'use strict'; game.import('card',function(lib,game,ui,get,ai,_status){ return { name:'sp', connect:true, card:{ jinchan:{ fullskin:true, type:'trick', ai:{ useful:function(){ var player=_status.event.player; var nj=player.countCards('h','jinchan'); var num=player.getHandcardLimit(); if(nj>=num){ return 10; } if(nj==num-1){ return 6; } return 1; }, value:5 } }, qijia:{ fullskin:true, type:'trick', enable:true, filterTarget:function(card,player,target){ if(target.getEquip(5)){ return target.countCards('e')>1; } else{ return target.countCards('e')>0; } }, content:function(){ 'step 0' var e1=[],e2=[]; var he=target.getCards('he'); for(var i=0;ie2.length||(target.hp>=3&&Math.random()<0.3)){ choice=1; } event.e1=e1; event.e2=e2; target.chooseControl(choice).set('choiceList',['弃置'+get.translation(e1),'弃置'+get.translation(e2)]); } else{ if(e1.length){ target.discard(e1); } else if(e2.length){ target.discard(e2); } event.finish(); } 'step 1' if(result.index==0){ target.discard(event.e1); } else{ target.discard(event.e2); } }, ai:{ order:9.01, useful:1, value:5, result:{ target:function(player,target){ var num1=0,num2=0; for(var i=1;i<=4;i++){ var card=target.getEquip(i); if(card){ if(i==1||i==4){ num1+=get.equipValue(card); } else{ num2+=get.equipValue(card); } } } var num; if(num1==0){ num=num2; } else if(num2==0){ num=num1; } else{ num=Math.min(num1,num2); } if(num>0){ return -0.8-num/10; } else{ return 0; } } }, tag:{ loseCard:1, discard:1 } } }, fulei:{ fullskin:true, type:'delay', modTarget:function(card,player,target){ return lib.filter.judge(card,player,target); }, enable:function(card,player){ return player.canAddJudge(card); }, filterTarget:function(card,player,target){ return (lib.filter.judge(card,player,target)&&player==target); }, selectTarget:[-1,-1], judge:function(card){ if(get.suit(card)=='spade') return -6; return 0; }, effect:function(){ if(result.bool==false){ if(!card.storage.fulei){ card.storage.fulei=1; } else{ card.storage.fulei++; } player.damage(card.storage.fulei,'thunder','nosource'); } player.addJudgeNext(card); }, cancel:function(){ player.addJudgeNext(card); }, ai:{ basic:{ order:1, useful:0, value:0, }, result:{ target:function(player,target){ return lib.card.shandian.ai.result.target(player,target); } }, } }, qibaodao:{ fullskin:true, type:'equip', subtype:'equip1', skills:['qibaodao'], distance:{attackFrom:-1}, ai:{ equipValue:function(card,player){ if(game.hasPlayer(function(current){ return player.canUse('sha',current)&¤t.isHealthy()&&get.attitude(player,current)<0; })){ return 5; } return 3; } }, }, zhungangshuo:{ fullskin:true, type:'equip', subtype:'equip1', skills:['zhungangshuo'], distance:{attackFrom:-2}, ai:{ equipValue:4 }, }, lanyinjia:{ fullskin:true, type:'equip', subtype:'equip2', skills:['lanyinjia','lanyinjia2'], ai:{ equipValue:6 } }, yinyueqiang:{ fullskin:true, type:'equip', subtype:'equip1', distance:{attackFrom:-2}, ai:{ basic:{ equipValue:4 } }, skills:['yinyueqiang'] }, muniu:{ fullskin:true, type:'equip', subtype:'equip5', nomod:true, onEquip:function(){ player.markSkill('muniu_skill6'); }, onLose:function(){ player.unmarkSkill('muniu_skill6'); if(event.parent.type!='equip'&&card&&card.cards&&card.cards.length){ player.$throw(card.cards,1000); player.popup('muniu'); game.log(card,'掉落了',card.cards); while(card.cards.length){ var card2=card.cards.shift(); if(card2.parentNode.id=='special'){ ui.discardPile.appendChild(card2); } } } }, equipDelay:false, loseDelay:false, skills:['muniu_skill','muniu_skill2','muniu_skill6','muniu_skill7'], ai:{ basic:{ equipValue:function(card){ if(card.card) return 8+card.card.length; return 8; } } } }, du:{ type:'basic', fullskin:true, ai:{ value:-5, useful:6, result:{ player:function(player,target){ if(player.hasSkillTag('usedu')) return 5; return -1; } }, order:7.5 }, enable:true, modTarget:true, filterTarget:function(card,player,target){ return target==player; }, delay:false, content:function(){}, selectTarget:-1 }, shengdong:{ fullskin:true, enable:true, chongzhu:function(){ return game.countPlayer()<=2; }, singleCard:true, type:'trick', selectTarget:2, multitarget:true, targetprompt:['给一张牌','得两张牌'], filterTarget:function(card,player,target){ return target!=player; }, content:function(){ 'step 0' if(!player.countCards('h')){ event.finish(); } else{ event.target1=target; event.target2=event.addedTarget; player.chooseCard('h','将一张手牌交给'+get.translation(event.target1),true); } 'step 1' player.$giveAuto(result.cards,event.target1); event.target1.gain(result.cards,player); 'step 2' if(!event.target1.countCards('h')){ event.finish(); } else{ var he=event.target1.getCards('he'); if(he.length<=2){ event.directresult=he; } else{ event.target1.chooseCard('he','将两张牌交给'+get.translation(event.target2),2,true); } } 'step 3' if(!event.directresult){ event.directresult=result.cards; } event.target1.$giveAuto(event.directresult,event.target2); event.target2.gain(event.directresult,event.target1); }, ai:{ order:2.5, value:[4,1], useful:1, wuxie:function(){ return 0; }, result:{ target:function(player,target){ var ok=false; var hs=player.getCards('h'); if(hs.length<=1) return 0; for(var i=0;i1); event.more=true; } else{ target.chooseToDiscard('he',2,true).set('ai',get.disvalue2); } 'step 2' if(event.more&&!result.bool){ target.chooseToDiscard('he',2,true).set('ai',get.disvalue2); } }, ai:{ order:7, useful:4, value:10, tag:{ draw:2 }, result:{ target:function(player,target){ if(target.hasJudge('lebu')) return 0; return Math.max(1,2-target.countCards('h')/10); } } } }, caomu:{ fullskin:true, enable:true, type:'delay', filterTarget:function(card,player,target){ return (lib.filter.judge(card,player,target)&&player!=target); }, judge:function(card){ if(get.suit(card)=='club') return 0; return -3; }, effect:function(){ if(result.bool==false){ player.addTempSkill('caomu_skill','phaseAfter'); } }, ai:{ basic:{ order:1, useful:1, value:4.5, }, result:{ player:function(player,target){ return game.countPlayer(function(current){ if(get.distance(target,current)<=1&¤t!=target){ var att=get.attitude(player,current); if(att>3){ return 1.1; } else if(att>0){ return 1; } else if(att<-3){ return -1.1; } else if(att<0){ return -1; } } }); }, target:-1 }, } } }, skill:{ lanyinjia:{ enable:['chooseToRespond'], filterCard:true, viewAs:{name:'shan'}, viewAsFilter:function(player){ if(!player.countCards('h')) return false; }, prompt:'将一张手牌当闪打出', check:function(card){ return 6-get.value(card); }, ai:{ respondShan:true, skillTagFilter:function(player){ if(!player.countCards('h')) return false; }, effect:{ target:function(card,player,target,current){ if(get.tag(card,'respondShan')&¤t<0&&target.countCards('h')) return 0.59 } }, order:4, useful:-0.5, value:-0.5 } }, lanyinjia2:{ trigger:{player:'damageEnd'}, forced:true, filter:function(event,player){ return event.card&&event.card.name=='sha'&&player.getEquip('lanyinjia'); }, content:function(){ var card=player.getEquip('lanyinjia'); if(card){ player.discard(card); } }, }, zhungangshuo:{ trigger:{player:'shaBegin'}, logTarget:'target', filter:function(event,player){ return event.player.countCards('h')||player.countCards('h'); }, check:function(event,player){ var target=event.target; if(get.attitude(player,target)>=0) return false; if(player.hasCard(function(card){ return get.value(card)>=8; })){ return false; } var n1=event.target.countCards('h'); return n1>0&&n1<=player.countCards('h'); }, content:function(){ 'step 0' game.delayx(); 'step 1' trigger.target.discardPlayerCard('h',player,true); 'step 2' player.discardPlayerCard('h',trigger.target,true); } }, qibaodao:{ trigger:{source:'damageBegin'}, forced:true, filter:function(event){ return event.card&&event.card.name=='sha'&&event.player.isHealthy(); }, content:function(){ trigger.num++; }, ai:{ unequip:true, skillTagFilter:function(player,tag,arg){ if(arg&&arg.name=='sha') return true; return false; }, effect:{ player:function(card,player,target){ if(card.name=='sha'&&target.isHealthy()&&get.attitude(player,target)>0){ return [1,-2]; } } } } }, _jinchan:{ trigger:{target:'useCardToBefore'}, forced:true, popup:false, filter:function(event,player){ if(event.player==player) return false; var num=player.countCards('h','jinchan'); return num&&num==player.countCards('h'); }, content:function(){ 'step 0' player.showHandcards(get.translation(player)+'发动了【金蝉脱壳】'); 'step 1' var type=get.type(trigger.card,'trick'); if(type=='basic'||type=='trick'){ trigger.untrigger(); trigger.finish(); } player.draw(2); } }, _jinchan2:{ trigger:{player:'discardAfter'}, forced:true, filter:function(event,player){ for(var i=0;i0; }, prepare:function(cards,player){ player.$give(1,player,false); }, content:function(){ "step 0" for(var i=0;i=3&&get.attitude(current,player)>=3){ return true; } }); players.sort(lib.sort.seat); var choice=players[0]; var next=player.chooseTarget('是否移动木牛流马?',function(card,player,target){ return !target.isMin()&&player!=target&&!target.getEquip(5); }); next.set('ai',function(target){ return target==_status.event.choice?1:-1; }); next.set('choice',choice); "step 1" if(result.bool){ var card=player.getEquip(5); result.targets[0].equip(card); player.$give(card,result.targets[0]); player.line(result.targets,'green'); game.delay(); } else{ player.updateMarks(); } }, ai:{ save:true, respondSha:true, respondShan:true, skillTagFilter:function(player,tag){ var muniu=player.getEquip(5); if(!muniu||!muniu.cards) return false; for(var i=0;i1) return -2; if(get.select(get.info(button.link).selectTarget)[1]==-1){ if(get.type(button.link)=='delay') return -1; if(get.type(button.link)=='equip'){ var current=player.getCards('e',{subtype:get.subtype(button.link)})[0]; if(current&&get.equipValue(current)>=get.equipValue(button.link)) return -1; return 1; } if(get.tag(button.link,'multitarget')) return -1; if(button.link.name=='huoshaolianying') return -1; } if(button.link.name=='jiu'){ if(get.effect(player,{name:'jiu'},player)>0){ return 1; } return -1; } return 1; }, backup:function(links,player){ return { filterCard:function(){return false}, selectCard:-1, viewAs:links[0], onuse:function(result,player){ var muniu=player.getEquip(5); if(muniu&&muniu.cards){ muniu.cards.remove(result.card); lib.skill.muniu_skill.sync(muniu); } player.updateMarks(); } } }, prompt:function(links,player){ return '选择'+get.translation(links)+'的目标'; } }, ai:{ order:4, result:{ player:function(player){ if(_status.event.dying) return get.attitude(player,_status.event.dying); return 1; } }, useful:-1, value:-1 } }, muniu_skill6:{ mark:true, intro:{ content:function(storage,player){ var muniu=player.getEquip(5); if(!muniu||!muniu.cards||!muniu.cards.length) return '共有〇张牌'; if(player.isUnderControl(true)){ return get.translation(muniu.cards); } else{ return '共有'+get.cnNumber(muniu.cards.length)+'张牌'; } }, mark:function(dialog,storage,player){ var muniu=player.getEquip(5); if(!muniu||!muniu.cards||!muniu.cards.length) return '共有〇张牌'; if(player.isUnderControl(true)){ dialog.addAuto(muniu.cards); } else{ return '共有'+get.cnNumber(muniu.cards.length)+'张牌'; } }, markcount:function(storage,player){ var muniu=player.getEquip(5); if(muniu&&muniu.cards) return muniu.cards.length; return 0; } } }, muniu_skill7:{ filter:function(){return false}, hiddenCard:function(player,name){ var muniu=player.getEquip(5); if(!muniu.cards) return false; lib.skill.muniu_skill.sync(muniu); for(var i=0;i