'use strict'; card.hearth={ card:{ linghunzhihuo:{ fullskin:true, type:'trick', enable:true, filterTarget:true, content:function(){ target.damage('fire'); var hs=player.get('h'); if(hs.length){ player.discard(hs.randomGet()); } }, ai:{ basic:{ order:1.8, value:[6,1], useful:2, }, result:{ player:function(player,target){ if(player==target) return -1; if(player.num('h')>=player.hp) return -0.1; if(player.num('h')>1) return -0.5; return 0; }, target:-1 }, tag:{ damage:1, fireDamage:1, natureDamage:1, } } }, jihuocard:{ fullskin:true, type:'trick', enable:true, filterTarget:function(card,player,target){ return player==target; }, selectTarget:-1, modTarget:true, content:function(){ if(_status.currentPhase==target){ target.addTempSkill('jihuocard2','phaseAfter'); } target.draw(); }, ai:{ order:10, result:{ target:1 } } }, zhaomingdan:{ fullskin:true, type:'trick', enable:true, filterTarget:function(card,player,target){ return player!=target&&target.num('hej')>0; }, content:function(){ 'step 0' if(target.num('hej')){ player.choosePlayerCard('hej','重铸'+get.translation(target)+'的一张牌',target,true).visible=true; } else{ event.goto(2); } 'step 1' if(result.bool){ target.$throw(result.links,1000); target.lose(result.links); game.delay(0.5); } 'step 2' target.draw(false); target.$draw(); game.delay(0.5); 'step 3' player.draw(); }, ai:{ order:9.5, value:6, useful:3, result:{ target:function(player,target){ var es=target.get('e'); var nh=target.num('h'); var noe=(es.length==0||target.hasSkillTag('noe')); var noe2=(es.length==1&&es[0].name=='baiyin'&&target.hp=0){ return -1.5; } return 3; } return -1.5; } } } }, shijieshu:{ fullskin:true, enable:true, type:'trick', filterTarget:function(card,player,target){ return !target.isMin(); }, content:function(){ 'step 0' var cards=[]; for(var i=0;i<2;i++){ var card=get.cardPile(function(card){ return get.type(card)=='equip'; }); if(card){ ui.special.appendChild(card); cards.push(card); } } switch(cards.length){ case 1:{ target.$gain(cards[0]); game.delay(); break; } case 2:{ target.$gain(cards[0]); setTimeout(function(){ target.$gain(cards[1]); },250); game.delay(); break; } } event.cards=cards; 'step 1' if(event.cards.length){ target.equip(event.cards.shift()); game.delay(0.5); if(event.cards.length){ event.redo(); } } 'step 2' game.delay(0.5); 'step 3' if(target.num('h')){ target.chooseToDiscard('h',true); } }, ai:{ order:9, value:6, useful:2, result:{ target:function(player,target){ return Math.max(0,2-target.num('e'))+(target.num('h')?0:0.5); }, } } }, shandianjian:{ fullskin:true, type:'trick', enable:true, filterTarget:function(card,player,target){ if(player!=game.me&&player.num('h')<2) return false; return target.num('h')>0; }, content:function(){ "step 0" if(target.get('h').length==0){ event.finish(); return; } var rand=Math.random()<0.5; target.chooseCard(true).ai=function(card){ if(rand) return Math.random(); return ai.get.value(card); }; "step 1" event.dialog=ui.create.dialog(get.translation(target.name)+'展示的手牌',result.cards); event.card2=result.cards[0]; event.videoId=lib.status.videoId++; game.addVideo('cardDialog',null,[get.translation(target.name)+'展示的手牌',get.cardsInfo(result.cards),event.videoId]); game.log(target,'展示了',event.card2); player.chooseToDiscard(function(card){ return get.suit(card)==get.suit(_status.event.parent.card2); },function(card){ if(ai.get.damageEffect(target,player,player,'thunder')>0){ return 6-ai.get.value(card,_status.event.player); } return -1; }).prompt=false; game.delay(2); "step 2" if(result.bool){ target.damage('thunder'); } else{ target.addTempSkill('huogong2','phaseBegin'); } game.addVideo('cardDialog',null,event.videoId); event.dialog.close(); }, ai:{ basic:{ order:4, value:[3,1], useful:1, }, wuxie:function(target,card,player,current,state){ if(ai.get.attitude(current,player)>=0&&state>0) return false; }, result:{ player:function(player){ var nh=player.num('h'); if(nh<=player.hp&&nh<=4&&_status.event.name=='chooseToUse'){ if(typeof _status.event.filterCard=='function'&& _status.event.filterCard({name:'shandianjian'})){ return -10; } if(_status.event.skill){ var viewAs=get.info(_status.event.skill).viewAs; if(viewAs=='shandianjian') return -10; if(viewAs&&viewAs.name=='shandianjian') return -10; } } return 0; }, target:function(player,target){ if(target.hasSkill('huogong2')||target.num('h')==0) return 0; if(player.num('h')<=1) return 0; if(target==player){ if(typeof _status.event.filterCard=='function'&& _status.event.filterCard({name:'shandianjian'})){ return -1.5; } if(_status.event.skill){ var viewAs=get.info(_status.event.skill).viewAs; if(viewAs=='shandianjian') return -1.5; if(viewAs&&viewAs.name=='shandianjian') return -1.5; } return 0; } return -1.5; } }, tag:{ damage:1, thunderDamage:1, natureDamage:1, } } }, shihuawuqi:{ fullskin:true, type:'basic', enable:true, usable:1, filterTarget:function(card,player,target){ return player==target; }, selectTarget:-1, content:function(){ player.addTempSkill('shihuawuqi','phaseAfter'); if(!player.num('h','sha')){ var card=get.cardPile('sha'); if(card){ player.gain(card,'gain2'); } } }, ai:{ value:4, useful:2, order:8, result:{ target:function(player,target){ return target.num('h','sha')?0:1; } } } }, siwangchanrao:{ enable:true, type:'trick', filterTarget:function(card,player,target){ return player!=target&&target.num('h')>0; }, selectTarget:1, content:function(){ 'step 0' var hs=target.get('h'); if(hs.length){ target.discard(hs.randomGet()); } 'step 1' if(!target.num('h')){ player.draw(); } }, ai:{ order:9, value:4, useful:1, result:{ target:-1, player:function(player,target){ if(target.num('h')==1) return 1; } } } }, dunpaigedang:{ fullskin:true, enable:true, type:'trick', filterTarget:function(card,player,target){ return player==target; }, selectTarget:-1, modTarget:true, content:function(){ target.changeHujia(); target.draw(); }, ai:{ order:8.5, value:7, useful:3, result:{ target:1 } } }, chuansongmen:{ fullskin:true, type:'trick', enable:true, discard:false, selectTarget:-1, filterTarget:function(card,player,target){ return target==player; }, usable:3, forceUsable:true, content:function(){ 'step 0' player.storage.chuansongmen=cards[0]; var gained=get.cards()[0]; target.gain(gained,'gain2'); if(lib.filter.filterCard(gained,player,event.parent.parent)){ var next=player.chooseToUse(); next.filterCard=function(card){ return card==gained; }; next.prompt='是否使用'+get.translation(gained)+'?'; if(cards[0]){ ui.special.appendChild(cards[0]); } else{ event.finish(); } } else{ if(cards[0]){ ui.discardPile.appendChild(cards[0]); } event.finish(); } 'step 1' if(result.bool){ player.gain(cards,'gain2'); } else{ ui.discardPile.appendChild(cards[0]); } }, ai:{ order:9.5, value:7, useful:3, result:{ target:1 } } }, tanshezhiren:{ fullskin:true, type:'trick', enable:function(card,player){ if(game.players.length<3) return false; for(var i=0;i0&&target!=player; }, selectTarget:-1, multitarget:true, multiline:true, content:function(){ 'step 0' for(var i=0;i1){ current=targets.randomGet(event.current); event.current.line(current); } else{ current=targets[0]; } var hs=current.get('h'); if(hs.length){ current.discard(hs.randomGet()); } if(hs.length>1){ event.current=current; event.num++; if(event.num<10){ event.redo(); } } }, ai:{ order:8, result:{ target:-1 }, tag:{ multineg:1, multitarget:1 } } }, xingjiegoutong:{ fullskin:true, type:'trick', enable:true, selectTarget:-1, modTarget:true, filterTarget:function(card,player,target){return player==target}, content:function(){ target.gainMaxHp(); target.recover(); target.discard(target.get('h')); }, ai:{ basic:{ useful:[1,1], value:[1,1], }, order:1, result:{ target:function(player,target){ if(target.num('h','tao')) return 0; var nh=target.num('h'); if(nh<=2) return 1; if(target.hp==1&&target.maxHp>2) return 1; return 0; }, }, tag:{ recover:1 } } }, shenenshu:{ fullskin:true, enable:true, filterTarget:function(card,player,target){ return target!=player; }, type:'trick', content:function(){ var num=player.num('h')-target.num('h'); if(num<-3) num=-3; if(num>3) num=3; if(num>0){ target.draw(num); } else if(num<0){ player.draw(-num); } else{ game.asyncDraw([target,player]); } }, ai:{ order:10, value:7, useful:2, result:{ target:function(player,target){ var nh=player.num('h')-target.num('h'); if(!player.hasSkill('jizhi')){ nh--; } if(nh>0) return nh; if(nh==0) return 1; return 0; }, player:function(player,target){ var nh=target.num('h')-player.num('h'); if(!player.hasSkill('jizhi')){ nh++; } if(nh>0) return nh; if(nh==0) return 1; return 0; } }, expose:0.2 } }, zhiliaobo:{ fullskin:true, enable:true, filterTarget:function(card,player,target){ return target.hp=0){ if(target.hasSkillTag('maixie')){ if(ui.selected.cards.length) return 0; } else{ return 0; } } if(player.hasSkillTag('notricksource')) return 0; if(target.hasSkillTag('notrick')) return 0; if(card.name=='tao') return 0; if(target.hp==1&&card.name=='jiu') return 0; if(get.type(card)!='basic'){ return 10-ai.get.value(card); } return 8-ai.get.value(card); }; "step 1" if(!result.bool||result.cards.length<2){ if(result.bool) target.damage(2-result.cards.length,'thunder'); else target.damage(2,'thunder'); } }, ai:{ basic:{ order:7, useful:[5,1] }, result:{ target:function(player,target){ if(target.hasSkillTag('nothunder')) return 0; var num=0; for(var i=0;i1) return 0; var nh=target.num('he'); if(target==player) nh--; if(nh==2) return -2.5; if(nh==1) return -3; if(nh==0) return -4; return -2; }, }, tag:{ respond:1, respondSha:1, damage:1, natureDamage:1, thunderDamage:1, multitarget:1, multineg:1, discard:2, loseCard:2, } } } }, skill:{ shihuawuqi:{ mod:{ attackFrom:function(from,to,distance){ return distance-1; } } }, jihuocard2:{ mod:{ maxHandcard:function(player,num){ return num+2; } } } }, translate:{ linghunzhihuo:'灵魂之火', linghunzhihuo_info:'对一名角色造成一点火焰伤害,然后随机弃置一张手牌', shenenshu:'神恩术', shenenshu_info:'对一名其他角色使用,令你与目标中手牌数较少的摸若干张牌,直到手牌数相等(X不大于3),若手牌数已相等,改为你与目标各摸一张牌', zhiliaobo:'治疗波', zhiliaobo_info:'对一名受伤角色使用,令其回复一点体力,并进行一次判定,若结果为红色则目标摸一张牌', yuansuhuimie:'元素毁灭', yuansuhuimie_info:'对所有角色使用,令目标弃置0~2张牌,并受到2-X点雷电伤害,X为其弃置的手牌数', xingjiegoutong:'星界沟通', xingjiegoutong_info:'增加一点体力上限并回复一点体力,弃置你的所有手牌', tanshezhiren:'弹射之刃', tanshezhiren_info:'限场存活角色不小于3时使用,弃置一名随机角色(不含你)的手牌,重复此过程直到有一名角色失去最后一张手牌(最多重复10次)', chuansongmen:'传送门', chuansongmen_info:'摸一张牌,若你能立即使用之,则将此牌回手(每回合最多使用3次)', dunpaigedang:'盾牌格挡', dunpaigedang_info:'获得一点护甲值,摸一张牌', siwangchanrao:'死亡缠绕', siwangchanrao_infox:'弃置一名其他角色的一张手牌,若其此时没有手牌,则你摸一张牌', shihuawuqi:'石化武器', shihuawuqi_infox:'本回合内攻击范围+1;若你手牌中没有杀,则从牌堆中获得一张杀', shandianjian:'闪电箭', shandianjian_info:'目标角色展示一张手牌,然后若你能弃掉一张与所展示牌相同花色的手牌,则对该角色造成1点雷电伤害。', shijieshu:'视界术', shijieshu_info:'目标随机装备两张装备牌,然后弃置一张手牌', zhaomingdan:'照明弹', zhaomingdan_info:'观看一名其他角色的手牌,并重置其区域内的一张牌,然后摸一张牌', jihuocard:'激活', jihuocard_info:'摸一张牌,本回合手牌上限+1', }, list:[ // ['heart',2,'shenenshu'], // ['diamond',12,'shenenshu'], ['club',7,'zhiliaobo'], ['spade',1,'zhiliaobo'], ['spade',13,'yuansuhuimie'], ['spade',13,'xingjiegoutong'], ['diamond',2,'tanshezhiren'], ['diamond',2,'chuansongmen'], ['heart',2,'chuansongmen'], ['club',3,'dunpaigedang'], ['club',3,'shandianjian','thunder'], ['spade',1,'shandianjian','thunder'], ['spade',7,'shijieshu'], ['diamond',5,'zhaomingdan'], ['heart',10,'zhaomingdan'], ['diamond',2,'jihuocard'], ['diamond',1,'linghunzhihuo'], ], }