|
|
|
target.lose(result.cards,ui.special,'toRenku');
|
|
|
|
|
}
|
|
|
|
|
else event.finish();
|
|
|
|
|
'step 2'
|
|
|
|
|
game.delayx();
|
|
|
|
|
event.finish();
|
|
|
|
|
'step 3'
|
|
|
|
|
var cards=result.links;
|
|
|
|
|
_status.renku.removeArray(cards);
|
|
|
|
|
game.updateRenku();
|
|
|
|
|
target.gain(cards,'gain2','fromRenku');
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
binglun:{
|
|
|
|
|
audio:2,
|
|
|
|
|
enable:'phaseUse',
|
|
|
|
|
usable:1,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return _status.renku.length>0;
|
|
|
|
|
},
|
|
|
|
|
chooseButton:{
|
|
|
|
|
dialog:function(event,player){
|
|
|
|
|
return ui.create.dialog('病论',_status.renku);
|
|
|
|
|
},
|
|
|
|
|
backup:function(links,player){
|
|
|
|
|
var obj=lib.skill.binglun_backup;
|
|
|
|
|
obj.card=links[0];
|
|
|
|
|
return obj;
|
|
|
|
|
},
|
|
|
|
|
prompt:()=>'请选择【病论】的目标',
|
|
|
|
|
},
|
|
|
|
|
subSkill:{
|
|
|
|
|
backup:{
|
|
|
|
|
audio:'binglun',
|
|
|
|
|
filterCard:()=>false,
|
|
|
|
|
selectCard:-1,
|
|
|
|
|
filterTarget:true,
|
|
|
|
|
delay:false,
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
var card=lib.skill.binglun_backup.card;
|
|
|
|
|
game.log(card,'从仁库进入了弃牌堆');
|
|
|
|
|
player.$throw(card,1000);
|
|
|
|
|
game.delayx();
|
|
|
|
|
game.cardsDiscard(card).fromRenku=true;
|
|
|
|
|
_status.renku.remove(card);
|
|
|
|
|
game.updateRenku();
|
|
|
|
|
'step 1'
|
|
|
|
|
target.chooseControl().set('choiceList',[
|
|
|
|
|
'摸一张牌',
|
|
|
|
|
'于自己的下回合结束后回复1点体力',
|
|
|
|
|
]).set('ai',function(){
|
|
|
|
|
if(_status.event.player.isHealthy()) return 0;
|
|
|
|
|
return 1;
|
|
|
|
|
});
|
|
|
|
|
'step 2'
|
|
|
|
|
if(result.index==0) target.draw();
|
|
|
|
|
else{
|
|
|
|
|
target.addSkill('binglun_recover');
|
|
|
|
|
target.addMark('binglun_recover',1,false);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
result:{
|
|
|
|
|
target:function(player,target){
|
|
|
|
|
if(target.isDamaged()) return 1.5;
|
|
|
|
|
return 1;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
recover:{
|
|
|
|
|
trigger:{player:'phaseEnd'},
|
|
|
|
|
forced:true,
|
|
|
|
|
popup:false,
|
|
|
|
|
onremove:true,
|
|
|
|
|
charlotte:true,
|
|
|
|
|
content:function(){
|
|
|
|
|
if(player.isDamaged()){
|
|
|
|
|
player.logSkill('binglun_recover');
|
|
|
|
|
player.recover(player.countMark('binglun_recover'));
|
|
|
|
|
}
|
|
|
|
|
player.removeSkill('binglun_recover');
|
|
|
|
|
},
|
|
|
|
|
intro:{
|
|
|
|
|
content:'下回合结束时回复#点体力',
|
|
|
|
|
},
|
|
|
|
|
ai:{threaten:1.7},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
order:2,
|
|
|
|
|
result:{
|
|
|
|
|
player:1,
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
mjweipo:{
|
|
|
|
|
audio:2,
|
|
|
|
|
enable:'phaseUse',
|
|
|
|
|
usable:1,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return game.hasPlayer(function(current){
|
|
|
|
|
return !current.hasSkill('mjweipo_effect');
|
|
|
|
|
});
|
|
|
|
|
},
|
|
|
|
|
filterTarget:function(card,player,target){
|
|
|
|
|
return !target.hasSkill('mjweipo_effect');
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
var list=['binglinchengxiax'];
|
|
|
|
|
list.addArray(get.zhinangs());
|
|
|
|
|
player.chooseButton(['危迫:选择一个智囊',[list,'vcard']],true).set('ai',function(button){
|
|
|
|
|
return _status.event.getParent().target.getUseValue({name:button.link[2]});
|
|
|
|
|
});
|
|
|
|
|
'step 1'
|
|
|
|
|
if(result.bool){
|
|
|
|
|
var name=result.links[0][2];
|
|
|
|
|
game.log(player,'选择了','#y'+get.translation(name));
|
|
|
|
|
target.storage.mjweipo_effect=name;
|
|
|
|
|
target.storage.mjweipo_source=player;
|
|
|
|
|
target.addSkill('mjweipo_effect');
|
|
|
|
|
game.delayx();
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
order:7.1,
|
|
|
|
|
result:{
|
|
|
|
|
target:function(player,target){
|
|
|
|
|
if(target==player) return player.countCards('hs','sha')>0?10:0.01;
|
|
|
|
|
return (target.countCards('hs','sha')+0.5)*Math.sqrt(Math.max(1,target.hp));
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
mjweipo_effect:{
|
|
|
|
|
audio:'mjweipo',
|
|
|
|
|
enable:'phaseUse',
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return player.countCards('h','sha')>0;
|
|
|
|
|
},
|
|
|
|
|
prompt:function(){
|
|
|
|
|
return '弃置一张【杀】并获得一张'+get.translation(_status.event.player.storage.mjweipo_effect);
|
|
|
|
|
},
|
|
|
|
|
filterCard:{name:'sha'},
|
|
|
|
|
check:function(card){
|
|
|
|
|
return 6-get.value(card);
|
|
|
|
|
},
|
|
|
|
|
position:'h',
|
|
|
|
|
popname:true,
|
|
|
|
|
content:function(){
|
|
|
|
|
var name=player.storage.mjweipo_effect,card=false;
|
|
|
|
|
if(name=='binglinchengxiax'){
|
|
|
|
|
if(!_status.binglinchengxiax){
|
|
|
|
|
_status.binglinchengxiax=[
|
|
|
|
|
['spade',7],
|
|
|
|
|
['club',7],
|
|
|
|
|
['club',13],
|
|
|
|
|
];
|
|
|
|
|
game.broadcastAll(function(){lib.inpile.add('binglinchengxiax')});
|
|
|
|
|
}
|
|
|
|
|
if(_status.binglinchengxiax.length){
|
|
|
|
|
var info=_status.binglinchengxiax.randomRemove();
|
|
|
|
|
card=game.createCard2('binglinchengxiax',info[0],info[1]);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if(!card) card=get.cardPile2(name);
|
|
|
|
|
if(card) player.gain(card,'gain2');
|
|
|
|
|
player.removeSkill('mjweipo_effect');
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
order:7,
|
|
|
|
|
result:{player:1},
|
|
|
|
|
},
|
|
|
|
|
mark:true,
|
|
|
|
|
marktext:'迫',
|
|
|
|
|
intro:{content:'可弃置一张【杀】并获得【$】'},
|
|
|
|
|
group:'mjweipo_remove',
|
|
|
|
|
},
|
|
|
|
|
mjweipo_remove:{
|
|
|
|
|
trigger:{global:['phaseBegin','die']},
|
|
|
|
|
forced:true,
|
|
|
|
|
firstDo:true,
|
|
|
|
|
popup:false,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return event.player==player.storage.mjweipo_source;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
player.removeSkill('mjweipo_effect');
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
mjchenshi:{
|
|
|
|
|
audio:2,
|
|
|
|
|
global:['mjchenshi_player','mjchenshi_target'],
|
|
|
|
|
ai:{combo:'mjweipo'},
|
|
|
|
|
},
|
|
|
|
|
mjchenshi_player:{
|
|
|
|
|
trigger:{player:'useCardToPlayered'},
|
|
|
|
|
direct:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
if(!event.card||event.card.name!='binglinchengxiax'||!event.isFirstTarget) return false;
|
|
|
|
|
return player.countCards('he')>0&&game.hasPlayer(function(current){
|
|
|
|
|
return current!=player&¤t.hasSkill('mjchenshi');
|
|
|
|
|
});
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
var list=game.filterPlayer(function(current){
|
|
|
|
|
return current!=player&¤t.hasSkill('mjchenshi');
|
|
|
|
|
});
|
|
|
|
|
player.chooseCardTarget({
|
|
|
|
|
prompt:'是否交给'+get.translation(list)+'一张牌,将牌堆顶三张牌中不为【杀】的牌置于弃牌堆?',
|
|
|
|
|
filterCard:true,
|
|
|
|
|
position:'he',
|
|
|
|
|
filterTarget:function(card,player,target){
|
|
|
|
|
return _status.event.list.contains(target);
|
|
|
|
|
},
|
|
|
|
|
list:list,
|
|
|
|
|
selectTarget:list.length>1?1:-1,
|
|
|
|
|
goon:function(){
|
|
|
|
|
for(var i of list){
|
|
|
|
|
if(get.attitude(player,i)>0) return 1;
|
|
|
|
|
return -1;
|
|
|
|
|
}
|
|
|
|
|
}(),
|
|
|
|
|
ai1:function(card){
|
|
|
|
|
if(_status.event.goon>0) return 7-get.value(card);
|
|
|
|
|
return 0.01-get.value(card);
|
|
|
|
|
},
|
|
|
|
|
ai2:function(target){
|
|
|
|
|
var card=ui.selected.cards[0];
|
|
|
|
|
return get.value(card,target)*get.attitude(_status.event.player,target);
|
|
|
|
|
},
|
|
|
|
|
});
|
|
|
|
|
'step 1'
|
|
|
|
|
if(result.bool&&result.cards.length&&result.targets.length){
|
|
|
|
|
var target=result.targets[0];
|
|
|
|
|
target.logSkill('mjchenshi');
|
|
|
|
|
player.line(target,'green');
|
|
|
|
|
player.give(result.cards,target);
|
|
|
|
|
trigger.getParent().mjchenshi_ai=true;
|
|
|
|
|
}
|
|
|
|
|
else event.finish();
|
|
|
|
|
'step 2'
|
|
|
|
|
var cards=get.cards(3);
|
|
|
|
|
for(var i=cards.length-1;i>=0;i--){
|
|
|
|
|
if(cards[i].name=='sha'){
|
|
|
|
|
cards[i].fix();
|
|
|
|
|
ui.cardPile.insertBefore(cards[i],ui.cardPile.firstChild);
|
|
|
|
|
cards.splice(i,1);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if(cards.length){
|
|
|
|
|
player.$throw(cards,1000);
|
|
|
|
|
game.delayx();
|
|
|
|
|
game.cardsDiscard(cards);
|
|
|
|
|
game.log(cards,'进入了弃牌堆');
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
mjchenshi_target:{
|
|
|
|
|
trigger:{target:'useCardToTargeted'},
|
|
|
|
|
direct:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
if(!event.card||event.card.name!='binglinchengxiax') return false;
|
|
|
|
|
return player.countCards('he')>0&&game.hasPlayer(function(current){
|
|
|
|
|
return current!=player&¤t.hasSkill('mjchenshi');
|
|
|
|
|
});
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
var list=game.filterPlayer(function(current){
|
|
|
|
|
return current!=player&¤t.hasSkill('mjchenshi');
|
|
|
|
|
});
|
|
|
|
|
player.chooseCardTarget({
|
|
|
|
|
prompt:'是否交给'+get.translation(list)+'一张牌,将牌堆顶三张牌中的【杀】置于弃牌堆?',
|
|
|
|
|
filterCard:true,
|
|
|
|
|
position:'he',
|
|
|
|
|
filterTarget:function(card,player,target){
|
|
|
|
|
return _status.event.list.contains(target);
|
|
|
|
|
},
|
|
|
|
|
list:list,
|
|
|
|
|
selectTarget:list.length>1?1:-1,
|
|
|
|
|
goon:function(){
|
|
|
|
|
if(trigger.getParent().chenshi_ai) return 1;
|
|
|
|
|
for(var i of list){
|
|
|
|
|
if(get.attitude(player,i)>0) return 1;
|
|
|
|
|
return -1;
|
|
|
|
|
}
|
|
|
|
|
}(),
|
|
|
|
|
ai1:function(card){
|
|
|
|
|
if(_status.event.goon>0) return 7-get.value(card);
|
|
|
|
|
return 3-get.value(card);
|
|
|
|
|
},
|
|
|
|
|
ai2:function(target){
|
|
|
|
|
var card=ui.selected.cards[0];
|
|
|
|
|
return Math.max(0.1,get.value(card,target)*get.attitude(_status.event.player,target));
|
|
|
|
|
},
|
|
|
|
|
});
|
|
|
|
|
'step 1'
|
|
|
|
|
if(result.bool&&result.cards.length&&result.targets.length){
|
|
|
|
|
var target=result.targets[0];
|
|
|
|
|
target.logSkill('mjchenshi');
|
|
|
|
|
player.line(target,'green');
|
|
|
|
|
player.give(result.cards,target);
|
|
|
|
|
}
|
|
|
|
|
else event.finish();
|
|
|
|
|
'step 2'
|
|
|
|
|
var cards=get.cards(3);
|
|
|
|
|
for(var i=cards.length-1;i>=0;i--){
|
|
|
|
|
if(cards[i].name!='sha'){
|
|
|
|
|
cards[i].fix();
|
|
|
|
|
ui.cardPile.insertBefore(cards[i],ui.cardPile.firstChild);
|
|
|
|
|
cards.splice(i,1);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if(cards.length){
|
|
|
|
|
player.$throw(cards,1000);
|
|
|
|
|
game.delayx();
|
|
|
|
|
game.cardsDiscard(cards);
|
|
|
|
|
game.log(cards,'进入了弃牌堆');
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
mjmouzhi:{
|
|
|
|
|
audio:2,
|
|
|
|
|
trigger:{player:'damageBegin2'},
|
|
|
|
|
forced:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
if(!event.card||get.suit(event.card)=='none') return false;
|
|
|
|
|
var all=player.getAllHistory('damage');
|
|
|
|
|
if(!all.length) return false;
|
|
|
|
|
return all[all.length-1].card&&get.suit(all[all.length-1].card)==get.suit(event.card);
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
trigger.cancel();
|
|
|
|
|
},
|
|
|
|
|
group:'mjmouzhi_mark',
|
|
|
|
|
intro:{content:'上次受到伤害的花色:$'},
|
|
|
|
|
ai:{
|
|
|
|
|
effect:{
|
|
|
|
|
target:function(card,player,target){
|
|
|
|
|
if(get.tag(card,'damage')){
|
|
|
|
|
var color=get.suit(card);
|
|
|
|
|
if(color=='none') return;
|
|
|
|
|
var all=target.getAllHistory('damage');
|
|
|
|
|
if(!all.length||!all[all.length-1].card) return;
|
|
|
|
|
if(get.suit(all[all.length-1].card)==color) return 'zerotarget';
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
subSkill:{
|
|
|
|
|
mark:{
|
|
|
|
|
trigger:{player:'damage'},
|
|
|
|
|
silent:true,
|
|
|
|
|
firstDo:true,
|
|
|
|
|
content:function(){
|
|
|
|
|
if(!trigger.card||get.suit(trigger.card)=='none') player.unmarkSkill('mjmouzhi');
|
|
|
|
|
else{
|
|
|
|
|
player.markSkill('mjmouzhi');
|
|
|
|
|
game.broadcastAll(function(player,suit){
|
|
|
|
|
if(player.marks.mjmouzhi) player.marks.mjmouzhi.firstChild.innerHTML=get.translation(suit);
|
|
|
|
|
player.storage.mjmouzhi=suit;
|
|
|
|
|
},player,get.suit(trigger.card))
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
mjshengxi:{
|
|
|
|
|
audio:'shengxi',
|
|
|
|
|
audioname:['feiyi'],
|
|
|
|
|
trigger:{player:'phaseJieshuBegin'},
|
|
|
|
|
direct:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return player.getHistory('useCard').length>0&&player.getHistory('sourceDamage').length==0;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
var list=get.zhinangs();
|
|
|
|
|
player.chooseButton(['是否发动【生息】获得一张智囊?',[list,'vcard']]).set('ai',function(card){
|
|
|
|
|
return (Math.random()+0.5)*get.value({name:card.link[2]},_status.event.player)
|
|
|
|
|
});
|
|
|
|
|
'step 1'
|
|
|
|
|
if(result.bool){
|
|
|
|
|
player.logSkill('mjshengxi');
|
|
|
|
|
var card=get.cardPile2(function(card){
|
|
|
|
|
return card.name==result.links[0][2];
|
|
|
|
|
});
|
|
|
|
|
if(card) player.gain(card,'gain2');
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
group:'mjshengxi_zhunbei',
|
|
|
|
|
subfrequent:['zhunbei'],
|
|
|
|
|
subSkill:{
|
|
|
|
|
zhunbei:{
|
|
|
|
|
trigger:{player:'phaseZhunbeiBegin'},
|
|
|
|
|
frequent:true,
|
|
|
|
|
prompt2:'从游戏外或牌堆中获得一张【调剂盐梅】',
|
|
|
|
|
content:function(){
|
|
|
|
|
if(!_status.tiaojiyanmei_suits||_status.tiaojiyanmei_suits.length>0){
|
|
|
|
|
if(!lib.inpile.contains('tiaojiyanmei')) lib.inpile.add('tiaojiyanmei');
|
|
|
|
|
if(!_status.tiaojiyanmei_suits) _status.tiaojiyanmei_suits=lib.suit.slice(0);
|
|
|
|
|
player.gain(game.createCard2('tiaojiyanmei',_status.tiaojiyanmei_suits.randomRemove(),6),'gain2');
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
var card=get.cardPile2(function(card){
|
|
|
|
|
return card.name=='tiaojiyanmei';
|
|
|
|
|
});
|
|
|
|
|
if(card) player.gain(card,'gain2');
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
mjkuanji:{
|
|
|
|
|
audio:'fyjianyu',
|
|
|
|
|
usable:1,
|
|
|
|
|
trigger:{
|
|
|
|
|
player:'loseAfter',
|
|
|
|
|
global:'loseAsyncAfter',
|
|
|
|
|
},
|
|
|
|
|
direct:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
if(event.type!='discard') return false;
|
|
|
|
|
var evt=event.getl(player);
|
|
|
|
|
return evt.cards2.filterInD('d').length>0;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
var cards=trigger.getl(player).cards2;
|
|
|
|
|
player.chooseButton(['宽济:是否将一张牌交给一名其他角色?',cards.filterInD('d')]).set('ai',function(button){
|
|
|
|
|
var player=_status.event.player;
|
|
|
|
|
if(game.hasPlayer(function(current){
|
|
|
|
|
return current!=player&&get.attitude(player,current)>0;
|
|
|
|
|
})) return Math.abs(get.value(button.link,'raw'))+1;
|
|
|
|
|
return -get.value(button.link,'raw');
|
|
|
|
|
});
|
|
|
|
|
'step 1'
|
|
|
|
|
if(result.bool){
|
|
|
|
|
event.card=result.links[0];
|
|
|
|
|
player.chooseTarget('将'+get.translation(card)+'交给一名其他角色并摸一张牌',lib.filter.notMe,true).set('ai',function(target){
|
|
|
|
|
var evt=_status.event.getParent();
|
|
|
|
|
return get.attitude(evt.player,target)*get.value(evt.card,target)*(target.hasSkillTag('nogain')?0.1:1);
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
player.storage.counttrigger.mjkuanji--;
|
|
|
|
|
event.finish();
|
|
|
|
|
}
|
|
|
|
|
'step 2'
|
|
|
|
|
if(result.bool){
|
|
|
|
|
var target=result.targets[0];
|
|
|
|
|
player.logSkill('mjkuanji',target);
|
|
|
|
|
target.gain(card,'gain2');
|
|
|
|
|
player.draw();
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
mjdingyi:{
|
|
|
|
|
audio:2,
|
|
|
|
|
trigger:{
|
|
|
|
|
global:'phaseBefore',
|
|
|
|
|
player:'enterGame',
|
|
|
|
|
},
|
|
|
|
|
forced:true,
|
|
|
|
|
locked:false,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return (event.name!='phase'||game.phaseNumber==0);
|
|
|
|
|
},
|
|
|
|
|
logTarget:function(){
|
|
|
|
|
return game.players;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
var list=[];
|
|
|
|
|
for(var i=0;i<4;i++) list.push(lib.skill['mjdingyi_'+i].title);
|
|
|
|
|
player.chooseControl().set('choiceList',list).set('prompt','定仪:请选择一个全局效果').set('ai',function(target){
|
|
|
|
|
var list1=player.getEnemies().length;
|
|
|
|
|
var list2=game.players.length-list1;
|
|
|
|
|
if(list2-list1>1) return 0;
|
|
|
|
|
if(game.players.length<6) return 2;
|
|
|
|
|
return 3;
|
|
|
|
|
});
|
|
|
|
|
'step 1'
|
|
|
|
|
if(typeof result.index=='number'){
|
|
|
|
|
var skill='mjdingyi_'+result.index;
|
|
|
|
|
game.log(player,'选择了','#g'+lib.skill[skill].title);
|
|
|
|
|
for(var i of game.players) i.addSkill(skill);
|
|
|
|
|
game.delayx();
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
subSkill:{
|
|
|
|
|
0:{
|
|
|
|
|
title:'摸牌阶段的额定摸牌数+1',
|
|
|
|
|
charlotte:true,
|
|
|
|
|
mark:true,
|
|
|
|
|
marktext:'仪',
|
|
|
|
|
trigger:{player:'phaseDrawBegin'},
|
|
|
|
|
forced:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return !event.numFixed;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
trigger.num+=((player.storage.mjdingyi_plus||0)+1);
|
|
|
|
|
},
|
|
|
|
|
intro:{
|
|
|
|
|
content:function(storage,player){
|
|
|
|
|
return '摸牌阶段的额定摸牌数+'+(1*((player.storage.mjdingyi_plus||0)+1));
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
1:{
|
|
|
|
|
title:'手牌上限+2',
|
|
|
|
|
charlotte:true,
|
|
|
|
|
mark:true,
|
|
|
|
|
marktext:'仪',
|
|
|
|
|
mod:{
|
|
|
|
|
maxHandcard:function(player,num){
|
|
|
|
|
return num+2*((player.storage.mjdingyi_plus||0)+1);
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
intro:{
|
|
|
|
|
content:function(storage,player){
|
|
|
|
|
return '手牌上限+'+(2*((player.storage.mjdingyi_plus||0)+1));
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
2:{
|
|
|
|
|
title:'攻击范围+1',
|
|
|
|
|
charlotte:true,
|
|
|
|
|
mark:true,
|
|
|
|
|
marktext:'仪',
|
|
|
|
|
mod:{
|
|
|
|
|
attackRange:function(player,num){
|
|
|
|
|
return num+((player.storage.mjdingyi_plus||0)+1);
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
intro:{
|
|
|
|
|
content:function(storage,player){
|
|
|
|
|
return '攻击范围+'+((player.storage.mjdingyi_plus||0)+1);
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
3:{
|
|
|
|
|
title:'脱离濒死状态后回复1点体力',
|
|
|
|
|
charlotte:true,
|
|
|
|
|
mark:true,
|
|
|
|
|
marktext:'仪',
|
|
|
|
|
trigger:{player:'dyingAfter'},
|
|
|
|
|
forced:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return player.isDamaged();
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
player.recover((player.storage.mjdingyi_plus||0)+1);
|
|
|
|
|
},
|
|
|
|
|
intro:{
|
|
|
|
|
content:function(storage,player){
|
|
|
|
|
return '脱离濒死状态后回复'+((player.storage.mjdingyi_plus||0)+1)+'点体力';
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
mjzuici:{
|
|
|
|
|
audio:'zuici',
|
|
|
|
|
trigger:{player:'damageEnd'},
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
if(!event.source||!event.source.isIn()) return false;
|
|
|
|
|
for(var i=0;i<4;i++){
|
|
|
|
|
if(event.source.hasSkill('mjdingyi_'+i)) return true;
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
},
|
|
|
|
|
logTarget:'source',
|
|
|
|
|
check:()=>false,
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
var target=trigger.source;
|
|
|
|
|
event.target=target;
|
|
|
|
|
for(var i=0;i<4;i++){
|
|
|
|
|
if(target.hasSkill('mjdingyi_'+i)) target.removeSkill('mjdingyi_'+i);
|
|
|
|
|
}
|
|
|
|
|
'step 1'
|
|
|
|
|
var list=get.zhinangs();
|
|
|
|
|
if(list.length){
|
|
|
|
|
player.chooseButton(['选择要令'+get.translation(target)+'获得的智囊',[list,'vcard']],true);
|
|
|
|
|
}
|
|
|
|
|
else event.finish();
|
|
|
|
|
'step 2'
|
|
|
|
|
if(result.bool){
|
|
|
|
|
var card=get.cardPile2(function(card){
|
|
|
|
|
return card.name==result.links[0][2];
|
|
|
|
|
})
|
|
|
|
|
if(card) target.gain(card,'gain2');
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
mjfubi:{
|
|
|
|
|
audio:'fubi',
|
|
|
|
|
enable:'phaseUse',
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
if(player.hasSkill('mjfubi_round')) return false;
|
|
|
|
|
return game.hasPlayer(function(current){
|
|
|
|
|
for(var i=0;i<4;i++){
|
|
|
|
|
if(current.hasSkill('mjdingyi_'+i)) return true;
|
|
|
|
|
}
|
|
|
|
|
});
|
|
|
|
|
},
|
|
|
|
|
filterCard:true,
|
|
|
|
|
selectCard:[0,1],
|
|
|
|
|
filterTarget:function(card,player,target){
|
|
|
|
|
if(ui.selected.cards.length){
|
|
|
|
|
for(var i=0;i<4;i++){
|
|
|
|
|
if(target.hasSkill('mjdingyi_'+i)) return true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
var num=0;
|
|
|
|
|
for(var i=0;i<4;i++){
|
|
|
|
|
if(target.hasSkill('mjdingyi_'+i)) return true;
|
|
|
|
|
}
|
|
|
|
|
return num>1&&num<4;
|
|
|
|
|
},
|
|
|
|
|
check:()=>false,
|
|
|
|
|
position:'he',
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
player.addTempSkill('mjfubi_round','roundStart');
|
|
|
|
|
if(cards.length){
|
|
|
|
|
player.addSkill('mjfubi_clear');
|
|
|
|
|
player.markAuto('mjfubi_clear',[target]);
|
|
|
|
|
target.addMark('mjdingyi_plus',1,false);
|
|
|
|
|
game.log(target,'的','#g【定仪】','效果增加一倍');
|
|
|
|
|
event.finish();
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
var list=[],nums=[];
|
|
|
|
|
for(var i=0;i<4;i++){
|
|
|
|
|
if(!target.hasSkill('mjdingyi_'+i)){
|
|
|
|
|
list.push(lib.skill['mjdingyi_'+i].title);
|
|
|
|
|
nums.push(i);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if(list.length){
|
|
|
|
|
event.nums=nums;
|
|
|
|
|
player.chooseControl().set('choiceList',list).set('prompt','辅弼:请选择为'+get.translation(target)+'更换的〖定仪〗效果').set('ai',function(){
|
|
|
|
|
var player=_status.event.player,target=_status.event.getParent().target;
|
|
|
|
|
if(get.attitude(player,target)>0&&!target.hasSkill('mjdingyi_0')) return 0;
|
|
|
|
|
return _status.event.getParent().nums.length-1;
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
else event.finish();
|
|
|
|
|
'step 1'
|
|
|
|
|
for(var i=0;i<4;i++){
|
|
|
|
|
if(target.hasSkill('mjdingyi_'+i)) target.removeSkill('mjdingyi_'+i);
|
|
|
|
|
}
|
|
|
|
|
target.addSkill('mjdingyi_'+event.nums[result.index]);
|
|
|
|
|
game.log(target,'的效果被改为','#g'+lib.skill['mjdingyi_'+event.nums[result.index]].title);
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
order:10,
|
|
|
|
|
expose:0,
|
|
|
|
|
result:{
|
|
|
|
|
target:function(player,target){
|
|
|
|
|
if(target.hasSkill('mjdingyi_0')) return -1;
|
|
|
|
|
return 2;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
subSkill:{
|
|
|
|
|
round:{},
|
|
|
|
|
clear:{
|
|
|
|
|
trigger:{player:['phaseBegin','dieBegin']},
|
|
|
|
|
forced:true,
|
|
|
|
|
popup:false,
|
|
|
|
|
charlotte:true,
|
|
|
|
|
content:function(){
|
|
|
|
|
while(player.storage.mjfubi_clear&&player.storage.mjfubi_clear.length){
|
|
|
|
|
var target=player.storage.mjfubi_clear.shift();
|
|
|
|
|
if(target.hasMark('mjdingyi_plus')) target.removeMark('mjdingyi_plus',1,false);
|
|
|
|
|
}
|
|
|
|
|
delete player.storage.mjfubi_clear;
|
|
|
|
|
player.removeSkill('mjfubi_clear');
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
boming:{
|
|
|
|
|
audio:2,
|
|
|
|
|
enable:'phaseUse',
|
|
|
|
|
usable:2,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return player.countCards('he')>0;
|
|
|
|
|
},
|
|
|
|
|
filterCard:true,
|
|
|
|
|
position:'he',
|
|
|
|
|
filterTarget:lib.filter.notMe,
|
|
|
|
|
discard:false,
|
|
|
|
|
lose:false,
|
|
|
|
|
delay:false,
|
|
|
|
|
content:function(){
|
|
|
|
|
player.give(cards,target);
|
|
|
|
|
},
|
|
|
|
|
check:function(card){
|
|
|
|
|
return 5-get.value(card);
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
order:10,
|
|
|
|
|
result:{
|
|
|
|
|
target:function(player,target){
|
|
|
|
|
if(!ui.selected.cards.length) return 0;
|
|
|
|
|
var card=ui.selected.cards[0];
|
|
|
|
|
if(player.hasSkill('ejian')&&!player.getStorage('ejian').contains(target)){
|
|
|
|
|
var dam=get.damageEffect(target,player,target);
|
|
|
|
|
if(dam>0) return dam;
|
|
|
|
|
var type=get.type(card,target),ts=target.getCards('he',function(card){
|
|
|
|
|
return get.type(card)==type;
|
|
|
|
|
});
|
|
|
|
|
if(ts.length){
|
|
|
|
|
var val=get.value(ts,target);
|
|
|
|
|
if(val>get.value(card)) return -Math.max(1,val);
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return get.value(card,target)/1.5;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
group:'boming_draw',
|
|
|
|
|
subSkill:{
|
|
|
|
|
draw:{
|
|
|
|
|
trigger:{player:'phaseJieshuBegin'},
|
|
|
|
|
forced:true,
|
|
|
|
|
locked:false,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return player.getHistory('lose',function(evt){
|
|
|
|
|
return evt.getParent(2).name=='boming';
|
|
|
|
|
}).length>1;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
player.draw();
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
ejian:{
|
|
|
|
|
audio:2,
|
|
|
|
|
trigger:{global:'gainAfter'},
|
|
|
|
|
forced:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
var evt=event.getParent(),target=event.player;
|
|
|
|
|
if(evt.name!='boming'||evt.player!=player||player.getStorage('ejian').contains(target)||!target.isIn()) return false;
|
|
|
|
|
var he=target.getCards('he'),card=event.cards[0];
|
|
|
|
|
if(!he.contains(card)) return false;
|
|
|
|
|
var type=get.type2(card);
|
|
|
|
|
for(var i of he){
|
|
|
|
|
if(i!=card&&get.type2(i)==type) return true;
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
},
|
|
|
|
|
logTarget:'player',
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
event.cardType=get.type2(trigger.cards[0]);
|
|
|
|
|
event.target=trigger.player;
|
|
|
|
|
player.markAuto('ejian',[event.target]);
|
|
|
|
|
event.target.chooseControl().set('choiceList',[
|
|
|
|
|
'受到1点伤害',
|
|
|
|
|
'展示手牌并弃置所有'+get.translation(event.cardType)+'牌',
|
|
|
|
|
]).set('ai',function(event,player){
|
|
|
|
|
if(get.damageEffect(player,_status.event.getParent().player,player)>=0) return 0;
|
|
|
|
|
var type=_status.event.cardType,cards=player.getCards('he',function(card){
|
|
|
|
|
return get.type2(card)==type;
|
|
|
|
|
});
|
|
|
|
|
if(cards.length==1) return 1;
|
|
|
|
|
if(cards.length>=2){
|
|
|
|
|
for(var i=0;i<cards.length;i++){
|
|
|
|
|
if(get.tag(cards[i],'save')) return 0;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if(player.hp==1) return 1;
|
|
|
|
|
for(var i=0;i<cards.length;i++){
|
|
|
|
|
if(get.value(cards[i])>=8) return 0;
|
|
|
|
|
}
|
|
|
|
|
if(cards.length>2&&player.hp>2) return 0;
|
|
|
|
|
if(cards.length>3) return 0;
|
|
|
|
|
return 1;
|
|
|
|
|
}).set('cardType',event.cardType);
|
|
|
|
|
'step 1'
|
|
|
|
|
if(result.index==1){
|
|
|
|
|
if(target.countCards('h')>0) target.showHandcards();
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
target.damage();
|
|
|
|
|
event.finish();
|
|
|
|
|
}
|
|
|
|
|
'step 2'
|
|
|
|
|
target.discard(target.getCards('he',function(card){
|
|
|
|
|
return get.type2(card)==event.cardType;
|
|
|
|
|
}));
|
|
|
|
|
},
|
|
|
|
|
ai:{combo:'boming',halfneg:true},
|
|
|
|
|
onremove:true,
|
|
|
|
|
intro:{content:'已对$发动过此技能'},
|
|
|
|
|
},
|
|
|
|
|
hxrenshi:{
|
|
|
|
|
audio:2,
|
|
|
|
|
enable:'phaseUse',
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return player.countCards('h')>0&&(!player.storage.hxrenshi2||game.hasPlayer(function(current){
|
|
|
|
|
return !player.storage.hxrenshi2.contains(current);
|
|
|
|
|
}))
|
|
|
|
|
},
|
|
|
|
|
filterCard:true,
|
|
|
|
|
filterTarget:function(card,player,target){
|
|
|
|
|
return !player.storage.hxrenshi2||!player.storage.hxrenshi2.contains(target);
|
|
|
|
|
},
|
|
|
|
|
position:'h',
|
|
|
|
|
discard:false,
|
|
|
|
|
lose:false,
|
|
|
|
|
delay:false,
|
|
|
|
|
check:function(cardx){
|
|
|
|
|
var player=_status.event.player;
|
|
|
|
|
if(player.getStorage('debao').length==1&&(!game.hasPlayer(function(current){
|
|
|
|
|
return get.attitude(player,current)>0&¤t.hp*1.5+current.countCards('h')<4;
|
|
|
|
|
})||game.hasPlayer(function(current){
|
|
|
|
|
return get.attitude(player,current)<=0&¤t.hp*1.5+current.countCards('h')<4;
|
|
|
|
|
}))) return 0;
|
|
|
|
|
return 5-get.value(cardx);
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
player.addTempSkill('hxrenshi2','phaseUseEnd');
|
|
|
|
|
player.markAuto('hxrenshi2',targets);
|
|
|
|
|
player.give(cards,target);
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
order:1,
|
|
|
|
|
result:{
|
|
|
|
|
target:function(player,target){
|
|
|
|
|
if(ui.selected.cards.length) return get.value(ui.selected.cards[0],target)+0.1;
|
|
|
|
|
return 0;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
hxrenshi2:{
|
|
|
|
|
onremove:true,
|
|
|
|
|
},
|
|
|
|
|
debao:{
|
|
|
|
|
audio:2,
|
|
|
|
|
trigger:{global:'gainAfter'},
|
|
|
|
|
forced:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
if(player==event.player||player.getStorage('debao').length>=player.maxHp) return false;
|
|
|
|
|
var evt=event.getl(player);
|
|
|
|
|
return evt&&evt.cards2&&evt.cards2.length>0;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
var cards=get.cards();
|
|
|
|
|
player.markAuto('debao',cards);
|
|
|
|
|
player.$gain2(cards[0],false);
|
|
|
|
|
game.cardsGotoSpecial(cards);
|
|
|
|
|
game.log(player,'将',cards[0],'放在了武将牌上');
|
|
|
|
|
game.delayx();
|
|
|
|
|
},
|
|
|
|
|
marktext:'仁',
|
|
|
|
|
intro:{content:'cards',onunmark:'throw'},
|
|
|
|
|
group:'debao_gain',
|
|
|
|
|
subSkill:{
|
|
|
|
|
gain:{
|
|
|
|
|
trigger:{player:'phaseZhunbeiBegin'},
|
|
|
|
|
forced:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return player.getStorage('debao').length>0;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
var cards=player.storage.debao;
|
|
|
|
|
player.gain(cards,'gain2','fromStorage');
|
|
|
|
|
cards.length=0;
|
|
|
|
|
player.unmarkSkill('debao');
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
buqi:{
|
|
|
|
|
audio:2,
|
|
|
|
|
trigger:{global:'dying'},
|
|
|
|
|
forced:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return player.getStorage('debao').length>1;
|
|
|
|
|
},
|
|
|
|
|
logTarget:'player',
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
var cards=player.getStorage('debao');
|
|
|
|
|
if(cards.length==2) event._result={bool:true,links:cards.slice(0)};
|
|
|
|
|
else player.chooseButton(['不弃:请选择移去两张“仁”',cards],2,true);
|
|
|
|
|
'step 1'
|
|
|
|
|
if(result.bool){
|
|
|
|
|
var cards=result.links;
|
|
|
|
|
player.unmarkAuto('debao',cards);
|
|
|
|
|
player.$throw(cards,1000);
|
|
|
|
|
game.log(player,'将',cards,'置入了弃牌堆');
|
|
|
|
|
game.delayx();
|
|
|
|
|
game.cardsDiscard(cards);
|
|
|
|
|
}
|
|
|
|
|
else event.finish();
|
|
|
|
|
'step 2'
|
|
|
|
|
if(trigger.player.isIn()&&trigger.player.isDamaged()) trigger.player.recover();
|
|
|
|
|
},
|
|
|
|
|
group:'buqi_die',
|
|
|
|
|
subSkill:{
|
|
|
|
|
die:{
|
|
|
|
|
trigger:{global:'dieAfter'},
|
|
|
|
|
forced:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return player.getStorage('debao').length>0;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
player.unmarkSkill('debao');
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
neg:true,
|
|
|
|
|
combo:'debao',
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
guying:{
|
|
|
|
|
audio:2,
|
|
|
|
|
trigger:{
|
|
|
|
|
player:'loseAfter',
|
|
|
|
|
global:'loseAsyncAfter',
|
|
|
|
|
},
|
|
|
|
|
forced:true,
|
|
|
|
|
usable:1,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
if(event.type!='discard'){
|
|
|
|
|
var evt=event.getParent();
|
|
|
|
|
if(evt.name!='useCard'&&evt.name!='respond') return false;
|
|
|
|
|
}
|
|
|
|
|
var target=_status.currentPhase,evt=event.getl(player);
|
|
|
|
|
if(!evt.cards2||evt.cards2.length!=1||!target||target==player||!target.isIn()) return false;
|
|
|
|
|
return get.position(evt.cards2[0])=='d'||target.countCards('he')<0;
|
|
|
|
|
},
|
|
|
|
|
logTarget:function(){
|
|
|
|
|
return _status.currentPhase;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
if(trigger.delay===false) game.delayx();
|
|
|
|
|
event.target=_status.currentPhase;
|
|
|
|
|
event.card=trigger.getl(player).cards2[0];
|
|
|
|
|
'step 1'
|
|
|
|
|
player.addMark('guying',1,false);
|
|
|
|
|
event.addIndex=0;
|
|
|
|
|
var choiceList=[],str=get.translation(player);
|
|
|
|
|
if(target.countCards('he')>0) choiceList.push('随机交给'+str+'一张牌');
|
|
|
|
|
else event.addIndex++;
|
|
|
|
|
if(get.position(card)=='d') choiceList.push('令'+str+'收回'+get.translation(card));
|
|
|
|
|
if(choiceList.length==1) event._result={index:0};
|
|
|
|
|
target.chooseControl().set('choiceList',choiceList).set('ai',function(){
|
|
|
|
|
var player=_status.event.player,evt=_status.event.getParent();
|
|
|
|
|
if(get.value(evt.card,evt.player)*get.attitude(player,evt.player)>0) return 0;
|
|
|
|
|
return Math.random()>(get.value(evt.card,evt.player)/6)?1:0;
|
|
|
|
|
return 1;
|
|
|
|
|
});
|
|
|
|
|
'step 2'
|
|
|
|
|
if(result.index+event.addIndex==0){
|
|
|
|
|
target.give(target.getCards('he').randomGet(),player);
|
|
|
|
|
event.finish();
|
|
|
|
|
}
|
|
|
|
|
else player.gain(card,'gain2');
|
|
|
|
|
'step 3'
|
|
|
|
|
if(player.isIn()&&player.getCards('h').contains(card)&&get.type(card,player)=='equip') player.chooseUseTarget(card,true,'nopopup');
|
|
|
|
|
},
|
|
|
|
|
onremove:true,
|
|
|
|
|
intro:{content:'已发动过#次'},
|
|
|
|
|
group:'guying_discard',
|
|
|
|
|
subSkill:{
|
|
|
|
|
discard:{
|
|
|
|
|
audio:'guying',
|
|
|
|
|
trigger:{player:'phaseZhunbeiBegin'},
|
|
|
|
|
forced:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return player.countMark('guying')>0;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
var num=player.countMark('guying');
|
|
|
|
|
player.removeMark('guying',num,false);
|
|
|
|
|
player.chooseToDiscard('he',num,true);
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
muzhen:{
|
|
|
|
|
audio:2,
|
|
|
|
|
enable:'phaseUse',
|
|
|
|
|
usable:2,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
if(!player.hasSkill('muzhen1')&&player.countCards('e')>0&&game.hasPlayer(function(current){
|
|
|
|
|
return current!=player&¤t.countCards('h')>0;
|
|
|
|
|
})) return true;
|
|
|
|
|
if(!player.hasSkill('muzhen2')&&player.countCards('he')>1&&game.hasPlayer(function(current){
|
|
|
|
|
return current!=player&¤t.countCards('e')>0;
|
|
|
|
|
})) return true;
|
|
|
|
|
return false;
|
|
|
|
|
},
|
|
|
|
|
chooseButton:{
|
|
|
|
|
dialog:function(event,player){
|
|
|
|
|
var list=[
|
|
|
|
|
'将一张装备牌置于其他角色的装备区内并获得其一张手牌',
|
|
|
|
|
'将两张牌交给一名其他角色并获得其装备区内的一张牌',
|
|
|
|
|
];
|
|
|
|
|
var choiceList=ui.create.dialog('睦阵:请选择一项','hidden');
|
|
|
|
|
for(var i=0;i<list.length;i++){
|
|
|
|
|
var str='<div class="popup text" style="width:calc(100% - 10px);display:inline-block">';
|
|
|
|
|
var bool=lib.skill.muzhen.chooseButton.filter({link:i},player);
|
|
|
|
|
if(!bool) str+='<div style="opacity:0.5">';
|
|
|
|
|
str+=list[i];
|
|
|
|
|
if(!bool) str+='</div>';
|
|
|
|
|
str+='</div>';
|
|
|
|
|
var next=choiceList.add(str);
|
|
|
|
|
next.firstChild.addEventListener(lib.config.touchscreen?'touchend':'click',ui.click.button);
|
|
|
|
|
next.firstChild.link=i;
|
|
|
|
|
for(var j in lib.element.button){
|
|
|
|
|
next[j]=lib.element.button[j];
|
|
|
|
|
}
|
|
|
|
|
choiceList.buttons.add(next.firstChild);
|
|
|
|
|
}
|
|
|
|
|
return choiceList;
|
|
|
|
|
},
|
|
|
|
|
filter:function(button,player){
|
|
|
|
|
if(button.link==0) return !player.hasSkill('muzhen1')&&player.countCards('e')>0&&game.hasPlayer(function(current){
|
|
|
|
|
return current!=player&¤t.countCards('h')>0;
|
|
|
|
|
})
|
|
|
|
|
return !player.hasSkill('muzhen2')&&player.countCards('he')>1&&game.hasPlayer(function(current){
|
|
|
|
|
return current!=player&¤t.countCards('e')>0;
|
|
|
|
|
});
|
|
|
|
|
},
|
|
|
|
|
backup:function(links){
|
|
|
|
|
return {
|
|
|
|
|
audio:'muzhen',
|
|
|
|
|
filterTarget:[
|
|
|
|
|
function(card,player,target){
|
|
|
|
|
return target.countCards('h')>0&&target.isEmpty(ui.selected.cards[0]);
|
|
|
|
|
},
|
|
|
|
|
function(card,player,target){
|
|
|
|
|
return target.countCards('e')>0;
|
|
|
|
|
}
|
|
|
|
|
][links[0]],
|
|
|
|
|
filterCard:[
|
|
|
|
|
function(card,player){
|
|
|
|
|
if(ui.selected.targets.length) return ui.selected.targets[0].isEmpty(card);
|
|
|
|
|
return game.hasPlayer(function(current){
|
|
|
|
|
return current.countCards('h')>0&¤t.isEmpty(card);
|
|
|
|
|
})
|
|
|
|
|
},
|
|
|
|
|
true,
|
|
|
|
|
],
|
|
|
|
|
selectCard:1+links[0],
|
|
|
|
|
position:('eh')[links[0]],
|
|
|
|
|
discard:false,
|
|
|
|
|
lose:false,
|
|
|
|
|
delay:false,
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
player.addTempSkill('muzhen'+cards.length,'phaseUseEnd');
|
|
|
|
|
if(cards.length==1){
|
|
|
|
|
player.$giveAuto(cards[0],target);
|
|
|
|
|
game.delayx();
|
|
|
|
|
target.equip(cards[0]);
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
player.give(cards,target);
|
|
|
|
|
}
|
|
|
|
|
player.gainPlayerCard(target,cards.length==2?'e':'h',true);
|
|
|
|
|
},
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
prompt:function(){
|
|
|
|
|
return '请选择【睦阵】的牌和目标'
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
muzhen1:{},
|
|
|
|
|
muzhen2:{},
|
|
|
|
|
sheyi2:{charlotte:true},
|
|
|
|
|
sheyi:{
|
|
|
|
|
audio:2,
|
|
|
|
|
trigger:{global:'damageBegin4'},
|
|
|
|
|
direct:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return !player.hasSkill('sheyi2')&&player!=event.player&&event.player.hp<player.hp&&player.countCards('he')>=Math.max(1,player.hp);
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
var num=Math.max(1,player.hp),target=trigger.player;
|
|
|
|
|
player.chooseCard('he',get.prompt('sheyi',target),'交给其至少'+get.cnNumber(num)+'张牌,防止即将受到的伤害('+trigger.num+'点)',[num,player.countCards('he')]).set('goon',function(){
|
|
|
|
|
if(get.attitude(player,target)<0) return false;
|
|
|
|
|
if(trigger.num<target.hp&&get.damageEffect(target,trigger.source,player,trigger.nature)>=0) return false;
|
|
|
|
|
if(trigger.num<2&&target.hp>trigger.num) return 6/Math.sqrt(num);
|
|
|
|
|
if(target==get.zhu(player)) return 9;
|
|
|
|
|
return 8/Math.sqrt(num);
|
|
|
|
|
}()).set('ai',function(card){
|
|
|
|
|
if(ui.selected.cards.length>=Math.max(1,_status.event.player.hp)) return 0;
|
|
|
|
|
if(typeof _status.event.goon=='number') return _status.event.goon-get.value(card);
|
|
|
|
|
return 0;
|
|
|
|
|
});
|
|
|
|
|
'step 1'
|
|
|
|
|
if(result.bool){
|
|
|
|
|
var target=trigger.player;
|
|
|
|
|
player.logSkill('sheyi',target);
|
|
|
|
|
player.addTempSkill('sheyi2','roundStart');
|
|
|
|
|
player.give(result.cards,target);
|
|
|
|
|
trigger.cancel();
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
tianyin:{
|
|
|
|
|
audio:2,
|
|
|
|
|
trigger:{player:'phaseJieshuBegin'},
|
|
|
|
|
forced:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
var list=[];
|
|
|
|
|
player.getHistory('useCard',function(evt){
|
|
|
|
|
list.add(get.type2(evt.card,false));
|
|
|
|
|
});
|
|
|
|
|
for(var i=0;i<ui.cardPile.childNodes.length;i++){
|
|
|
|
|
if(!list.contains(get.type2(ui.cardPile.childNodes[i],false))) return true;
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
var list=[],cards=[];
|
|
|
|
|
player.getHistory('useCard',function(evt){
|
|
|
|
|
list.add(get.type2(evt.card,false));
|
|
|
|
|
});
|
|
|
|
|
for(var i=0;i<ui.cardPile.childNodes.length;i++){
|
|
|
|
|
var type=get.type2(ui.cardPile.childNodes[i],false);
|
|
|
|
|
if(!list.contains(type)){
|
|
|
|
|
list.push(type);
|
|
|
|
|
cards.push(ui.cardPile.childNodes[i])
|
|
|
|
|
};
|
|
|
|
|
}
|
|
|
|
|
player.gain(cards,'gain2');
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
//王甫赵累
|
|
|
|
|
xunyi:{
|
|
|
|
|
audio:2,
|
|
|
|
|
trigger:{
|
|
|
|
|
global:['phaseBefore','dieAfter'],
|
|
|
|
|
player:'enterGame',
|
|
|
|
|
},
|
|
|
|
|
direct:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
if(event.name=='die') return event.player==player.storage.xunyi2;
|
|
|
|
|
return !player.storage.xunyi2&&(event.name!='phase'||game.phaseNumber==0);
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
player.removeSkill('xunyi2');
|
|
|
|
|
player.chooseTarget(lib.filter.notMe,get.prompt2('xunyi')).set('ai',function(target){
|
|
|
|
|
var player=_status.event.player;
|
|
|
|
|
return Math.max(1+get.attitude(player,target)*get.threaten(target),Math.random());
|
|
|
|
|
});
|
|
|
|
|
'step 1'
|
|
|
|
|
if(result.bool){
|
|
|
|
|
var target=result.targets[0];
|
|
|
|
|
player.logSkill('xunyi',target);
|
|
|
|
|
player.storage.xunyi2=target;
|
|
|
|
|
player.addSkill('xunyi2');
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
xunyi2:{
|
|
|
|
|
audio:'xunyi',
|
|
|
|
|
trigger:{global:'damageSource'},
|
|
|
|
|
forced:true,
|
|
|
|
|
charlotte:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
var list=[player,player.storage.xunyi2];
|
|
|
|
|
return list.contains(event.source)&&!list.contains(event.player);
|
|
|
|
|
},
|
|
|
|
|
logTarget:function(event,player){
|
|
|
|
|
return player.storage.xunyi2;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
(player==trigger.source?player.storage.xunyi2:player).draw();
|
|
|
|
|
},
|
|
|
|
|
group:'xunyi3',
|
|
|
|
|
mark:true,
|
|
|
|
|
intro:{content:'效果目标:$'},
|
|
|
|
|
},
|
|
|
|
|
xunyi3:{
|
|
|
|
|
audio:'xunyi',
|
|
|
|
|
trigger:{global:'damageEnd'},
|
|
|
|
|
forced:true,
|
|
|
|
|
charlotte:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
var list=[player,player.storage.xunyi2];
|
|
|
|
|
return list.contains(event.player)&&!list.contains(event.source)&&
|
|
|
|
|
(player==event.player?player.storage.xunyi2:player).countCards('he')>0;
|
|
|
|
|
},
|
|
|
|
|
logTarget:function(event,player){
|
|
|
|
|
return player.storage.xunyi2;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
(player==trigger.player?player.storage.xunyi2:player).chooseToDiscard('he',true);
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
//狗剩
|
|
|
|
|
reduoji:{
|
|
|
|
|
audio:'duoji',
|
|
|
|
|
enable:'phaseUse',
|
|
|
|
|
usable:1,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return player.countCards('he')>0;
|
|
|
|
|
},
|
|
|
|
|
filterCard:true,
|
|
|
|
|
position:'he',
|
|
|
|
|
filterTarget:lib.filter.notMe,
|
|
|
|
|
discard:false,
|
|
|
|
|
toStorage:true,
|
|
|
|
|
delay:false,
|
|
|
|
|
check:function(card){
|
|
|
|
|
return 3-get.value(card);
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
player.$give(cards[0],target,false);
|
|
|
|
|
target.markAuto('reduoji',cards);
|
|
|
|
|
game.log(player,'将',cards[0],'放在了',target,'的武将牌上');
|
|
|
|
|
'step 1'
|
|
|
|
|
game.delay();
|
|
|
|
|
},
|
|
|
|
|
group:['reduoji_equip','reduoji_gain'],
|
|
|
|
|
intro:{
|
|
|
|
|
content:'cards',
|
|
|
|
|
onunmark:'throw',
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
order:1,
|
|
|
|
|
result:{target:-1},
|
|
|
|
|
},
|
|
|
|
|
subSkill:{
|
|
|
|
|
equip:{
|
|
|
|
|
audio:'duoji',
|
|
|
|
|
trigger:{global:'equipAfter'},
|
|
|
|
|
forced:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
if(player==event.player||!event.player.getStorage('reduoji').length||!event.player.getCards('e').contains(event.card)) return false;
|
|
|
|
|
var evt=event.getParent(2);
|
|
|
|
|
return evt.name=='useCard'&&evt.player==event.player;
|
|
|
|
|
},
|
|
|
|
|
logTarget:'player',
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
player.gain(trigger.card,trigger.player,'give','bySelf');
|
|
|
|
|
'step 1'
|
|
|
|
|
var target=trigger.player,storage=target.getStorage('reduoji');
|
|
|
|
|
if(storage.length){
|
|
|
|
|
var card=storage[0];
|
|
|
|
|
target.$throw(card,1000);
|
|
|
|
|
target.unmarkAuto('reduoji',[card]);
|
|
|
|
|
game.log(target,'移去了',card);
|
|
|
|
|
game.cardsDiscard(card);
|
|
|
|
|
target.draw();
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
gain:{
|
|
|
|
|
audio:'duoji',
|
|
|
|
|
trigger:{global:'phaseEnd'},
|
|
|
|
|
forced:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return event.player.getStorage('reduoji').length>0;
|
|
|
|
|
},
|
|
|
|
|
logTarget:'player',
|
|
|
|
|
content:function(){
|
|
|
|
|
var target=trigger.player,cards=target.storage.reduoji;
|
|
|
|
|
target.$give(cards,player);
|
|
|
|
|
player.gain(cards,'fromStorage');
|
|
|
|
|
cards.length=0;
|
|
|
|
|
target.unmarkSkill('reduoji');
|
|
|
|
|
game.delay();
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
//SP辛毗
|
|
|
|
|
spyinju:{
|
|
|
|
|
audio:2,
|
|
|
|
|
enable:'phaseUse',
|
|
|
|
|
usable:1,
|
|
|
|
|
filterTarget:lib.filter.notMe,
|
|
|
|
|
content:function(){
|
|
|
|
|
"step 0"
|
|
|
|
|
target.chooseToUse(function(card,player,event){
|
|
|
|
|
if(get.name(card)!='sha') return false;
|
|
|
|
|
return lib.filter.filterCard.apply(this,arguments);
|
|
|
|
|
},'引裾:对'+get.translation(player)+'使用一张杀,或跳过下回合的出牌阶段和弃牌阶段').set('targetRequired',true).set('complexSelect',true).set('filterTarget',function(card,player,target){
|
|
|
|
|
if(target!=_status.event.sourcex&&!ui.selected.targets.contains(_status.event.sourcex)) return false;
|
|
|
|
|
return lib.filter.targetEnabled.apply(this,arguments);
|
|
|
|
|
}).set('sourcex',player);
|
|
|
|
|
"step 1"
|
|
|
|
|
if(!result.bool) target.addSkill('spyinju2');
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
order:1,
|
|
|
|
|
expose:0.2,
|
|
|
|
|
result:{
|
|
|
|
|
target:-1.5,
|
|
|
|
|
player:function(player,target){
|
|
|
|
|
if(!target.canUse('sha',player)) return 0;
|
|
|
|
|
if(target.countCards('h')==0) return 0;
|
|
|
|
|
if(target.countCards('h')==1) return -0.1;
|
|
|
|
|
if(player.countCards('h','shan')==0) return -1;
|
|
|
|
|
if(player.hp<2) return -2;
|
|
|
|
|
return -0.5;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
threaten:1.1
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
spyinju2:{
|
|
|
|
|
trigger:{player:'phaseZhunbeiBegin'},
|
|
|
|
|
forced:true,
|
|
|
|
|
charlotte:true,
|
|
|
|
|
content:function(){
|
|
|
|
|
player.skip('phaseUse');
|
|
|
|
|
player.skip('phaseDiscard');
|
|
|
|
|
player.removeSkill('spyinju2');
|
|
|
|
|
game.log(player,'跳过了出牌阶段');
|
|
|
|
|
game.log(player,'跳过了弃牌阶段');
|
|
|
|
|
},
|
|
|
|
|
mark:true,
|
|
|
|
|
intro:{content:'衣襟被拽住了,下个准备阶段开始时跳过出牌阶段和弃牌阶段'},
|
|
|
|
|
},
|
|
|
|
|
spchijie:{
|
|
|
|
|
audio:2,
|
|
|
|
|
trigger:{target:'useCardToTarget'},
|
|
|
|
|
usable:1,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return event.player!=player&&event.targets.length==1;
|
|
|
|
|
},
|
|
|
|
|
check:function(event,player){
|
|
|
|
|
return get.effect(player,event.card,event.player,player)<0;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
player.judge(function(card){
|
|
|
|
|
if(get.number(card)>6) return 2;
|
|
|
|
|
return 0;
|
|
|
|
|
}).judge2=function(result){
|
|
|
|
|
return result.bool?true:false;
|
|
|
|
|
};
|
|
|
|
|
'step 1'
|
|
|
|
|
if(result.bool){
|
|
|
|
|
trigger.targets.length=0;
|
|
|
|
|
trigger.getParent().triggeredTargets2.length=0;
|
|
|
|
|
trigger.cancel();
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
//糜夫人
|
|
|
|
|
spcunsi:{
|
|
|
|
|
audio:2,
|
|
|
|
|
enable:'phaseUse',
|
|
|
|
|
usable:1,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return !player.isTurnedOver();
|
|
|
|
|
},
|
|
|
|
|
filterTarget:lib.filter.notMe,
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
player.turnOver();
|
|
|
|
|
'step 1'
|
|
|
|
|
var card=get.cardPile(function(card){
|
|
|
|
|
return card.name=='sha';
|
|
|
|
|
});
|
|
|
|
|
if(card) target.gain(card,'gain2');
|
|
|
|
|
'step 2'
|
|
|
|
|
target.addSkill('spcunsi2');
|
|
|
|
|
target.addMark('spcunsi2',1,false);
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
order:1,
|
|
|
|
|
result:{
|
|
|
|
|
target:function(player,target){
|
|
|
|
|
var card={name:'sha',isCard:true};
|
|
|
|
|
if(!target.hasSkillTag('nogain')&&game.hasPlayer(function(current){
|
|
|
|
|
return (get.attitude(target,current)<0&&
|
|
|
|
|
!current.hasShan()
|
|
|
|
|
&&target.canUse(card,current)&&
|
|
|
|
|
!current.hasSkillTag('filterDamage',null,{
|
|
|
|
|
player:target,
|
|
|
|
|
card:card,
|
|
|
|
|
jiu:true,
|
|
|
|
|
})&&
|
|
|
|
|
get.effect(current,card,target)>0);
|
|
|
|
|
})){
|
|
|
|
|
return 4;
|
|
|
|
|
}
|
|
|
|
|
return 0;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
spcunsi2:{
|
|
|
|
|
charlotte:true,
|
|
|
|
|
trigger:{player:'useCard1'},
|
|
|
|
|
firstDo:true,
|
|
|
|
|
forced:true,
|
|
|
|
|
popup:false,
|
|
|
|
|
onremove:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return event.card.name=='sha';
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
trigger.baseDamage+=player.countMark('spcunsi2');
|
|
|
|
|
player.removeSkill('spcunsi2');
|
|
|
|
|
},
|
|
|
|
|
marktext:'嗣',
|
|
|
|
|
intro:{
|
|
|
|
|
content:'下一张【杀】的伤害+#',
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
spguixiu:{
|
|
|
|
|
trigger:{player:'damageEnd'},
|
|
|
|
|
forced:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
if(typeof event.spguixiu=='boolean'&&!event.spguixiu) return false;
|
|
|
|
|
return player.isTurnedOver();
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
player.turnOver();
|
|
|
|
|
},
|
|
|
|
|
group:['spguixiu_draw','spguixiu_count'],
|
|
|
|
|
subSkill:{
|
|
|
|
|
count:{
|
|
|
|
|
trigger:{player:'damageBegin2'},
|
|
|
|
|
lastDo:true,
|
|
|
|
|
silent:true,
|
|
|
|
|
content:function(){
|
|
|
|
|
event.spguixiu=player.isTurnedOver();
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
draw:{
|
|
|
|
|
trigger:{player:'turnOverAfter'},
|
|
|
|
|
forced:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return !player.isTurnedOver();
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
player.draw();
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
//那个男人的舅舅
|
|
|
|
|
heji:{
|
|
|
|
|
audio:2,
|
|
|
|
|
trigger:{global:'useCardAfter'},
|
|
|
|
|
direct:true,
|
|
|
|
|
locked:false,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
if(event.targets.length!=1||event.targets[0]==player||event.targets[0].isDead()) return false;
|
|
|
|
|
if(event.card.name!='juedou'&&(event.card.name!='sha'||get.color(event.card)!='red')) return false;
|
|
|
|
|
if(_status.connectMode&&player.countCards('h')>0) return true;
|
|
|
|
|
return player.hasSha()||player.hasUsableCard('juedou');
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
player.chooseToUse(function(card,player,event){
|
|
|
|
|
var name=get.name(card);
|
|
|
|
|
if(name!='sha'&&name!='juedou') return false;
|
|
|
|
|
return lib.filter.cardEnabled.apply(this,arguments);
|
|
|
|
|
},'合击:是否对'+get.translation(trigger.targets[0])+'使用一张【杀】或【决斗】?').set('logSkill','heji').set('complexSelect',true).set('filterTarget',function(card,player,target){
|
|
|
|
|
if(target!=_status.event.sourcex&&!ui.selected.targets.contains(_status.event.sourcex)) return false;
|
|
|
|
|
return lib.filter.targetEnabled.apply(this,arguments);
|
|
|
|
|
}).set('sourcex',trigger.targets[0]).set('addCount',false);
|
|
|
|
|
},
|
|
|
|
|
group:'heji_gain',
|
|
|
|
|
subSkill:{
|
|
|
|
|
gain:{
|
|
|
|
|
trigger:{player:'useCard'},
|
|
|
|
|
forced:true,
|
|
|
|
|
popup:false,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return event.card.isCard&&event.getParent(2).name=='heji';
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
var card=get.cardPile2(function(card){
|
|
|
|
|
return get.color(card,false)=='red';
|
|
|
|
|
});
|
|
|
|
|
if(card) player.gain(card,'gain2');
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
mod:{
|
|
|
|
|
aiOrder:function(player,card,num){
|
|
|
|
|
if(get.name(card,player)=='sha'&&get.color(card,player)=='red') return num+0.6*(_status.event.name=='chooseToUse'&&player.hasHistory('useCard',function(evt){
|
|
|
|
|
return evt.card.name=='sha'&&evt.cards.length==1;
|
|
|
|
|
})?1:-1);
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
//始计篇·智
|
|
|
|
|
refubi:{
|
|
|
|
|
audio:'fubi',
|
|
|
|
|
trigger:{
|
|
|
|
|
global:'phaseBefore',
|
|
|
|
|
player:'enterGame',
|
|
|
|
|
},
|
|
|
|
|
direct:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return (event.name!='phase'||game.phaseNumber==0);
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
player.chooseTarget(get.prompt2('refubi'),lib.filter.notMe).set('ai',function(target){
|
|
|
|
|
return 1+get.attitude(_status.event.player,target);
|
|
|
|
|
});
|
|
|
|
|
'step 1'
|
|
|
|
|
if(result.bool){
|
|
|
|
|
var target=result.targets[0];
|
|
|
|
|
player.logSkill('refubi',target);
|
|
|
|
|
target.addMark('refubi',1);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
intro:{
|
|
|
|
|
content:function(info,player){
|
|
|
|
|
var str='已获得“辅弼”标记'
|
|
|
|
|
if(player.storage.refubi_effect0){
|
|
|
|
|
str+=';本回合使用【杀】的次数上限+';
|
|
|
|
|
str+=player.storage.refubi_effect0;
|
|
|
|
|
}
|
|
|
|
|
if(player.storage.refubi_effect1){
|
|
|
|
|
str+=';本回合的手牌上限+';
|
|
|
|
|
str+=(player.storage.refubi_effect1*3);
|
|
|
|
|
}
|
|
|
|
|
return str;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
marktext:'弼',
|
|
|
|
|
group:'refubi_buff',
|
|
|
|
|
subSkill:{
|
|
|
|
|
buff:{
|
|
|
|
|
trigger:{global:'phaseZhunbeiBegin'},
|
|
|
|
|
direct:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return event.player!=player&&event.player.hasMark('refubi');
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
var str=get.translation(trigger.player);
|
|
|
|
|
player.chooseControl('cancel2').set('choiceList',[
|
|
|
|
|
'令'+str+'本回合使用【杀】的次数上限+1',
|
|
|
|
|
'令'+str+'本回合的手牌上限+3',
|
|
|
|
|
]).set('ai',function(){
|
|
|
|
|
var player=_status.event.player,target=_status.event.getTrigger().player;
|
|
|
|
|
if(get.attitude(player,target)<=0) return 'cancel2';
|
|
|
|
|
if(!target.hasJudge('lebu')&&target.countCards('h',function(card){
|
|
|
|
|
return get.name(card,target)=='sha'&&target.hasValueTarget(card);
|
|
|
|
|
})>target.getCardUsable('sha')) return 0;
|
|
|
|
|
return 1;
|
|
|
|
|
});
|
|
|
|
|
'step 1'
|
|
|
|
|
if(result.control!='cancel2'){
|
|
|
|
|
var target=trigger.player;
|
|
|
|
|
player.logSkill('refubi',target);
|
|
|
|
|
var str='refubi_effect'+result.index;
|
|
|
|
|
target.addTempSkill(str);
|
|
|
|
|
target.addMark(str,1,false);
|
|
|
|
|
game.log(target,[
|
|
|
|
|
'本回合使用【杀】的次数上限+1',
|
|
|
|
|
'本回合的手牌上限+3',
|
|
|
|
|
][result.index]);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
effect0:{
|
|
|
|
|
onremove:true,
|
|
|
|
|
mod:{
|
|
|
|
|
cardUsable:function(card,player,num){
|
|
|
|
|
if(card.name=='sha') return num+player.countMark('refubi_effect0');
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
effect1:{
|
|
|
|
|
onremove:true,
|
|
|
|
|
mod:{
|
|
|
|
|
maxHandcard:function(player,num){
|
|
|
|
|
return num+3*player.countMark('refubi_effect1');
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
rezuici:{
|
|
|
|
|
audio:'zuici',
|
|
|
|
|
enable:'chooseToUse',
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
if(event.type=='phase'||event.type=='dying'&&player==event.dying) return (player.isDamaged()&&player.countCards('e')>0);
|
|
|
|
|
return false;
|
|
|
|
|
},
|
|
|
|
|
chooseButton:{
|
|
|
|
|
dialog:function(event,player){
|
|
|
|
|
return ui.create.dialog('###罪辞###选择废除一个有牌的装备栏,然后回复2点体力,并可移动“辅弼”标记。');
|
|
|
|
|
},
|
|
|
|
|
chooseControl:function(event,player){
|
|
|
|
|
var list=[];
|
|
|
|
|
for(var i=1;i<6;i++){
|
|
|
|
|
if(player.getEquip(i)) list.push('equip'+i);
|
|
|
|
|
}
|
|
|
|
|
list.push('cancel2');
|
|
|
|
|
return list;
|
|
|
|
|
},
|
|
|
|
|
check:function(event,player){
|
|
|
|
|
if(player.hp>1&&player.getDamagedHp()<2) return 'cancel2';
|
|
|
|
|
var cards=player.getCards('e').sort(function(a,b){
|
|
|
|
|
return get.value(a)-get.value(b);
|
|
|
|
|
});
|
|
|
|
|
var sub=get.subtype(cards[0],false);
|
|
|
|
|
if(player.hp<1) return sub;
|
|
|
|
|
var val=get.value(cards[0]);
|
|
|
|
|
if(val<0) return sub;
|
|
|
|
|
return val<4?sub:'cancel2';
|
|
|
|
|
},
|
|
|
|
|
backup:function(result){
|
|
|
|
|
var next=get.copy(lib.skill.rezuicix);
|
|
|
|
|
next.position=result.control;
|
|
|
|
|
return next;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
order:2.7,
|
|
|
|
|
result:{
|
|
|
|
|
player:1,
|
|
|
|
|
},
|
|
|
|
|
save:true,
|
|
|
|
|
skillTagFilter:function(player,tag,arg){
|
|
|
|
|
return player==arg;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
rezuicix:{
|
|
|
|
|
audio:'zuici',
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
player.disableEquip(lib.skill.rezuici_backup.position);
|
|
|
|
|
player.recover(2);
|
|
|
|
|
'step 1'
|
|
|
|
|
var b1=false,b2=false;
|
|
|
|
|
for(var i of game.players){
|
|
|
|
|
if(i.hasMark('refubi')) b1=true;
|
|
|
|
|
else if(i!=player) b2=true;
|
|
|
|
|
if(b1&&b2) break;
|
|
|
|
|
}
|
|
|
|
|
if(b1&&b2){
|
|
|
|
|
player.chooseTarget('是否转移“辅弼”标记?',function(card,player,target){
|
|
|
|
|
return target!=player&&!target.hasMark('refubi');
|
|
|
|
|
}).set('ai',function(target){
|
|
|
|
|
var player=_status.event.player;
|
|
|
|
|
var att=get.attitude(player,target);
|
|
|
|
|
return Math.min(att,att-_status.event.preatt);
|
|
|
|
|
}).set('preatt',get.attitude(player,game.findPlayer(function(current){
|
|
|
|
|
return current.hasMark('refubi');
|
|
|
|
|
})));
|
|
|
|
|
}
|
|
|
|
|
else event.finish();
|
|
|
|
|
'step 2'
|
|
|
|
|
if(result.bool){
|
|
|
|
|
var target=result.targets[0];
|
|
|
|
|
player.line(target,'group');
|
|
|
|
|
game.countPlayer(function(current){
|
|
|
|
|
var num=current.countMark('refubi');
|
|
|
|
|
if(num) current.removeMark('refubi',1,false);
|
|
|
|
|
});
|
|
|
|
|
target.addMark('refubi',1);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
result:{
|
|
|
|
|
player:1,
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
reshengxi:{
|
|
|
|
|
audio:'shengxi',
|
|
|
|
|
audioname:['feiyi'],
|
|
|
|
|
trigger:{player:'phaseJieshuBegin'},
|
|
|
|
|
frequent:true,
|
|
|
|
|
preHidden:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return !player.getHistory('sourceDamage').length;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
player.draw(2);
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
fyjianyu:{
|
|
|
|
|
enable:'phaseUse',
|
|
|
|
|
usable:1,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return !player.hasSkill('fyjianyu2')&&game.countPlayer(function(current){
|
|
|
|
|
return !current.hasMark('fyjianyux');
|
|
|
|
|
})>1;
|
|
|
|
|
},
|
|
|
|
|
filterTarget:function(card,player,target){
|
|
|
|
|
return !target.hasMark('fyjianyux');
|
|
|
|
|
},
|
|
|
|
|
selectTarget:2,
|
|
|
|
|
content:function(){
|
|
|
|
|
player.addTempSkill('fyjianyux',{player:'phaseBegin'});
|
|
|
|
|
target.addMark('fyjianyux',1);
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
order:0.1,
|
|
|
|
|
result:{
|
|
|
|
|
target:function(player,target){
|
|
|
|
|
if(!ui.selected.targets.length) return target==player?1:0;
|
|
|
|
|
if(get.attitude(player,target)<0) return -1.6*(1+(target.countCards('h',function(card){
|
|
|
|
|
return target.hasValueTarget(card)&&get.effect(player,card,target,target)>0;
|
|
|
|
|
}))*Math.sqrt(target.countCards('h')));
|
|
|
|
|
return 0.3*(1+(target.countCards('h',function(card){
|
|
|
|
|
return target.hasValueTarget(card)&&get.effect(player,card,target,target)>0;
|
|
|
|
|
}))*Math.sqrt(target.countCards('h')));
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
fyjianyux:{
|
|
|
|
|
trigger:{global:'useCardToPlayer'},
|
|
|
|
|
forced:true,
|
|
|
|
|
charlotte:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return event.player!=event.target&&event.player.hasMark('fyjianyux')&&
|
|
|
|
|
event.target.hasMark('fyjianyux')&&event.target.isAlive();
|
|
|
|
|
},
|
|
|
|
|
logTarget:'target',
|
|
|
|
|
content:function(){
|
|
|
|
|
trigger.target.draw();
|
|
|
|
|
},
|
|
|
|
|
onremove:function(){
|
|
|
|
|
game.countPlayer(function(current){
|
|
|
|
|
var num=current.countMark('fyjianyux');
|
|
|
|
|
if(num) current.removeMark('fyjianyux');
|
|
|
|
|
});
|
|
|
|
|
},
|
|
|
|
|
intro:{
|
|
|
|
|
content:'mark',
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
fyjianyu2:{},
|
|
|
|
|
spwanwei:{
|
|
|
|
|
audio:2,
|
|
|
|
|
enable:'chooseToUse',
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
if(player.hasSkill('spwanwei2')||player.hp<1) return false;
|
|
|
|
|
if(event.type=='dying') return event.dying!=player;
|
|
|
|
|
if(event.type!='phase') return false;
|
|
|
|
|
return game.hasPlayer(function(current){
|
|
|
|
|
return current!=player&¤t.isDamaged();
|
|
|
|
|
});
|
|
|
|
|
},
|
|
|
|
|
filterTarget:function(card,player,target){
|
|
|
|
|
if(_status.event.type=='dying') return target==_status.event.dying;
|
|
|
|
|
return player!=target&&target.isDamaged();
|
|
|
|
|
},
|
|
|
|
|
selectTarget:function(){
|
|
|
|
|
if(_status.event.type=='dying') return -1;
|
|
|
|
|
return 1;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
player.addTempSkill('spwanwei2','roundStart');
|
|
|
|
|
var num=player.hp;
|
|
|
|
|
target.recover(Math.max(num+1,1-target.hp));
|
|
|
|
|
player.loseHp(num);
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
save:true,
|
|
|
|
|
skillTagFilter:function(player,tag,target){
|
|
|
|
|
return player!=target;
|
|
|
|
|
},
|
|
|
|
|
expose:0.5,
|
|
|
|
|
order:6,
|
|
|
|
|
result:{
|
|
|
|
|
target:function(player,target){
|
|
|
|
|
if(_status.event.type!='dying') return 0;
|
|
|
|
|
if(get.attitude(player,target)<4) return 0;
|
|
|
|
|
if(player.countCards('he')<2&&target!=get.zhu(player)) return 0;
|
|
|
|
|
return 1;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
spwanwei2:{},
|
|
|
|
|
spyuejian:{
|
|
|
|
|
mod:{
|
|
|
|
|
maxHandcardBase:function(player){
|
|
|
|
|
return player.maxHp;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
audio:2,
|
|
|
|
|
enable:'chooseToUse',
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return event.type=='dying'&&player==event.dying&&player.countCards('he')>1;
|
|
|
|
|
},
|
|
|
|
|
selectCard:2,
|
|
|
|
|
filterCard:true,
|
|
|
|
|
position:'he',
|
|
|
|
|
check:function(card){
|
|
|
|
|
return 1/Math.max(0.1,get.value(card));
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
player.recover();
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
save:true,
|
|
|
|
|
skillTagFilter:function(player,tag,target){
|
|
|
|
|
return player==target;
|
|
|
|
|
},
|
|
|
|
|
order:1.4,
|
|
|
|
|
result:{
|
|
|
|
|
player:1,
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
spwuku:{
|
|
|
|
|
audio:2,
|
|
|
|
|
trigger:{global:'useCard'},
|
|
|
|
|
forced:true,
|
|
|
|
|
preHidden:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
if(get.type(event.card)!='equip') return false;
|
|
|
|
|
var gz=get.mode()=='guozhan';
|
|
|
|
|
if(gz&&event.player.isFriendOf(player)) return false;
|
|
|
|
|
return player.countMark('spwuku')<(gz?2:3);
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
player.addMark('spwuku',1);
|
|
|
|
|
},
|
|
|
|
|
marktext:'库',
|
|
|
|
|
intro:{
|
|
|
|
|
content:'mark',
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
combo:'spsanchen',
|
|
|
|
|
threaten:3.6,
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
spsanchen:{
|
|
|
|
|
audio:2,
|
|
|
|
|
trigger:{player:'phaseJieshuBegin'},
|
|
|
|
|
forced:true,
|
|
|
|
|
juexingji:true,
|
|
|
|
|
skillAnimation:true,
|
|
|
|
|
animationColor:'gray',
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return player.countMark('spwuku')>2;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
player.awakenSkill('spsanchen');
|
|
|
|
|
player.gainMaxHp();
|
|
|
|
|
player.recover();
|
|
|
|
|
player.addSkillLog('spmiewu');
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
combo:'wuku',
|
|
|
|
|
},
|
|
|
|
|
derivation:'spmiewu',
|
|
|
|
|
},
|
|
|
|
|
spmiewu:{
|
|
|
|
|
audio:2,
|
|
|
|
|
enable:['chooseToUse','chooseToRespond'],
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
if(!player.countMark('spwuku')||!player.countCards('hse')||player.hasSkill('spmiewu2')) return false;
|
|
|
|
|
for(var i of lib.inpile){
|
|
|
|
|
var type=get.type2(i);
|
|
|
|
|
if((type=='basic'||type=='trick')&&event.filterCard({name:i},player,event)) return true;
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
},
|
|
|
|
|
chooseButton:{
|
|
|
|
|
dialog:function(event,player){
|
|
|
|
|
var list=[];
|
|
|
|
|
for(var i=0;i<lib.inpile.length;i++){
|
|
|
|
|
var name=lib.inpile[i];
|
|
|
|
|
if(name=='sha'){
|
|
|
|
|
if(event.filterCard({name:name},player,event)) list.push(['基本','','sha']);
|
|
|
|
|
for(var j of lib.inpile_nature){
|
|
|
|
|
if(event.filterCard({name:name,nature:j},player,event)) list.push(['基本','','sha',j]);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else if(get.type2(name)=='trick'&&event.filterCard({name:name},player,event)) list.push(['锦囊','',name]);
|
|
|
|
|
else if(get.type(name)=='basic'&&event.filterCard({name:name},player,event)) list.push(['基本','',name]);
|
|
|
|
|
}
|
|
|
|
|
return ui.create.dialog('灭吴',[list,'vcard']);
|
|
|
|
|
},
|
|
|
|
|
filter:function(button,player){
|
|
|
|
|
return _status.event.getParent().filterCard({name:button.link[2]},player,_status.event.getParent());
|
|
|
|
|
},
|
|
|
|
|
check:function(button){
|
|
|
|
|
if(_status.event.getParent().type!='phase') return 1;
|
|
|
|
|
var player=_status.event.player;
|
|
|
|
|
if(['wugu','zhulu_card','yiyi','lulitongxin','lianjunshengyan','diaohulishan'].contains(button.link[2])) return 0;
|
|
|
|
|
return player.getUseValue({
|
|
|
|
|
name:button.link[2],
|
|
|
|
|
nature:button.link[3],
|
|
|
|
|
});
|
|
|
|
|
},
|
|
|
|
|
backup:function(links,player){
|
|
|
|
|
return {
|
|
|
|
|
filterCard:true,
|
|
|
|
|
audio:'spmiewu',
|
|
|
|
|
popname:true,
|
|
|
|
|
check:function(card){
|
|
|
|
|
return 8-get.value(card);
|
|
|
|
|
},
|
|
|
|
|
position:'hse',
|
|
|
|
|
viewAs:{name:links[0][2],nature:links[0][3]},
|
|
|
|
|
precontent:function(){
|
|
|
|
|
player.addTempSkill('spmiewu2');
|
|
|
|
|
player.removeMark('spwuku',1);
|
|
|
|
|
},
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
prompt:function(links,player){
|
|
|
|
|
return '将一张牌当做'+(get.translation(links[0][3])||'')+get.translation(links[0][2])+'使用';
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
hiddenCard:function(player,name){
|
|
|
|
|
if(!lib.inpile.contains(name)) return false;
|
|
|
|
|
var type=get.type2(name);
|
|
|
|
|
return (type=='basic'||type=='trick')&&player.countMark('spwuku')>0&&player.countCards('she')>0&&!player.hasSkill('spmiewu2');
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
combo:'spwuku',
|
|
|
|
|
fireAttack:true,
|
|
|
|
|
respondSha:true,
|
|
|
|
|
respondShan:true,
|
|
|
|
|
skillTagFilter:function(player){
|
|
|
|
|
if(!player.countMark('spwuku')||!player.countCards('hse')||player.hasSkill('spmiewu2')) return false;
|
|
|
|
|
},
|
|
|
|
|
order:1,
|
|
|
|
|
result:{
|
|
|
|
|
player:function(player){
|
|
|
|
|
if(_status.event.dying) return get.attitude(player,_status.event.dying);
|
|
|
|
|
return 1;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
spmiewu2:{
|
|
|
|
|
trigger:{player:['useCardAfter','respondAfter']},
|
|
|
|
|
forced:true,
|
|
|
|
|
charlotte:true,
|
|
|
|
|
popup:false,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return event.skill=='spmiewu_backup';
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
player.draw();
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
spmiewu_backup:{audio:'spmiewu'},
|
|
|
|
|
qinzheng:{
|
|
|
|
|
audio:2,
|
|
|
|
|
trigger:{player:['useCard','respond']},
|
|
|
|
|
forced:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
var num=player.getAllHistory('useCard').length+player.getAllHistory('respond').length;
|
|
|
|
|
return num%3==0||num%5==0||num%8==0;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
var num=player.getAllHistory('useCard').length+player.getAllHistory('respond').length;
|
|
|
|
|
var cards=[];
|
|
|
|
|
if(num%3==0){
|
|
|
|
|
var card=get.cardPile2(function(card){
|
|
|
|
|
return card.name=='sha'||card.name=='shan';
|
|
|
|
|
});
|
|
|
|
|
if(card) cards.push(card);
|
|
|
|
|
}
|
|
|
|
|
if(num%5==0){
|
|
|
|
|
var card=get.cardPile2(function(card){
|
|
|
|
|
return ['tao','jiu','zong','xionghuangjiu'].contains(card.name);
|
|
|
|
|
});
|
|
|
|
|
if(card) cards.push(card);
|
|
|
|
|
}
|
|
|
|
|
if(num%8==0){
|
|
|
|
|
var card=get.cardPile2(function(card){
|
|
|
|
|
return ['juedou','wuzhong','zengbin','sadouchengbing','dongzhuxianji','tongzhougongji'].contains(card.name);
|
|
|
|
|
});
|
|
|
|
|
if(card) cards.push(card);
|
|
|
|
|
}
|
|
|
|
|
if(cards.length) player.gain(cards,'gain2');
|
|
|
|
|
},
|
|
|
|
|
group:'qinzheng_count',
|
|
|
|
|
intro:{
|
|
|
|
|
content:function(num){
|
|
|
|
|
var str='<li>总次数:';
|
|
|
|
|
str+=num;
|
|
|
|
|
str+='<br><li>杀/闪:';
|
|
|
|
|
str+=num%3;
|
|
|
|
|
str+='/3<br><li>桃/酒:';
|
|
|
|
|
str+=num%5;
|
|
|
|
|
str+='/5<br><li>决斗/无中生有:';
|
|
|
|
|
str+=num%8;
|
|
|
|
|
str+='/8';
|
|
|
|
|
return str;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
qinzheng_count:{
|
|
|
|
|
trigger:{player:['useCard1','respond']},
|
|
|
|
|
silent:true,
|
|
|
|
|
firstDo:true,
|
|
|
|
|
noHidden:true,
|
|
|
|
|
content:function(){
|
|
|
|
|
player.storage.qinzheng=player.getAllHistory('useCard').length+player.getAllHistory('respond').length;
|
|
|
|
|
player.markSkill('qinzheng');
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
spqiai:{
|
|
|
|
|
audio:2,
|
|
|
|
|
enable:'phaseUse',
|
|
|
|
|
usable:1,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return player.countCards('he',function(card){
|
|
|
|
|
return get.type(card)!='basic';
|
|
|
|
|
})>0;
|
|
|
|
|
},
|
|
|
|
|
filterCard:function(card){
|
|
|
|
|
return get.type(card)!='basic';
|
|
|
|
|
},
|
|
|
|
|
position:'he',
|
|
|
|
|
filterTarget:lib.filter.notMe,
|
|
|
|
|
delay:false,
|
|
|
|
|
discard:false,
|
|
|
|
|
lose:false,
|
|
|
|
|
check:function(card){
|
|
|
|
|
var player=_status.event.player;
|
|
|
|
|
if(get.position(card)=='e'&&card.name=='jinhe') return 10;
|
|
|
|
|
if(player.isHealthy()) return 7-get.value(card);
|
|
|
|
|
return 9-get.value(card);
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
player.give(cards,target,true);
|
|
|
|
|
'step 1'
|
|
|
|
|
if(!target.isIn()){
|
|
|
|
|
event.finish();
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
if(player.isHealthy()) event._result={index:1};
|
|
|
|
|
else{
|
|
|
|
|
var str=get.translation(player);
|
|
|
|
|
target.chooseControl().set('choiceList',[
|
|
|
|
|
'令'+str+'回复1点体力',
|
|
|
|
|
'令'+str+'摸两张牌',
|
|
|
|
|
]);
|
|
|
|
|
}
|
|
|
|
|
'step 2'
|
|
|
|
|
if(result.index==0) player.recover();
|
|
|
|
|
else player.draw(2);
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
order:8,
|
|
|
|
|
result:{
|
|
|
|
|
player:1,
|
|
|
|
|
target:function(player,target){
|
|
|
|
|
if(ui.selected.cards.length){
|
|
|
|
|
var card=ui.selected.cards[0];
|
|
|
|
|
var val=get.value(card,target);
|
|
|
|
|
if(val<0) return -1;
|
|
|
|
|
if(target.hasSkillTag('nogain')) return 0;
|
|
|
|
|
var useval=target.getUseValue(card);
|
|
|
|
|
if(val<1||useval<=0) return 0.1;
|
|
|
|
|
return Math.sqrt(useval);
|
|
|
|
|
}
|
|
|
|
|
return 0;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
spshanxi:{
|
|
|
|
|
audio:2,
|
|
|
|
|
trigger:{player:'phaseUseBegin'},
|
|
|
|
|
direct:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return game.hasPlayer(function(current){
|
|
|
|
|
return current!=player&&!current.hasMark('spshanxi');
|
|
|
|
|
});
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
var eff=0;
|
|
|
|
|
var target=game.findPlayer(function(current){
|
|
|
|
|
return current!=player&¤t.hasMark('spshanxi');
|
|
|
|
|
});
|
|
|
|
|
if(target) eff=(-get.attitude(player,target)/Math.sqrt(Math.max(1,target.hp)));
|
|
|
|
|
player.chooseTarget(get.prompt('spshanxi'),'令一名其他角色获得“檄”',function(card,player,target){
|
|
|
|
|
return target!=player&&!target.hasMark('spshanxi');
|
|
|
|
|
}).set('ai',function(target){
|
|
|
|
|
return (-get.attitude(_status.event.player,target)/Math.sqrt(Math.max(1,target.hp)))-_status.event.eff;
|
|
|
|
|
}).set('eff',eff);
|
|
|
|
|
'step 1'
|
|
|
|
|
if(result.bool){
|
|
|
|
|
var target=result.targets[0];
|
|
|
|
|
player.logSkill('spshanxi',target);
|
|
|
|
|
game.countPlayer(function(current){
|
|
|
|
|
if(current==target) current.addMark('spshanxi',1);
|
|
|
|
|
else{
|
|
|
|
|
var num=current.countMark('spshanxi');
|
|
|
|
|
if(num>0) current.removeMark('spshanxi',num);
|
|
|
|
|
}
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
marktext:'檄',
|
|
|
|
|
intro:{
|
|
|
|
|
name2:'檄',
|
|
|
|
|
content:'已被设下索命檄文',
|
|
|
|
|
},
|
|
|
|
|
group:'spshanxi_suoming',
|
|
|
|
|
ai:{threaten:3.3},
|
|
|
|
|
},
|
|
|
|
|
spshanxi_suoming:{
|
|
|
|
|
audio:'spshanxi',
|
|
|
|
|
trigger:{global:'recoverAfter'},
|
|
|
|
|
forced:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return event.player.hasMark('spshanxi')&&event.player.hp>0;
|
|
|
|
|
},
|
|
|
|
|
logTarget:'player',
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
if(trigger.player.countCards('he')<2) event._result={bool:false};
|
|
|
|
|
else trigger.player.chooseCard('he',2,'交给'+get.translation(player)+'两张牌,或失去1点体力').set('ai',function(card){
|
|
|
|
|
return 9-get.value(card);
|
|
|
|
|
});
|
|
|
|
|
'step 1'
|
|
|
|
|
if(!result.bool) trigger.player.loseHp();
|
|
|
|
|
else trigger.player.give(result.cards,player);
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
shameng:{
|
|
|
|
|
audio:2,
|
|
|
|
|
enable:'phaseUse',
|
|
|
|
|
usable:1,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
var hs=player.getCards('h');
|
|
|
|
|
if(hs.length<2) return false;
|
|
|
|
|
var red=0,black=0;
|
|
|
|
|
for(var i of hs){
|
|
|
|
|
if(get.color(i,player)=='red') red++;
|
|
|
|
|
else black++;
|
|
|
|
|
if(red>1||black>1) return true;
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
},
|
|
|
|
|
complexCard:true,
|
|
|
|
|
selectCard:2,
|
|
|
|
|
filterCard:function(card,player){
|
|
|
|
|
if(ui.selected.cards.length) return get.color(card,player)==get.color(ui.selected.cards[0],player);
|
|
|
|
|
var color=get.color(card,player);
|
|
|
|
|
return player.countCards('h',function(cardx){
|
|
|
|
|
return cardx!=card&&color==get.color(cardx,player);
|
|
|
|
|
})>0;
|
|
|
|
|
},
|
|
|
|
|
filterTarget:lib.filter.notMe,
|
|
|
|
|
check:function(card){return 7-get.value(card)},
|
|
|
|
|
position:'h',
|
|
|
|
|
content:function(){
|
|
|
|
|
target.draw(2);
|
|
|
|
|
player.draw(3);
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
order:6,
|
|
|
|
|
result:{target:2},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
fubi:{
|
|
|
|
|
trigger:{
|
|
|
|
|
global:'phaseBefore',
|
|
|
|
|
player:'enterGame',
|
|
|
|
|
},
|
|
|
|
|
direct:true,
|
|
|
|
|
skillAnimation:true,
|
|
|
|
|
animationColor:'wood',
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return (event.name!='phase'||game.phaseNumber==0);
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
player.chooseTarget(get.prompt2('fubi'),lib.filter.notMe).set('ai',function(target){
|
|
|
|
|
return get.attitude(_status.event.player,target);
|
|
|
|
|
});
|
|
|
|
|
'step 1'
|
|
|
|
|
if(result.bool){
|
|
|
|
|
var target=result.targets[0];
|
|
|
|
|
player.logSkill('fubi',target);
|
|
|
|
|
target.addSkill('fubi2');
|
|
|
|
|
target.storage.fubi2.push(player);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
fubi2:{
|
|
|
|
|
init:function(player,skill){
|
|
|
|
|
if(!player.storage[skill]) player.storage[skill]=[];
|
|
|
|
|
},
|
|
|
|
|
mod:{
|
|
|
|
|
maxHandcard:function(player,num){
|
|
|
|
|
var list=player.getStorage('fubi2');
|
|
|
|
|
for(var i of list){
|
|
|
|
|
if(i.isIn()) num+=3;
|
|
|
|
|
}
|
|
|
|
|
return num;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
mark:true,
|
|
|
|
|
intro:{content:'若$存活,则手牌上限+3'},
|
|
|
|
|
},
|
|
|
|
|
zuici:{
|
|
|
|
|
trigger:{player:'dying'},
|
|
|
|
|
direct:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return player.countCards('e')>0;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
var list=[];
|
|
|
|
|
var cards=player.getCards('e');
|
|
|
|
|
for(var i of cards) list.push(get.subtype(i));
|
|
|
|
|
list.push('cancel2');
|
|
|
|
|
player.chooseControl(list).set('prompt',get.prompt2('zuici'));
|
|
|
|
|
'step 1'
|
|
|
|
|
if(result.control!='cancel2'){
|
|
|
|
|
player.disableEquip(result.control);
|
|
|
|
|
}
|
|
|
|
|
else event.finish();
|
|
|
|
|
'step 2'
|
|
|
|
|
if(player.hp<1) player.recover(1-player.hp);
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
jianzhan:{
|
|
|
|
|
audio:2,
|
|
|
|
|
enable:'phaseUse',
|
|
|
|
|
usable:1,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return game.hasPlayer(function(current){
|
|
|
|
|
return lib.skill.jianzhan.filterTarget(null,player,current);
|
|
|
|
|
});
|
|
|
|
|
},
|
|
|
|
|
filterTarget:function(card,player,target){
|
|
|
|
|
if(target==player) return false;
|
|
|
|
|
if(ui.selected.targets.length){
|
|
|
|
|
var targetx=ui.selected.targets[0];
|
|
|
|
|
return targetx!=target&&targetx.countCards('h')>target.countCards('h')&&targetx.inRange(target);
|
|
|
|
|
}
|
|
|
|
|
var num=target.countCards('h');
|
|
|
|
|
return game.hasPlayer(function(current){
|
|
|
|
|
return current!=target&¤t!=player&¤t.countCards('h')<num&&target.inRange(current);
|
|
|
|
|
});
|
|
|
|
|
},
|
|
|
|
|
selectTarget:2,
|
|
|
|
|
complexTarget:true,
|
|
|
|
|
targetprompt:['出杀','被出杀'],
|
|
|
|
|
multitarget:true,
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
if(!targets[0].canUse('sha',targets[1])) event._result={index:1};
|
|
|
|
|
else targets[0].chooseControl().set('choiceList',[
|
|
|
|
|
'视为对'+get.translation(targets[1])+'使用一张【杀】',
|
|
|
|
|
'令'+get.translation(player)+'摸一张牌',
|
|
|
|
|
]).set('ai',function(){
|
|
|
|
|
var evt=_status.event.getParent();
|
|
|
|
|
var eff=get.effect(evt.targets[1],{name:'sha',isCard:true},evt.targets[0],evt.targets[0]);
|
|
|
|
|
if(eff>0) return 0;
|
|
|
|
|
if(eff<0||get.attitude(evt.targets[0],evt.player)>1) return 1;
|
|
|
|
|
return 0;
|
|
|
|
|
});
|
|
|
|
|
'step 1'
|
|
|
|
|
if(result.index==0) targets[0].useCard({name:'sha',isCard:true},targets[1],false);
|
|
|
|
|
else player.draw();
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
result:{
|
|
|
|
|
target:function(player,target){
|
|
|
|
|
if(ui.selected.targets.length){
|
|
|
|
|
var from=ui.selected.targets[0];
|
|
|
|
|
return get.effect(target,{name:'sha'},from,target);
|
|
|
|
|
}
|
|
|
|
|
var effs=[0,0];
|
|
|
|
|
game.countPlayer(function(current){
|
|
|
|
|
if(current!=target&&target.canUse('sha',current)){
|
|
|
|
|
var eff=get.effect(current,{name:'sha'},target,target);
|
|
|
|
|
if(eff>effs[0]) effs[0]=eff;
|
|
|
|
|
if(eff<effs[1]) effs[1]=eff;
|
|
|
|
|
}
|
|
|
|
|
});
|
|
|
|
|
return effs[get.attitude(player,target)>0?0:1];
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
order:8.5,
|
|
|
|
|
expose:0.2
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
duoji:{
|
|
|
|
|
audio:2,
|
|
|
|
|
enable:'phaseUse',
|
|
|
|
|
limited:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
return player.countCards('h')>1&&game.hasPlayer(function(current){
|
|
|
|
|
return current!=player&¤t.countGainableCards(player,'e')>0;
|
|
|
|
|
});
|
|
|
|
|
},
|
|
|
|
|
filterCard:true,
|
|
|
|
|
selectCard:2,
|
|
|
|
|
filterTarget:function(card,player,target){
|
|
|
|
|
return target!=player&&target.countGainableCards(player,'e')>0;
|
|
|
|
|
},
|
|
|
|
|
check:function(card){
|
|
|
|
|
return 8-get.value(card);
|
|
|
|
|
},
|
|
|
|
|
position:'h',
|
|
|
|
|
skillAnimation:true,
|
|
|
|
|
animationColor:'metal',
|
|
|
|
|
content:function(){
|
|
|
|
|
player.awakenSkill('duoji');
|
|
|
|
|
var cards=target.getGainableCards(player,'e');
|
|
|
|
|
player.gain(cards,target,'give','bySelf');
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
order:1,
|
|
|
|
|
result:{
|
|
|
|
|
target:function(player,target){
|
|
|
|
|
var num=0,es=target.getCards('e'),val=0;
|
|
|
|
|
for(var i of es){
|
|
|
|
|
num+=get.value(i,target);
|
|
|
|
|
}
|
|
|
|
|
for(var i of ui.selected.cards){
|
|
|
|
|
val+=get.value(i,player);
|
|
|
|
|
}
|
|
|
|
|
if(Math.abs(num)>val) return -num;
|
|
|
|
|
return 0;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
characterIntro:{
|
|
|
|
|
yuanhuan:'袁涣,字曜卿,陈郡扶乐(今河南省周口市太康县)人。东汉末年官员,出身陈郡袁氏,为东汉司徒袁滂之子。袁涣早年曾任郡功曹,后被公府征辟,相继被举为高第、秀才。汉末战乱时,袁涣流寓江淮一带,初为袁术所用,后投吕布。建安三年(198年),曹操率兵剿灭了吕布,袁涣又转投曹操,拜沛南部都尉,后又任谏议大夫、郎中令等职,在任上尽心尽责,以敢谏直言称名。袁涣恕思而后行,外表温柔而内心能断,处危难则勇气极大。汉末三国时期,唯有程昱、曹仁、袁涣三人被评价为勇冠贲育。',
|
|
|
|
|
qiaogong:'桥公,亦作“乔公”,名字不详,是中国汉末三国时期的长者,江东二乔的父亲,三国时期庐江郡皖县(今安徽潜山)人,中国长篇古典名著《三国演义》中称之为“乔国老”。',
|
|
|
|
|
liuzhang:'刘璋(生卒年不详),字季玉,江夏竟陵(今湖北省天门市)人。东汉末年宗室、军阀,益州牧刘焉幼子,在父亲刘焉死后继任益州牧。刘璋为人懦弱多疑。汉中张鲁骄纵,不听刘璋号令,于是刘璋杀张鲁母弟,双方成为仇敌,刘璋派庞羲攻击张鲁,战败。后益州内乱,平定后,又有曹操将前来袭击的消息。在内外交逼之下,刘璋听信手下张松、法正之言,迎接刘备入益州,想借刘备之力,抵抗曹操。不料此举乃引狼入室,刘备反手攻击刘璋,又有法正为内应,进至成都。成都吏民都想抵抗刘备,但刘璋为百姓计而开城出降,群下莫不流涕。刘备占据成都后,刘璋以振威将军的身份被迁往荆州居住,关羽失荆州后,刘璋归属东吴,被孙权任命为益州牧,不久后去世,卒年不详。',
|
|
|
|
|
zhangzhongjing:'张仲景(约公元150~154年—约公元215~219年),名机,字仲景,南阳涅阳县(今河南省邓州市穰东镇张寨村)人。东汉末年著名医学家,被后人尊称为“医圣”。张仲景广泛收集医方,写出了传世巨著《伤寒杂病论》。它确立的“辨证论治”原则,是中医临床的基本原则,是中医的灵魂所在。在方剂学方面,《伤寒杂病论》也做出了巨大贡献,创造了很多剂型,记载了大量有效的方剂。其所确立的六经辨证的治疗原则,受到历代医学家的推崇。这是中国第一部从理论到实践、确立辨证论治法则的医学专著,是中国医学史上影响最大的著作之一,是后学者研习中医必备的经典著作,广泛受到医学生和临床大夫的重视。',
|
|
|
|
|
xiangchong:'向宠(?~240年),左将军向朗之侄,蜀汉重要将领。具有谦和公允的性格品行,对军事通晓畅达,被汉昭烈帝刘备称赞。刘备时,历任牙门将(类似于主将帐下的偏将),诸葛亮北伐时,以向宠为中领军,封都亭侯。诸葛亮北行汉中前,特意在《出师表》中向刘禅推荐向宠。延熙三年(公元240年),南征汉嘉(今四川省雅安市)蛮夷时,遇害,尸体被其部下夺回,送回成都安葬。',
|
|
|
|
|
caizhenji:'蔡贞姬,生卒年不详,汉末大儒蔡邕之女。其父蔡邕精于天文数理,妙解音律,是曹操的挚友和老师。生在书香门第的家庭的蔡贞姬,自小耳濡目染,精通书法与音律。后来,其父为避宦竖迫害,便随父亲来泰山依付羊衜一族,在羊衜的元配孔氏死后,便在父亲的做主下与之成亲。夫妻二人婚后生有两子一女:羊承、羊徽瑜、羊祜。在与羊衜成亲之前,羊衜和孔氏生有一子羊发。后来羊发、羊承同时生病,蔡贞姬知道不能两全,就专心照顾羊发,最后羊发痊愈,羊承病死。',
|
|
|
|
|
zhouchu:'周处(236—297年),字子隐,吴郡阳羡(今江苏宜兴)人。西晋大臣、将领,东吴鄱阳太守周鲂之子。少时纵情肆欲,为祸乡里。后来改过自新,拜访名人陆机和陆云,浪子回头,发奋读书,留下“周处除三害”的传说,拜东观左丞,迁无难都督,功业胜过父亲。吴国灭亡后,出仕西晋,拜新平太守,转广汉太守,治境有方。入为散骑常侍,迁御史中丞,刚正不阿。得罪梁孝王司马肜。元康七年,出任建威将军,前往关中,讨伐氐羌齐万年叛乱,遇害于沙场。追赠平西将军,谥号为孝。',
|
|
|
|
|
wangfuzhaolei:'王甫(?—222年),字国山,广汉郪(今四川三台县)人,三国时期蜀汉重臣。刘璋时,为益州书佐,之后归降刘备,先后担任绵竹令、荆州议曹从事,并在夷陵之战中阵亡。其子王祐,官至尚书右选郎。赵累,蜀汉大将关羽部下都督。后来吴将吕蒙袭取荆州,赵累被吴将潘璋等在临沮擒获。',
|
|
|
|
|
wangling:'王凌(172年~251年6月15日),字彦云,太原郡祁县(今山西省祁县)人,三国时期曹魏将领,东汉司徒王允之侄。王凌出身太原王氏祁县房。举孝廉出身,授发干县令,迁中山太守。颇有政绩,迁司空(曹操)掾属。魏文帝曹丕即位,拜散骑常侍、兖州刺史。参加洞口之战,跟从张辽击败吴将吕范,加号建武将军,封宜城亭侯。太和二年(228年),王凌参与石亭之战,跟从曹休征伐东吴,力挽狂澜,历任扬豫二州刺史,治境有方。齐王曹芳继位,拜征东将军,联合孙礼击败吴将全琮,进封南乡侯,授车骑将军、仪同三司,正始九年(248年),代高柔为司空。嘉平元年(249年),代蒋济为太尉。嘉平三年(251年),不满太傅司马懿专擅朝政,联合兖州刺史令狐愚谋立楚王曹彪为帝,事泄自尽,时年八十岁,夷灭三族。',
|
|
|
|
|
wujing:'吴景,本吴郡吴县(今江苏苏州)人,后迁居吴郡钱塘(今浙江杭州),孙坚妻子吴夫人(武烈皇后)之弟,孙策和孙权的舅舅,东汉末年将领。吴景因追随孙坚征伐有功,被任命为骑都尉。袁术上表举荐吴景兼任丹杨太守,讨伐前任太守周昕,占据丹杨。后遭扬州刺史刘繇逼迫,再度依附袁术,袁术任用他为督军中郎将,与孙贲共同进击樊能等人。又在秣陵攻打笮融、薛礼。袁术与刘备争夺徐州时,任吴景为广陵太守。建安二年(197年),吴景放弃广陵东归孙策,孙策任他为丹杨太守。朝廷使者吴景为扬武将军,郡守之职照旧。建安八年(203年),吴景死于任上。',
|
|
|
|
|
feiyi:'费祎(?~253年2月),字文伟,江夏鄳县(今河南省罗山县)人,三国时期蜀汉名臣,与诸葛亮、蒋琬、董允并称为蜀汉四相。深得诸葛亮器重,屡次出使东吴,孙权、诸葛恪、羊茞等人以辞锋刁难,而费祎据理以答,辞义兼备,始终不为所屈。孙权非常惊异于他的才能,加以礼遇。北伐时为中护军,又转为司马。当时魏延与杨仪不和,经常争论,费祎常为二人谏喻,两相匡护,以尽其用。诸葛亮死后,初为后军师,再为尚书令,官至大将军,封成乡侯。费祎主政时,与姜维北伐的主张相左,执行休养生息的政策,为蜀汉的发展尽心竭力。费祎性格谦恭真诚,颇为廉洁,家无余财。后为魏降将郭循(一作郭脩)行刺身死。葬于今广元市昭化古城城西。',
|
|
|
|
|
luotong:'骆统(193年-228年),字公绪。会稽郡乌伤县(今浙江义乌)人。东汉末年至三国时期吴国将领、学者,陈国相骆俊之子。骆统二十岁时已任乌程国相,任内有政绩,使得国中民户过万。又迁为功曹,行骑都尉。曾劝孙权尊贤纳士,省役息民。后出任为建忠中郎将。将军凌统逝世后,统领其部曲。因战功迁偏将军,封新阳亭侯,任濡须督。黄武七年(228年),骆统去世,年仅三十六岁。有集十卷,今已佚。',
|
|
|
|
|
|
|
|
|
|
},
|
|
|
|
|
characterTitle:{
|
|
|
|
|
},
|
|
|
|
|
card:{
|
|
|
|
|
binglinchengxiax:{
|
|
|
|
|
enable:true,
|
|
|
|
|
type:'trick',
|
|
|
|
|
derivation:'sp_xunchen',
|
|
|
|
|
fullskin:true,
|
|
|
|
|
filterTarget:lib.filter.notMe,
|
|
|
|
|
content:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
if(!player.isIn()||!target.isIn()){
|
|
|
|
|
event.finish();
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
event.showCards=get.cards(4);
|
|
|
|
|
game.cardsGotoOrdering(event.showCards);
|
|
|
|
|
player.showCards(event.showCards);
|
|
|
|
|
'step 1'
|
|
|
|
|
if(player.isIn()&&target.isIn()&&event.showCards.length){
|
|
|
|
|
for(var i of event.showCards){
|
|
|
|
|
if(i.name=='sha'&&player.canUse(i,target,false)){
|
|
|
|
|
player.useCard(i,target,false);
|
|
|
|
|
event.showCards.remove(i);
|
|
|
|
|
event.redo();
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
'step 2'
|
|
|
|
|
if(event.showCards.length){
|
|
|
|
|
while(event.showCards.length) ui.cardPile.insertBefore(event.showCards.pop().fix(),ui.cardPile.firstChild);
|
|
|
|
|
game.updateRoundNumber();
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
basic:{
|
|
|
|
|
useful:4,
|
|
|
|
|
value:3,
|
|
|
|
|
},
|
|
|
|
|
order:4,
|
|
|
|
|
result:{
|
|
|
|
|
target:function(player,target,card,isLink){
|
|
|
|
|
if(get.effect(target,{name:'sha'},player,target)==0) return 0;
|
|
|
|
|
return -2.5;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
tag:{
|
|
|
|
|
respond:1,
|
|
|
|
|
respondShan:1,
|
|
|
|
|
damage:1,
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
tiaojiyanmei:{
|
|
|
|
|
enable:true,
|
|
|
|
|
type:'trick',
|
|
|
|
|
derivation:'feiyi',
|
|
|
|
|
fullskin:true,
|
|
|
|
|
filterTarget:function(card,player,target){
|
|
|
|
|
var targets=[];
|
|
|
|
|
if(ui.selected.targets.length) targets.addArray(ui.selected.targets);
|
|
|
|
|
var evt=_status.event.getParent('useCard');
|
|
|
|
|
if(evt&&evt.card==card) targets.addArray(evt.targets);
|
|
|
|
|
if(targets.length){
|
|
|
|
|
var hs=target.countCards('h');
|
|
|
|
|
for(var i of targets){
|
|
|
|
|
if(i.countCards('h')!=hs) return true;
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
},
|
|
|
|
|
chongzhu:true,
|
|
|
|
|
selectTarget:2,
|
|
|
|
|
postAi:()=>true,
|
|
|
|
|
contentBefore:function(){
|
|
|
|
|
if(!targets.length) return;
|
|
|
|
|
var map={};
|
|
|
|
|
event.getParent().customArgs.default.tiaojiyanmei_map=map;
|
|
|
|
|
var average=0;
|
|
|
|
|
for(var target of targets){
|
|
|
|
|
var hs=target.countCards('h');
|
|
|
|
|
map[target.playerid]=hs;
|
|
|
|
|
average+=hs;
|
|
|
|
|
}
|
|
|
|
|
map.average=(average/targets.length);
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
var map=event.tiaojiyanmei_map,num1=map.average,num2=map[target.playerid];
|
|
|
|
|
if(typeof num2!='number') num2=target.countCards('h');
|
|
|
|
|
if(num2>num1) target.chooseToDiscard('he',true);
|
|
|
|
|
else if(num2<num1) target.draw();
|
|
|
|
|
},
|
|
|
|
|
contentAfter:function(){
|
|
|
|
|
'step 0'
|
|
|
|
|
if(!player.isIn()||targets.length<2){
|
|
|
|
|
event.finish();
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
var num=targets[0].countCards('h');
|
|
|
|
|
for(var i=1;i<targets.length;i++){
|
|
|
|
|
if(targets[i].countCards('h')!=num){
|
|
|
|
|
event.finish();
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
var cards=[];
|
|
|
|
|
game.getGlobalHistory('cardMove',function(evt){
|
|
|
|
|
if(evt.name=='lose'&&evt.type=='discard'&&evt.getParent(3).card==card) cards.addArray(evt.cards);
|
|
|
|
|
});
|
|
|
|
|
cards=cards.filterInD('d');
|
|
|
|
|
if(cards.length){
|
|
|
|
|
event.tiaojiyanmei_cards=cards;
|
|
|
|
|
player.chooseTarget('是否令一名角色获得'+get.translation(cards)+'?').set('ai',function(target){
|
|
|
|
|
var evt=_status.event.getParent();
|
|
|
|
|
return get.attitude(evt.player,target)*get.value(evt.tiaojiyanmei_cards,target)*(target.hasSkillTag('nogain')?0.1:1);
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
else event.finish();
|
|
|
|
|
'step 1'
|
|
|
|
|
if(result.bool){
|
|
|
|
|
var target=result.targets[0];
|
|
|
|
|
player.line(target,'thunder');
|
|
|
|
|
target.gain(event.tiaojiyanmei_cards,'gain2');
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
order:6.1,
|
|
|
|
|
basic:{
|
|
|
|
|
useful:4,
|
|
|
|
|
value:3,
|
|
|
|
|
},
|
|
|
|
|
result:{
|
|
|
|
|
target:function(player,target,card,isLink){
|
|
|
|
|
var targets=[];
|
|
|
|
|
if(ui.selected.targets.length) targets.addArray(ui.selected.targets);
|
|
|
|
|
var evt=_status.event.getParent('useCard');
|
|
|
|
|
if(evt&&evt.card==card) targets.addArray(evt.targets);
|
|
|
|
|
if(evt&&evt.card==card&&evt.customArgs&&evt.customArgs.tiaojiyanmei_map){
|
|
|
|
|
var map=evt.customArgs.tiaojiyanmei_map,num1=map.average,num2=map[target.playerid];
|
|
|
|
|
if(typeof num2!='number') num2=target.countCards('h');
|
|
|
|
|
if(num2>num1){
|
|
|
|
|
if(target.countCards('e',function(card){
|
|
|
|
|
return get.value(card)<=0;
|
|
|
|
|
})) return 1;
|
|
|
|
|
return -1;
|
|
|
|
|
}
|
|
|
|
|
if(num2<num1) return 1;
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
var cards=[card];
|
|
|
|
|
if(card.cards) cards.addArray(card.cards);
|
|
|
|
|
var fh=function(card){
|
|
|
|
|
return !cards.contains(card);
|
|
|
|
|
};
|
|
|
|
|
if(!targets.length){
|
|
|
|
|
if(get.attitude(player,target)<0){
|
|
|
|
|
if(target.countCards('e',function(card){
|
|
|
|
|
return get.value(card,target)<=0;
|
|
|
|
|
})) return 1;
|
|
|
|
|
if(game.hasPlayer(function(current){
|
|
|
|
|
return current.countCards('h',fh)==target.countCards('h',fh)-2;
|
|
|
|
|
})) return -2;
|
|
|
|
|
if(game.hasPlayer(function(current){
|
|
|
|
|
return current.countCards('h',fh)<target.countCards('h',fh);
|
|
|
|
|
})) return -1;
|
|
|
|
|
}
|
|
|
|
|
if(target.countCards('e',function(card){
|
|
|
|
|
return get.value(card,target)<=0;
|
|
|
|
|
})&&game.hasPlayer(function(current){
|
|
|
|
|
return current.countCards('h',fh)<target.countCards('h',fh);
|
|
|
|
|
})) return 1;
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
var average=0;
|
|
|
|
|
for(var i of targets) average+=i.countCards('h',fh);
|
|
|
|
|
if(!targets.contains(target)){
|
|
|
|
|
var th=target.countCards('h',fh);
|
|
|
|
|
average+=th;
|
|
|
|
|
average/=(targets.length+1);
|
|
|
|
|
if(th==average) return 0;
|
|
|
|
|
if(th<average) return th==average-1?2:1;
|
|
|
|
|
if(th>average){
|
|
|
|
|
if(target.countCards('e',function(card){
|
|
|
|
|
return get.value(card)<=0;
|
|
|
|
|
})) return 1;
|
|
|
|
|
return -0.5;
|
|
|
|
|
}
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
average/=targets.length;
|
|
|
|
|
if(th<average) return 1;
|
|
|
|
|
if(th>average){
|
|
|
|
|
if(target.countCards('e',function(card){
|
|
|
|
|
return get.value(card)<=0;
|
|
|
|
|
})) return 1;
|
|
|
|
|
return -1;
|
|
|
|
|
}
|
|
|
|
|
return 0;
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
characterFilter:{
|
|
|
|
|
},
|
|
|
|
|
dynamicTranslate:{
|
|
|
|
|
},
|
|
|
|
|
perfectPair:{
|
|
|
|
|
wujing:['sunce','sunben','wuguotai'],
|
|
|
|
|
},
|
|
|
|
|
characterReplace:{
|
|
|
|
|
wangcan:['tw_wangcan','wangcan','sp_wangcan'],
|
|
|
|
|
sunshao:['sp_sunshao','sunshao'],
|
|
|
|
|
xunchen:['re_xunchen','xunchen','tw_xunchen','sp_xunchen'],
|
|
|
|
|
xinpi:['xinpi','sp_xinpi'],
|
|
|
|
|
duyu:['duyu','dc_duyu','sp_duyu','pk_sp_duyu'],
|
|
|
|
|
zhangwen:['sp_zhangwen','zhangwen'],
|
|
|
|
|
ol_bianfuren:['ol_bianfuren','tw_bianfuren','sp_bianfuren'],
|
|
|
|
|
wangshuang:['wangshuang','sp_wangshuang'],
|
|
|
|
|
huaman:['huaman','sp_huaman'],
|
|
|
|
|
gaolan:['dc_gaolan','gaolan','sp_gaolan'],
|
|
|
|
|
cuiyan:['sp_cuiyan','cuiyan'],
|
|
|
|
|
wujing:['tw_wujing','wujing'],
|
|
|
|
|
zhouchu:['jin_zhouchu','zhouchu','tw_zhouchu'],
|
|
|
|
|
liuzhang:['liuzhang','tw_liuzhang'],
|
|
|
|
|
chenzhen:['tw_chenzhen','sp_chenzhen'],
|
|
|
|
|
feiyi:['tw_feiyi','feiyi'],
|
|
|
|
|
wangling:['tw_wangling','wangling'],
|
|
|
|
|
qiaogong:['tw_qiaogong','qiaogong'],
|
|
|
|
|
sp_chendong:['tw_chendong','sp_chendong','chendong'],
|
|
|
|
|
sp_jiangqing:['tw_jiangqing','sp_jiangqing','jiangqing'],
|
|
|
|
|
kongrong:['sp_kongrong','jsrg_kongrong','kongrong'],
|
|
|
|
|
mifuren:['dc_mifuren','sp_mifuren'],
|
|
|
|
|
},
|
|
|
|
|
translate:{
|
|
|
|
|
sp_wangcan:'手杀王粲',
|
|
|
|
|
spqiai:'七哀',
|
|
|
|
|
spqiai_info:'出牌阶段限一次,你可以将一张非基本牌交给一名其他角色。然后其选择一项:①你回复1点体力。②你摸两张牌。',
|
|
|
|
|
spshanxi:'善檄',
|
|
|
|
|
spshanxi_suoming:'善檄',
|
|
|
|
|
spshanxi_info:'出牌阶段开始时,你可令一名其他角色获得“檄”标记并清除场上已有的其他“檄”标记(若有)。有“檄”标记的角色回复体力时,若其体力值大于0,则其需选择一项:①交给你两张牌。②失去1点体力。',
|
|
|
|
|
sp_chenzhen:'陈震',
|
|
|
|
|
shameng:'歃盟',
|
|
|
|
|
shameng_info:'出牌阶段限一次,你可弃置两张颜色相同的手牌并选择一名其他角色。其摸两张牌,然后你摸三张牌。',
|
|
|
|
|
sp_sunshao:'手杀孙邵',
|
|
|
|
|
fubi:'辅弼',
|
|
|
|
|
fubi2:'辅弼',
|
|
|
|
|
fubi_info:'游戏开始时,你可选择一名其他角色。该角色的手牌上限于你死亡前+3。',
|
|
|
|
|
zuici:'罪辞',
|
|
|
|
|
zuici_info:'当你进入濒死状态时,你可废除你的一个不为空的装备栏,然后将体力值回复至1点。',
|
|
|
|
|
sp_xunchen:'手杀荀谌',
|
|
|
|
|
jianzhan:'谏战',
|
|
|
|
|
jianzhan_info:'出牌阶段限一次,你可选择一名其他角色A和其攻击范围内的另一名手牌数小于其的角色B。A选择一项:①视为对B使用一张【杀】。②令你摸一张牌。',
|
|
|
|
|
duoji:'夺冀',
|
|
|
|
|
duoji_info:'限定技,出牌阶段,你可弃置两张手牌并选择一名装备区有牌的其他角色。你获得其装备区里的所有牌。',
|
|
|
|
|
binglinchengxiax:'兵临城下',
|
|
|
|
|
binglinchengxiax_info:'出牌阶段,对一名其他角色使用。你展示牌堆顶的四张牌,依次对其使用其中所有的【杀】,然后将剩余的牌置于牌堆顶。',
|
|
|
|
|
mjweipo:'危迫',
|
|
|
|
|
mjweipo_effect:'危迫',
|
|
|
|
|
mjweipo_remove:'危迫',
|
|
|
|
|
mjweipo_info:'出牌阶段限一次。你可以选择一个智囊或【兵临城下】,令一名没有〖危迫〗效果的角色获得如下一次性效果直到你下回合开始:其可于出牌阶段弃置一张【杀】,并获得一张你选择的牌。',
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mjchenshi:'陈势',
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mjchenshi_player:'陈势',
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mjchenshi_target:'陈势',
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mjchenshi_info:'当有角色使用【兵临城下】指定第一个目标后,其可交给你一张牌,并将牌堆的顶三张牌中所有不为【杀】的牌置入弃牌堆;当有角色成为【兵临城下】的目标后,其可交给你一张牌,然后将牌堆顶三张牌中所有的【杀】置入弃牌堆。',
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mjmouzhi:'谋识',
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mjmouzhi_info:'锁定技,当你受到伤害时,若伤害渠道对应的牌和你上次受到的伤害花色相同,则你防止此伤害。',
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luotong:'手杀骆统',
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qinzheng:'勤政',
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qinzheng_info:'锁定技,当你使用或打出牌时,若你本局游戏内使用或打出过的牌数和:为3的倍数,你从牌堆中获得一张【杀】或【闪】;为5的倍数,你从牌堆中获得一张【桃】或【酒】;为8的倍数,你从牌堆中获得一张【决斗】或【无中生有】(可获得对应的衍生替换牌)。',
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sp_duyu:'手杀杜预',
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spwuku:'武库',
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spwuku_info:'锁定技,当有角色使用装备牌时,若你的“武库”数小于3,则你获得一个“武库”。',
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spwuku_info_guozhan:'锁定技,当有其他势力的角色使用装备牌时,若你的“武库”数小于2,则你获得一个“武库”。',
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spsanchen:'三陈',
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spsanchen_info:'觉醒技,结束阶段,若你的“武库”数大于2,则你加1点体力上限并回复1点体力,然后获得〖灭吴〗。',
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spmiewu:'灭吴',
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spmiewu2:'灭吴',
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spmiewu_backup:'灭吴',
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spmiewu_info:'每回合限一次。你可弃置一枚“武库”并将一张牌当做任意基本牌或锦囊牌使用,然后摸一张牌。',
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sp_bianfuren:'手杀卞夫人',
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spwanwei:'挽危',
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spwanwei_info:'每轮累计限一次。①出牌阶段,你可选择一名其他角色。②当有其他角色处于濒死状态时。你可令该角色回复X+1点体力(至少回复至1),然后你失去X点体力。(X为你的体力值)',
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spyuejian:'约俭',
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spyuejian_info:'锁定技,你的手牌上限基数等于你的体力上限。当你处于濒死状态时,你可弃置两张牌,然后回复1点体力。',
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feiyi:'费祎',
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reshengxi:'生息',
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reshengxi_info:'结束阶段,若你于本回合内未造成过伤害,则你可摸两张牌。',
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fyjianyu:'谏喻',
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fyjianyu_info:'每轮限一次。出牌阶段,你可选择两名角色,令这些角色获得“喻”直到你的下回合开始。当一名有“喻”的角色A使用牌指定另一名有“喻”的角色B为目标时,你令B摸一张牌。',
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fyjianyux:'谏喻',
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mjshengxi:'生息',
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mjshengxi_info:'准备阶段,你可以获得一张【调剂盐梅】;结束阶段,若你本回合使用过牌且未造成伤害,则你可以获得一张智囊。',
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mjkuanji:'宽济',
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mjkuanji_info:'每回合限一次。当你因弃置而失去牌后,你可令一名其他角色获得其中的一张牌,然后你摸一张牌。',
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tiaojiyanmei:'调剂盐梅',
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tiaojiyanmei_info:'出牌阶段,对两名手牌数不均相同的其他角色使用。若目标角色于此牌使用准备工作结束时的手牌数大于此时所有目标的平均手牌数,其弃置一张牌。若小于则其摸一张牌。此牌使用结束后,若所有目标角色的手牌数均相等,则你可令一名角色获得所有因执行此牌效果而弃置的牌。',
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refubi:'辅弼',
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refubi_info:'游戏开始时,你可令一名其他角色获得“辅弼”标记。有“辅弼”标记的角色的准备阶段开始时,你可选择一项:①令其本回合使用【杀】的次数上限+1。②令其本回合的手牌上限+3。',
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rezuici:'罪辞',
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rezuici_backup:'罪辞',
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rezuici_info:'出牌阶段,或当你处于濒死状态时,你可以废除一个有牌的装备栏并回复2点体力,然后可以移动“辅弼”标记。',
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mjdingyi:'定仪',
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mjdingyi_info:'游戏开始时,你选择一个效果(相同效果不可叠加)并令全场角色获得之:①摸牌阶段额定摸牌数+1。②手牌上限+2。③攻击范围+1。④脱离濒死状态时回复1点体力。',
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mjzuici:'罪辞',
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mjzuici_info:'当你受到伤害后,你可令伤害来源失去〖定仪〗效果,然后令其从牌堆中获得一张由你选择的智囊。',
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mjfubi:'辅弼',
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mjfubi_info:'每轮限一次。出牌阶段,你可选择一项:①更换一名角色的〖定仪〗效果。②弃置一张牌并令一名角色的〖定仪〗效果翻倍直到你的下回合开始。',
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wujing:'吴景',
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heji:'合击',
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heji_info:'当有角色使用的【决斗】或红色【杀】结算完成后,若此牌对应的目标数为1,则你可以对相同的目标使用一张【杀】或【决斗】(无距离和次数限制)。若你以此法使用的牌不为转化牌,则你从牌堆中随机获得一张红色牌。',
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liubing:'流兵',
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liubing_info:'锁定技。①当你声明使用【杀】后,若此牌是你本回合使用的第一张有唯一对应实体牌的【杀】,则你将此牌的花色改为♦。②其他角色于其出牌阶段内使用的非转化黑色杀结算结束后,若此【杀】未造成伤害,则你获得之。',
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sp_mifuren:'手杀糜夫人',
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spcunsi:'存嗣',
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spcunsi2:'存嗣',
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spcunsi_info:'出牌阶段限一次,你可将武将牌翻至背面并选择一名其他角色。其从牌堆或弃牌堆中获得一张【杀】,且下一张杀的伤害值基数+1。',
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spguixiu:'闺秀',
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spguixiu_info:'锁定技,当你受到伤害后,若你的武将牌背面朝上,则你将武将牌翻至正面。当你的武将牌从背面翻至正面时,你摸一张牌。',
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qingyu:'清玉',
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qingyu_info:'使命技。①当你受到伤害时,你弃置两张牌,然后防止此伤害。②使命:准备阶段,若你的体力值等于体力上限且你没有手牌,则你获得〖悬存〗。③失败:当你进入濒死状态时,你减1点体力上限。',
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xuancun:'悬存',
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xuancun_info:'其他角色的回合结束时,若你的手牌数小于体力值,则你可以令其摸X张牌(X为你的体力值与手牌数之差且至多为2)',
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xinlirang:'礼让',
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xinlirang_info:'①其他角色的摸牌阶段开始时,若你没有“谦”标记,则你可以获得一枚“谦”标记。若如此做,其额定摸牌数+2,且本回合的弃牌阶段开始时,你可以获得其弃置的至多两张牌。②摸牌阶段开始时,若你有“谦”标记,则你跳过此摸牌阶段并移除“谦”标记。',
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xinmingshi:'名仕',
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xinmingshi_info:'锁定技,当你受到伤害后,若你有“谦”标记,则伤害来源弃置一张牌。若此牌为:黑色:你获得之。红色,你回复1点体力。',
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sp_xinpi:'手杀辛毗',
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spyinju:'引裾',
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spyinju2:'引裾',
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spyinju_info:'出牌阶段限一次,你可令一名其他角色选择一项:①对你使用一张【杀】(无距离限制)。②其下个回合的准备阶段开始时,跳过出牌阶段和弃牌阶段。',
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spchijie:'持节',
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spchijie_info:'每回合限一次。当你成为其他角色使用牌的唯一目标时,你可判定。若结果大于6,则你取消此牌的所有目标。',
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reduoji:'夺冀',
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reduoji_info:'出牌阶段限一次,你可将一张牌置于其他角色的武将牌上,称为“冀”。当有装备牌因使用而进入一名角色的装备区后,若该角色有“冀”且其为使用者,则你获得此装备牌,其移去一个“冀”并摸一张牌。一名其他角色的回合结束后,若其有“冀”,则你获得其的所有“冀”。',
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wangling:'王凌',
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mouli:'谋立',
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mouli_info:'出牌阶段限一次,你可以将一张手牌交给一名其他角色,其获得如下效果直到你的下回合开始:其可以将黑色牌当做【杀】,红色牌当做【闪】使用。其第一次触发“使用【杀】/【闪】结算完成后”的时机时,你摸三张牌。',
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zifu:'自缚',
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zifu_info:'锁定技,当有角色死亡时,若其因你获得的“谋立”效果未过期,则你减2点体力上限。',
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xingqi:'星启',
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xingqi_info:'①当你使用牌时,若此牌不为延时锦囊牌且你没有同名的“备”,则你获得一枚与此牌名称相同的“备”。②结束阶段,你可移去一枚“备”,然后从牌堆中获得一张与此“备”名称相同的牌。',
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xinzifu:'自缚',
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xinzifu_info:'锁定技。出牌阶段结束时,若你本阶段内未使用牌,则你移去所有“备”且本回合的手牌上限-1。',
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mibei:'秘备',
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mibei_info:'使命技。①使命:当你使用的牌结算完成后,若你的“备”中包含的基本牌,锦囊牌,装备牌数量均大于1,则你从牌堆中获得这三种类型的牌各一张并获得技能“谋立”。②失败:结束阶段开始时,若你没有“备”,且你于本回合的准备阶段开始时也没有“备”,则你减1点体力上限。',
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xinmouli:'谋立',
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xinmouli_info:'出牌阶段限一次,你可以指定一名其他角色。其移去你的一个“备”,然后从牌堆中获得一张与此“备”名称相同的牌。',
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wangfuzhaolei:'王甫赵累',
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xunyi:'殉义',
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xunyi2:'殉义',
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xunyi3:'殉义',
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xunyi_info:'游戏开始时,或当上一个拥有“殉义”效果的角色死亡后,你可以选择一名角色获得如下效果:当其/你对二者之外的角色造成伤害后,你/其摸一张牌;当其/你受到二者之外的角色造成的伤害后,你/其弃置一张牌。',
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zhouchu:'手杀周处',
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xianghai:'乡害',
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xianghai_info:'锁定技,其他角色的手牌上限-1。你手牌区的装备牌均视为【酒】。',
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chuhai:'除害',
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chuhai_info:'出牌阶段限一次,你可以摸一张牌,然后和一名其他角色拼点。若你赢,则你观看其手牌,并从牌堆/弃牌堆中获得其手牌中包含的类型的牌各一张,且当你于此阶段内对其造成伤害后,你将牌堆/弃牌堆中的一张装备牌置于你的一个空置装备栏内。',
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rechuhai:'除害',
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rechuhai_info:'使命技。①出牌阶段限一次,你可以摸一张牌,然后和一名其他角色拼点。若你赢,则你观看其手牌,并从牌堆/弃牌堆中获得其手牌中包含的类型的牌各一张,且当你于此阶段内对其造成伤害后,你将牌堆/弃牌堆中的一张装备牌置于你的一个空置装备栏内。②当你因发动〖除害①〗而展示拼点牌时,你令此牌的点数+X(X=(4-你装备区的牌数))。③使命:当有装备牌进入你的装备区后,若你的装备区内有至少三张牌,则你将体力值回复至上限,失去〖乡害〗并获得〖彰名〗。④失败:当你因发动〖除害①〗发起的拼点没赢时,若你的最终点数不大于6,则你触发使命失败分支。',
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zhangming:'彰名',
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zhangming_info:'锁定技。①你使用的♣牌不能被其他角色响应。②每回合限一次,当你对其他角色造成伤害后,你随机弃置其一张手牌,然后你从牌堆或弃牌堆中获得与其展示牌类型不同类型的牌各一张(若其没有手牌,则你改为从牌堆或弃牌堆中获得所有类型牌各一张),且以此法获得的牌不计入本回合的手牌上限。',
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sp_kongrong:'孔融',
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spmingshi:'名士',
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spmingshi_info:'锁定技,当你受到1点伤害后,伤害来源弃置一张牌。',
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splirang:'礼让',
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splirang_info:'出牌阶段限一次,你可以弃置所有手牌,然后将其中的至多X张牌交给一名其他角色(X为你的体力值),之后摸一张牌。',
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caizhenji:'蔡贞姬',
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sheyi:'舍裔',
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sheyi_info:'每轮限一次。当有体力值小于你的其他角色受到伤害时,你可以交给其至少X张牌并防止此伤害(X为你的体力值)。',
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tianyin:'天音',
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tianyin_info:'锁定技,结束阶段开始时,你从牌堆中获得每种本回合未使用过的类型的牌各一张。',
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xiangchong:'向宠',
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guying:'固营',
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guying_info:'锁定技。每回合限一次,当你于回合外因使用/打出/弃置而失去牌后,若牌数为1,则你获得一枚“固”并令当前回合角色选择一项:①随机交给你一张牌。②令你获得本次失去的牌,若为装备牌,则你使用之。准备阶段开始时,你移去所有“固”并弃置等量的牌。',
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muzhen:'睦阵',
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muzhen_backup:'睦阵',
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muzhen_info:'出牌阶段各限一次。①你可以将两张牌交给一名装备区内有牌的其他角色,然后获得其装备区内的一张牌。②你可以将装备区内的一张牌置于其他角色的装备区内,然后获得其一张手牌。',
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sp_huaxin:'手杀华歆',
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hxrenshi:'仁仕',
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hxrenshi_info:'出牌阶段每名角色限一次。你可以将一张手牌交给一名其他角色。',
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debao:'德保',
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debao_info:'锁定技,当其他角色获得你的牌后,若你的“仁”数小于你的体力上限,则你将牌堆顶的一张牌置于你的武将牌上,称为“仁”。准备阶段,你获得所有“仁”。',
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buqi:'不弃',
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buqi_info:'锁定技,当有角色进入濒死状态时,若你的“仁”数大于1,则你移去两张“仁”并令其回复1点体力。一名角色死亡后,你将所有“仁”置入弃牌堆。',
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yuanqing:'渊清',
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yuanqing_info:'锁定技,出牌阶段结束时,你随机将弃牌堆中你本阶段使用过的牌类型的各一张牌置于仁库中。',
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shuchen:'疏陈',
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shuchen_info:'锁定技,当有角色进入濒死状态时,若仁库中的牌数大于三,则你获得仁库中的所有牌,然后其回复1点体力。',
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sp_xujing:'手杀许靖',
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boming:'博名',
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boming_info:'出牌阶段限两次,你可以将一张牌交给一名其他角色。结束阶段,若你本回合以此法失去了两张以上的牌,则你摸一张牌。',
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ejian:'恶荐',
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ejian_info:'锁定技,每名角色限一次。当有其他角色因〖博名〗而获得了你的牌后,若其拥有与此牌类型相同的其他牌,则你令其选择一项:①受到1点伤害。②展示所有手牌,并弃置所有与此牌类别相同的牌。',
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zhangzhongjing:'张机',
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jishi:'济世',
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jishi_info:'锁定技。①当你使用的牌结算完成后,若你未因此牌造成过伤害,则你将此牌对应的所有实体牌置于仁库中。②当有牌不因溢出而离开仁库时,你摸一张牌。',
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liaoyi:'疗疫',
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liaoyi_info:'其他角色的回合开始时,若其:①手牌数小于体力值且仁库内牌数大于等于X,则你可令其从仁库中获得X张牌;②手牌数大于体力值,则你可以令其将X张牌置于仁库中(X为其手牌数与体力值之差且至多为4)。',
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xinliaoyi:'疗疫',
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xinliaoyi_info:'其他角色的回合开始时,你可选择一项:①令其从仁库中获得一张牌。②若其手牌数大于体力值,则令其将X张手牌置入仁库(X为其手牌数与体力值之差)。',
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binglun:'病论',
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binglun_info:'出牌阶段限一次,你可以将仁库中的一张牌置于弃牌堆并选择一名角色。该角色选择一项:①摸一张牌。②于其下回合结束时回复1点体力。',
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sp_zhangwen:'手杀张温',
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gebo:'戈帛',
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gebo_info:'锁定技,当有角色回复体力后,你将牌堆顶的一张牌置入仁库。',
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spsongshu:'颂蜀',
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spsongshu_info:'其他角色的摸牌阶段开始时,若其体力值大于你且仁库内有牌,则你可以令其放弃摸牌。其改为获得X张仁(X为你的体力值且至多为5),且本回合内不能使用牌指定其他角色为目标。',
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liuzhang:'刘璋',
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xiusheng:'休生',
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xiusheng_info:'锁定技。准备阶段,你将所有“生”置入弃牌堆,然后摸X张牌,并将等量的牌置于武将牌上,称为“生”(X为你因〖引狼〗而选择的势力的存活角色数)。',
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yinlang:'引狼',
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yinlang_info:'①每轮限一次。回合开始时,你选择场上的一个势力。②一名角色的出牌阶段开始时,若其势力与你选择的势力相同,则其选择一项:1.获得你的一张“生”,然后其本回合使用牌时不能指定你以外的角色为目标。2.你获得一张“生”。',
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huaibi:'怀璧',
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huaibi_info:'主公技,锁定技。你的手牌上限+X(X为你因〖引狼〗而选择的势力的存活角色数)。',
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jutu:'据土',
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jutu_info:'锁定技,准备阶段,你获得所有你武将牌上的“生”,然后摸X+1张牌,然后将X张牌置于你的武将牌上,称为“生”(X为你因〖邀虎〗选择势力的角色数量)。',
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yaohu:'邀虎',
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yaohu_info:'每轮限一次,你的回合开始时,你须选择场上一个势力。该势力其他角色的出牌阶段开始时,其获得你的一张“生”,然后其须选择一项:①对你指定的另一名的其他角色使用一张【杀】(无距离和次数限制);②交给你两张牌。',
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rehuaibi:'怀璧',
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rehuaibi_info:'主公技,锁定技,你的手牌上限+X(X为你因〖邀虎〗选择势力的角色数量)。',
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qiaogong:'桥公',
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yizhu:'遗珠',
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yizhu_info:'①结束阶段,你摸两张牌,然后将两张牌随机插入牌堆前2X张牌的位置中(X为角色数,选择牌的牌名对其他角色可见)。②当有其他角色使用“遗珠”牌指定唯一目标时,你可清除对应的“遗珠”标记并取消此目标,然后你可使用此牌。③当有“遗珠”牌进入弃牌堆后,你摸一张牌并清除对应的“遗珠”标记。',
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luanchou:'鸾俦',
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luanchou_info:'出牌阶段限一次,你可令两名角色获得“姻”标记并清除原有标记。拥有“姻”标记的角色视为拥有技能〖共患〗。',
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gonghuan:'共患',
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gonghuan_info:'锁定技。每回合限一次,一名其他角色受到伤害时,若其拥有“姻”标记且其体力值小于你,则你将伤害转移给自己。此伤害结算结束后,你与其移去“姻”标记。',
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sp_yanghu:'手杀羊祜',
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mingfa:'明伐',
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mingfa_info:'①结束阶段,你可展示一张牌并记录为“明伐”。②出牌阶段开始时,若“明伐”牌在你的手牌区或装备区,则你可以使用“明伐”牌与一名其他角色拼点。若你赢:你获得对方一张牌并从牌堆中获得一张点数等于“明伐”牌牌面点数-1的牌。若你没赢:你本回合不能使用牌指定其他角色为目标。③你的拼点牌亮出后,你令此牌的点数+2。',
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rongbei:'戎备',
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rongbei_info:'限定技。出牌阶段,你可选择一名有空装备栏的角色。系统为该角色的每个空装备栏选择一张装备牌,然后该角色使用之。',
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db_wenyang:'文鸯',
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dbquedi:'却敌',
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dbquedi_info:'每回合限一次。当你使用【杀】或【决斗】指定唯一目标后,你可选择:①获得目标角色的一张手牌。②弃置一张基本牌,并令此牌的伤害值基数+1。③背水:减1点体力上限,然后依次执行上述所有选项。',
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dbzhuifeng:'椎锋',
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dbzhuifeng_info:'魏势力技。每回合限两次,你可以失去1点体力并视为使用一张【决斗】。当你因此【决斗】而受到伤害时,你防止此伤害并令此技能失效直到出牌阶段结束。',
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dbchongjian:'冲坚',
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dbchongjian_backup:'冲坚',
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dbchongjian_info:'吴势力技。你可以将一张装备牌当做一种【杀】(无距离限制且无视防具)或【酒】使用。当你以此法使用【杀】造成伤害后,你获得目标角色装备区内的X张牌(X为伤害值)。',
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dbchoujue:'仇决',
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dbchoujue_info:'锁定技。当你杀死其他角色后,你加1点体力上限并摸两张牌,然后本回合发动【却敌】的次数上限+1。',
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sp_chendong:'陈武董袭',
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spyilie:'毅烈',
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spyilie_info:'出牌阶段开始时,你可选择:①本阶段内使用【杀】的次数上限+1。②本回合内使用【杀】被【闪】抵消时,摸一张牌。③背水:失去1点体力,然后依次执行上述所有选项。',
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spfenming:'奋命',
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spfenming_info:'出牌阶段限一次,你可以选择一名体力值不大于你的角色。若其:未横置,其横置;已横置,你获得其一张牌。',
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yuanhuan:'袁涣',
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qingjue:'请决',
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qingjue_info:'每轮限一次。当有其他角色A使用牌指定另一名体力值小于A且不处于濒死状态的其他角色B为目标时,你可以摸一张牌,然后与A拼点。若你赢,你取消此目标。若你没赢,你将此牌的目标改为自己。',
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fengjie:'奉节',
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fengjie2:'奉节',
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fengjie_info:'锁定技,准备阶段开始时,你选择一名其他角色并获得如下效果直到你下回合开始:一名角色的结束阶段开始时,你将手牌摸至(至多摸四张)或弃置至与其体力值相等。',
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sp_zongyu:'手杀宗预',
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zhibian:'直辩',
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zhibian_info:'准备阶段,你可以和一名其他角色拼点。若你赢,你可选择:①将其装备区/判定区内的一张牌移动到你的对应区域。②回复1点体力。③背水:跳过下个摸牌阶段,然后依次执行上述所有选项;若你没赢,你失去1点体力。',
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yuyan:'御严',
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yuyan_info:'锁定技。当你成为非转换的【杀】的目标时,若使用者的体力值大于你且此【杀】有点数,则你令使用者选择一项:①交给你一张点数大于此【杀】的牌。②取消此目标。',
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sp_wangshuang:'手杀王双',
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yiyong:'异勇',
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yiyong_info:'当你受到其他角色造成的渠道为【杀】的伤害后,若你的装备区内有武器牌,则你可以获得此【杀】对应的所有实体牌,然后将这些牌当做【杀】对伤害来源使用(无距离限制)。若其装备区内没有武器牌,则此伤害+1。',
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shanxie:'擅械',
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shanxie_info:'①出牌阶段限一次,你可从牌堆中获得一张武器牌。若牌堆中没有武器牌,则你改为随机获得一名角色装备区内的一张武器牌。②当其他角色使用【闪】响应你使用的【杀】时,若此【闪】没有点数或点数不大于你攻击范围的二倍,则你令此【闪】无效。',
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shanxie_info_old:'①出牌阶段限一次,你可选择一项:⒈从牌堆中获得一张武器牌。⒉获得一名其他角色装备区内的一张武器牌并使用,然后其将一张手牌当做【杀】对你使用。②当其他角色使用【闪】响应你使用的【杀】时,若此【闪】没有点数或点数不大于你攻击范围的二倍,则你令此【闪】无效。',
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sunyi:'手杀孙翊',
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zaoli:'躁厉',
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zaoli_info:'锁定技。①你不能于回合内使用你手牌中不为本回合获得的牌。②当你使用或打出手牌时,你获得一个“厉”(至多4个)。③回合开始时,若你有“厉”,则你移去所有“厉”并弃置任意张牌,然后摸X+Y张牌。若X大于2,你失去1点体力(X为你移去的标记数,Y为你弃置的牌数)。',
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sp_gaolan:'手杀高览',
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spjungong:'峻攻',
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2023-07-30 16:40:53 +00:00
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spjungong_info:'出牌阶段,你可失去X+1点体力或弃置X+1张牌,视为对一名其他角色使用【杀】(不计入次数和距离限制,X为你本回合内发动过〖峻攻〗的次数)。若你因此【杀】造成了伤害,则你令此技能失效直到回合结束。',
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2023-07-29 07:55:45 +00:00
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spdengli:'等力',
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spdengli_info:'当你使用【杀】指定目标后,或成为【杀】的目标后,若使用者和目标的体力值相等,则你摸一张牌。',
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sp_huaman:'手杀花蔓',
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spxiangzhen:'象阵',
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spxiangzhen_info:'锁定技。①【南蛮入侵】对你无效。②当有角色使用的【南蛮入侵】结算结束后,若有角色因此牌受到过伤害,则你和使用者各摸一张牌。',
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spfangzong:'芳踪',
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spfangzong_info:'锁定技。若你于当前回合内未发动过〖嬉战〗选择过选项二,则:①你不能于回合内使用具有伤害标签的牌指定攻击范围内的角色为目标。②攻击范围内包含你的角色不能使用具有伤害标签的牌指定你为目标。③结束阶段,你将手牌摸至X张(X为场上存活人数且至多为8)',
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spxizhan:'嬉战',
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spxizhan_info:'其他角色的回合开始时,你须选择一项:①失去1点体力。②弃置一张牌。然后若此牌的花色为:♠,其视为使用一张【酒】;♥,你视为使用一张【无中生有】;♣,你视为对其使用【铁索连环】;♦:你视为对其使用火【杀】(无距离限制)。',
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sp_cuiyan:'手杀崔琰',
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spyajun:'雅俊',
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spyajun_info:'①摸牌阶段,你令额定摸牌数+1。②出牌阶段开始时,你可以用一张本回合获得的牌与其他角色拼点。若你赢,则你可将其中一张拼点牌置于牌堆顶。若你没赢,你本回合的手牌上限-1。',
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spzundi:'尊嫡',
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spzundi_info:'出牌阶段限一次,你可以弃置一张手牌并选择一名角色,然后你进行判定。若结果为:黑色,其摸三张牌;红色,其可以移动场上的一张牌。',
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sp_zhangchangpu:'手杀张昌蒲',
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spdifei:'抵诽',
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spdifei_info:'锁定技。每回合限一次,当你受到伤害后,你摸一张牌或弃置一张手牌,然后展示所有手牌。若此伤害的渠道为没有花色的牌或你的手牌中没有与此牌花色相同的牌,则你回复1点体力。',
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spyanjiao:'严教',
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spyanjiao_info:'出牌阶段限一次。你可以将手牌中一种花色的所有牌交给一名其他角色,对其造成1点伤害。然后你于自己的下回合开始时摸等量的牌。',
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sp_jiangwan:'蒋琬',
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spzhenting:'镇庭',
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spzhenting_info:'每回合限一次。当你攻击范围内的角色成为【杀】或延时锦囊的目标时,若你不是此牌的使用者且不是此牌的目标,则你可以将此目标改为自己。然后你选择一项:①弃置使用者的一张手牌。②摸一张牌。',
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spjincui:'尽瘁',
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spjincui_info:'限定技。出牌阶段,你可以和一名其他角色交换位置,然后失去X点体力(X为你的体力值)。',
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sp_jiangqing:'蒋钦',
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spjianyi:'俭衣',
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spjianyi_info:'锁定技。其他角色的回合结束时,若弃牌堆中有于本回合内因弃置而进入弃牌堆的防具牌,则你获得其中一张。',
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spshangyi:'尚义',
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spshangyi_info:'出牌阶段限一次。你可以弃置一张牌并选择一名其他角色。其观看你的手牌,然后你观看其手牌并获得其中的一张。',
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sp_lvfan:'吕范',
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spdiaodu:'调度',
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spdiaodu_info:'准备阶段,你可令一名角色摸一张牌,然后移动其装备区内的一张牌。',
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spdiancai:'典财',
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spdiancai_info:'其他角色的结束阶段开始时,你可以令至多X名角色各摸一张牌(X为你本回合失去的手牌数)。',
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spyanji:'严纪',
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spyanji_info:'出牌阶段开始时,你可以进行“整肃”。',
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sp_huangfusong:'手杀皇甫嵩',
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spzhengjun:'整军',
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spzhengjun_info:'①出牌阶段开始时,你可进行“整肃”。②当你因整肃而摸牌或回复体力后,你可令一名其他角色选择摸两张牌或回复1点体力。',
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spshiji:'势击',
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spshiji_info:'当你对其他角色造成属性伤害时,若你的手牌数不为全场唯一最多,则你可以观看其手牌。你令其弃置其中的所有红色牌,然后摸等量的牌。',
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sptaoluan:'讨乱',
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sptaoluan_info:'每回合限一次。一名角色的判定结果确定时,若结果的花色为♠,则你可以终止导致此判定发生的上级事件。然后选择一项:①获得判定牌对应的实体牌。②视为对判定角色使用一张火【杀】(无距离和次数限制)',
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sp_zhujun:'手杀朱儁',
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yangjie:'佯解',
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yangjie_info:'出牌阶段限一次,你可以摸一张牌并和一名其他角色A拼点。当你以此法展示你的拼点牌时,你令此牌点数-X(X为你已损失的体力值)。若你没赢,则你可以令另一名其他角色B获得两张拼点牌,然后其视为对A使用一张火【杀】。',
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zjjuxiang:'拒降',
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zjjuxiang_info:'限定技。一名其他角色脱离濒死状态时,你可以对其造成1点伤害,然后摸X张牌(X为其体力上限且至多为5)。',
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houfeng:'厚俸',
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houfeng_info:'每轮限一次。一名其他角色的出牌阶段开始时,若其在你的攻击范围内,则你可以令其进行“整肃”。然后当其于本回合内因整肃而摸牌或回复体力后,你可选择摸两张牌或回复1点体力。',
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liuba:'刘巴',
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duanbi:'锻币',
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duanbi_info:'出牌阶段限一次。若场上所有角色的手牌数之和大于角色数之和的二倍,则你可以令所有其他角色各弃置X张手牌(X为该角色手牌数的一半且向下取整且至多为3)。然后你可选择一名角色,令其随机获得三张以此法被弃置的牌。',
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tongduo:'统度',
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tongduo_info:'每回合限一次。当你成为其他角色使用牌的唯一目标后,你可令一名角色重铸一张牌。',
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mobile_shijiren:'始计篇·仁',
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mobile_shijizhi:'始计篇·智',
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mobile_shijixin:'始计篇·信',
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mobile_shijiyong:'始计篇·勇',
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mobile_shijiyan:'始计篇·严',
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}
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};
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});
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