2020-03-10 03:43:11 +00:00
|
|
|
|
'use strict';
|
|
|
|
|
game.import('character',function(lib,game,ui,get,ai,_status){
|
|
|
|
|
return {
|
|
|
|
|
name:'zhuogui',
|
|
|
|
|
character:{
|
|
|
|
|
nianshou:['male','shu',4,['nianrui','qixiang']],
|
|
|
|
|
mamian:['male','qun',4,['lianyu','guiji']],
|
|
|
|
|
niutou:['male','shu',4,['manjia','xiaoshou']],
|
|
|
|
|
baiwuchang:['male','qun',3,['qiangzheng','moukui']],
|
|
|
|
|
heiwuchang:['male','qun',3,['suoling','xixing']],
|
|
|
|
|
},
|
|
|
|
|
skill:{
|
|
|
|
|
qixiang:{
|
|
|
|
|
group:['qixiang1','qixiang2'],
|
|
|
|
|
ai:{
|
|
|
|
|
effect:{
|
|
|
|
|
target:function(card,player,target,current){
|
|
|
|
|
if(card.name=='lebu'&&card.name=='bingliang') return 0.8;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
qixiang1:{
|
|
|
|
|
trigger:{player:'judge'},
|
|
|
|
|
forced:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
if(event.card){
|
|
|
|
|
if(event.card.viewAs){
|
|
|
|
|
return event.card.viewAs=='lebu';
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
return event.card.name=='lebu';
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
player.addTempSkill('qixiang3','phaseJudgeAfter');
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
qixiang2:{
|
|
|
|
|
trigger:{player:'judge'},
|
|
|
|
|
forced:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
if(event.card){
|
|
|
|
|
if(event.card.viewAs){
|
|
|
|
|
return event.card.viewAs=='bingliang';
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
return event.card.name=='bingliang';
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
player.addTempSkill('qixiang4','phaseJudgeAfter');
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
qixiang3:{
|
|
|
|
|
mod:{
|
|
|
|
|
suit:function(card,suit){
|
|
|
|
|
if(suit=='diamond') return 'heart';
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
qixiang4:{
|
|
|
|
|
mod:{
|
|
|
|
|
suit:function(card,suit){
|
|
|
|
|
if(suit=='spade') return 'club';
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
nianrui:{
|
|
|
|
|
trigger:{player:['phaseBegin','phaseEnd']},
|
|
|
|
|
content:function(){
|
|
|
|
|
"step 0"
|
|
|
|
|
player.judge(function(card){
|
|
|
|
|
return get.color(card)=='red'?1:0;
|
|
|
|
|
});
|
|
|
|
|
"step 1"
|
|
|
|
|
if(result.bool){
|
|
|
|
|
player.draw();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
lianyu:{
|
|
|
|
|
enable:'phaseUse',
|
|
|
|
|
usable:1,
|
|
|
|
|
filterCard:{color:'red'},
|
|
|
|
|
check:function(card){return 6-get.value(card)},
|
|
|
|
|
filterTarget:true,
|
|
|
|
|
selectTarget:-1,
|
|
|
|
|
line:'fire',
|
|
|
|
|
content:function(){
|
|
|
|
|
target.damage('fire');
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
result:{
|
|
|
|
|
player:function(card,player,target){
|
|
|
|
|
var eff=0;
|
|
|
|
|
for(var i=0;i<game.players.length;i++){
|
|
|
|
|
if(!game.players[i].isOut()){
|
|
|
|
|
eff+=get.damageEffect(game.players[i],player,player,'fire');
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return eff;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
expose:0.1
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
manjia:{
|
|
|
|
|
group:['manjia1','manjia2']
|
|
|
|
|
},
|
|
|
|
|
manjia1:{
|
|
|
|
|
trigger:{target:'useCardToBefore'},
|
|
|
|
|
forced:true,
|
|
|
|
|
priority:6,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
if(player.getEquip(2)) return false;
|
|
|
|
|
return lib.skill.tengjia1.filter(event,player);
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
trigger.cancel();
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
effect:{
|
|
|
|
|
target:function(card,player,target,current){
|
|
|
|
|
if(target.getEquip(2)) return;
|
|
|
|
|
return lib.skill.tengjia1.ai.effect.target.apply(this,arguments);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
manjia2:{
|
|
|
|
|
trigger:{player:'damageBegin'},
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
if(player.getEquip(2)) return false;
|
2023-09-26 04:09:29 +00:00
|
|
|
|
if(event.hasNature('fire')) return true;
|
2020-03-10 03:43:11 +00:00
|
|
|
|
},
|
|
|
|
|
forced:true,
|
|
|
|
|
check:function(){
|
|
|
|
|
return false;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
trigger.num++;
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
effect:{
|
|
|
|
|
target:function(card,player,target,current){
|
|
|
|
|
if(target.getEquip(2)) return;
|
|
|
|
|
return lib.skill.tengjia2.ai.effect.target.apply(this,arguments);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
xiaoshou:{
|
|
|
|
|
trigger:{player:'phaseEnd'},
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
var players=game.players.slice(0);
|
|
|
|
|
players.sort(function(a,b){
|
|
|
|
|
return b.hp-a.hp;
|
|
|
|
|
});
|
|
|
|
|
return players[0].hp>players[1].hp&&players[0]!=player;
|
|
|
|
|
},
|
|
|
|
|
check:function(event,player){
|
|
|
|
|
var players=game.players.slice(0);
|
|
|
|
|
players.sort(function(a,b){
|
|
|
|
|
return b.hp-a.hp;
|
|
|
|
|
});
|
|
|
|
|
return get.damageEffect(players[0],player,player,'fire')>0;
|
|
|
|
|
},
|
|
|
|
|
prompt:function(){
|
|
|
|
|
var players=game.players.slice(0);
|
|
|
|
|
players.sort(function(a,b){
|
|
|
|
|
return b.hp-a.hp;
|
|
|
|
|
});
|
|
|
|
|
return '枭首:是否对'+get.translation(players[0])+'造成一点火焰伤害?';
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
var players=game.players.slice(0);
|
|
|
|
|
players.sort(function(a,b){
|
|
|
|
|
return b.hp-a.hp;
|
|
|
|
|
});
|
|
|
|
|
if(players[0].hp>players[1].hp&&players[0]!=player){
|
|
|
|
|
players[0].damage('fire');
|
|
|
|
|
player.line(players[0],'fire');
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
expose:0.2
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
guiji:{
|
|
|
|
|
trigger:{player:'phaseJudgeBegin'},
|
|
|
|
|
forced:true,
|
|
|
|
|
content:function(){
|
|
|
|
|
player.discard(player.getCards('j').randomGet());
|
|
|
|
|
},
|
|
|
|
|
filter:function(event ,player){
|
|
|
|
|
return player.countCards('j')>0;
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
effect:{
|
|
|
|
|
target:function(card,player,target,current){
|
|
|
|
|
if(get.type(card)=='delay'&&target.countCards('j')==0) return 0.1;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
qiangzheng:{
|
|
|
|
|
audio:2,
|
|
|
|
|
trigger:{player:'phaseEnd'},
|
|
|
|
|
direct:true,
|
|
|
|
|
forced:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
for(var i=0;i<game.players.length;i++){
|
|
|
|
|
if(game.players[i]!=player&&game.players[i].countCards('h')) return true;
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
"step 0"
|
|
|
|
|
player.chooseTarget('获得一名角色的一张手牌',true,function(card,player,target){
|
|
|
|
|
return player!=target&&target.countCards('h')>0;
|
|
|
|
|
}).ai=function(target){
|
|
|
|
|
return -get.attitude(player,target);
|
|
|
|
|
};
|
|
|
|
|
"step 1"
|
|
|
|
|
if(result.targets&&result.targets.length){
|
|
|
|
|
player.logSkill('qiangzheng',result.targets);
|
|
|
|
|
player.gain(result.targets[0].getCards('h').randomGet(),result.targets[0]);
|
|
|
|
|
result.targets[0].$give(1,player);
|
|
|
|
|
game.delay();
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
threaten:1.7
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
suoling:{
|
|
|
|
|
trigger:{player:'phaseEnd'},
|
|
|
|
|
forced:true,
|
|
|
|
|
filter:function(event,player){
|
|
|
|
|
if(player.isLinked()) return true;
|
|
|
|
|
for(var i=0;i<game.players.length;i++){
|
|
|
|
|
if(game.players[i]!=player&&!game.players[i].isLinked()){
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
"step 0"
|
|
|
|
|
event.targets=game.players.slice(0);
|
|
|
|
|
event.targets.remove(player);
|
|
|
|
|
event.targets.sort(lib.sort.seat);
|
|
|
|
|
if(player.isLinked()) player.link();
|
|
|
|
|
"step 1"
|
|
|
|
|
if(event.targets.length){
|
|
|
|
|
var target=event.targets.shift();
|
|
|
|
|
if(!target.isLinked()){
|
|
|
|
|
target.link();
|
|
|
|
|
}
|
|
|
|
|
event.redo();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
xixing:{
|
|
|
|
|
enable:'phaseUse',
|
|
|
|
|
usable:1,
|
|
|
|
|
filterCard:function(card){
|
|
|
|
|
var type=get.type(card);
|
|
|
|
|
for(var i=0;i<ui.selected.cards.length;i++){
|
|
|
|
|
if(get.type(ui.selected.cards[i])==type) return false;
|
|
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
},
|
|
|
|
|
complexCard:true,
|
|
|
|
|
selectCard:3,
|
|
|
|
|
position:'he',
|
|
|
|
|
filterTarget:function(card,player,target){
|
|
|
|
|
return player!=target;
|
|
|
|
|
},
|
|
|
|
|
check:function(card){
|
|
|
|
|
if(_status.event.player.hp==_status.event.player.maxHp){
|
|
|
|
|
return 5-get.value(card);
|
|
|
|
|
}
|
|
|
|
|
return 10-get.value(card);
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
"step 0"
|
|
|
|
|
target.damage();
|
|
|
|
|
"step 1"
|
|
|
|
|
player.recover();
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
order:9.5,
|
|
|
|
|
result:{
|
|
|
|
|
target:function(player,target){
|
|
|
|
|
return get.damageEffect(target,player);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
expose:0.2
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
translate:{
|
|
|
|
|
nianshou:'年兽',
|
|
|
|
|
nianrui:'年瑞',
|
|
|
|
|
qixiang:'祺祥',
|
|
|
|
|
qixiang1:'祺祥',
|
|
|
|
|
qixiang2:'祺祥',
|
2023-10-23 12:25:35 +00:00
|
|
|
|
nianrui_info:'准备阶段和结束阶段,你可以进行一次判定,若结果为红色则摸一张牌。',
|
|
|
|
|
qixiang_info:'乐不思蜀判定时,你的方块判定牌视为红桃;兵粮寸断判定时,你的黑桃判定牌视为草花。',
|
2020-03-10 03:43:11 +00:00
|
|
|
|
|
|
|
|
|
mamian:'马面',
|
|
|
|
|
lianyu:'炼狱',
|
2023-10-23 12:25:35 +00:00
|
|
|
|
lianyu_info:'出牌阶段限一次,你可以弃置一张红色手牌令场上所有角色受到一点火焰伤害。',
|
2020-03-10 03:43:11 +00:00
|
|
|
|
|
|
|
|
|
niutou:'牛头',
|
|
|
|
|
manjia:'蛮甲',
|
|
|
|
|
manjia1:'蛮甲',
|
|
|
|
|
manjia2:'蛮甲',
|
2023-10-23 12:25:35 +00:00
|
|
|
|
manjia_info:'锁定技,若你的装备区内没有防具牌,则你视为装备了【藤甲】。',
|
2020-03-10 03:43:11 +00:00
|
|
|
|
xiaoshou:'枭首',
|
2023-10-23 12:25:35 +00:00
|
|
|
|
xiaoshou_info:'结束阶段,若场上体力值最多的角色只有一个,你可以对其造成一点火焰伤害。',
|
2020-03-10 03:43:11 +00:00
|
|
|
|
guiji:'诡计',
|
2023-10-23 12:25:35 +00:00
|
|
|
|
guiji_info:'锁定技,准备阶段结束时,若你的判定区内有牌,你随机弃置其中一张牌。',
|
2020-03-10 03:43:11 +00:00
|
|
|
|
|
|
|
|
|
baiwuchang:'白无常',
|
|
|
|
|
qiangzheng:'强征',
|
2023-10-23 12:25:35 +00:00
|
|
|
|
qiangzheng_info:'锁定技,结束阶段,你获得一名其他角色的一张手牌。',
|
2020-03-10 03:43:11 +00:00
|
|
|
|
zuijiu:'醉酒',
|
2023-10-23 12:25:35 +00:00
|
|
|
|
zuijiu_info:'锁定技,你的黑杀造成的伤害+1,造成伤害后须弃置一张手牌。',
|
2020-03-10 03:43:11 +00:00
|
|
|
|
|
|
|
|
|
heiwuchang:'黑无常',
|
|
|
|
|
suoling:'索令',
|
2023-10-23 12:25:35 +00:00
|
|
|
|
suoling_info:'锁定技,结束阶段,你解除横置状态,除你之外的所有角色进入横置状态。',
|
2020-03-10 03:43:11 +00:00
|
|
|
|
xixing:'吸星',
|
2023-10-23 12:25:35 +00:00
|
|
|
|
xixing_info:'出牌阶段限一次,你可以弃置三张不同类别的牌,对一名其他角色造成一点伤害,然后回复一点体力。',
|
2020-03-10 03:43:11 +00:00
|
|
|
|
},
|
|
|
|
|
};
|
|
|
|
|
});
|