'use strict'; game.import('card',function(lib,game,ui,get,ai,_status){ return { name:'guozhan', connect:true, card:{ feilongduofeng:{ mode:['guozhan'], fullskin:true, type:'equip', subtype:'equip1', nomod:true, nopower:true, unique:true, global:'g_feilongduofeng_ai', distance:{attackFrom:-1}, skills:['feilongduofeng','feilongduofeng2'], ai:{ equipValue:function(card,player){ if(player.hasSkill('zhangwu')) return 9; if(game.hasPlayer(function(current){ return current.hasSkill('zhangwu')&&get.attitude(player,current)<=0; })){ return 1; } return 8; }, basic:{ equipValue:7 } } }, taipingyaoshu:{ mode:['guozhan'], fullskin:true, type:'equip', subtype:'equip2', nomod:true, nopower:true, unique:true, global:['g_taipingyaoshu','g_taipingyaoshu_ai'], skills:['taipingyaoshu'], ai:{ equipValue:function(card,player){ if(player.hasSkill('wendao')) return 9; if(game.hasPlayer(function(current){ return current.hasSkill('wendao')&&get.attitude(player,current)<=0; })){ return 1; } return 6; }, basic:{ equipValue:6 } }, onLose:function(){ 'step 0' player.loseHp(); 'step 1' player.draw(2); } }, yuxi:{ mode:['guozhan'], fullskin:true, type:'equip', subtype:'equip5', skills:['yuxi_skill'], ai:{ equipValue:9 } }, xietianzi:{ fullskin:true, type:'trick', lianheng:true, enable:function(card,player,event){ if(get.mode()=='guozhan'&&!player.isMajor()) return false; if(player.hasSkill('xietianzi')) return false; if(_status.currentPhase!=player) return false; return (event||_status.event).getParent().name=='phaseUse'; }, filterTarget:function(card,player,target){ return player==target; }, selectTarget:-1, content:function(){ var evt=_status.event.getParent('phaseUse'); if(evt&&evt.name=='phaseUse'){ evt.skipped=true; } target.insertEvent('xietianzi',lib.card.xietianzi.content_phase); // target.addSkill('xietianzi'); }, content_phase:function(){ "step 0" player.removeSkill('xietianzi'); if(player.countCards('he')>0){ player.chooseToDiscard('he','是否弃置一张牌并获得一个额外回合?').set('ai',function(card){ return 10-get.value(card); }); } else{ event.finish(); } "step 1" if(result.bool){ player.insertPhase(); } }, ai:{ order:0.5, value:4, useful:2, result:{ target:function(player,target){ if(target.countCards('he')>=2) return 1; return 0; } } } }, shuiyanqijunx:{ fullskin:true, type:'trick', filterTarget:function(card,player,target){ return target!=player&&target.countCards('e')>0; }, enable:true, content:function(){ 'step 0' target.chooseControl('discard_card','take_damage',function(event,player){ if(get.damageEffect(player,event.player,player,'thunder')>=0){ return 'take_damage'; } if(player.hp>=3&&player.countCards('e')>=2){ return 'take_damage'; } return 'discard_card'; }); 'step 1' if(result.control=='discard_card'){ target.discard(target.getCards('e')); } else{ target.damage('thunder'); } }, ai:{ order:7, value:4, useful:2, tag:{ damage:1, thunderDamage:1, natureDamage:1 }, result:{ target:function(player,target){ return -target.countCards('e'); } } } }, lulitongxin:{ fullskin:true, type:'trick', enable:function(card,player){ return game.hasPlayer(function(current){ return current.isMajor(); }); }, mode:['guozhan'], filterTarget:true, chongzhu:true, changeTarget:function(player,targets){ var target=targets[0]; game.filterPlayer(function(current){ return current.isMajor()==target.isMajor()&¤t!=target&&!current.hasSkill('diaohulishan'); },targets); }, content:function(){ if(target.isLinked()){ target.draw(); } else{ target.link(); } }, ai:{ order:7.5, value:4, useful:2, wuxie:function(){ return 0; }, result:{ player:function(player,target){ return game.countPlayer(function(current){ if(target.isMajor()==current.isMajor()){ if(current.isLinked()){ return get.attitude(player,target); } else{ return -get.attitude(player,target)*0.8; } } }); } } } }, lianjunshengyan:{ fullskin:true, type:'trick', enable:function(card,player){ return !player.isUnseen(); }, mode:['guozhan'], filterTarget:function(card,player,target){ return target.identity!='unknown'&&(target.identity!=player.identity||target.identity=='ye'); }, changeTarget:function(player,targets){ var target=targets[0]; targets.push(player); if(target.identity!='ye'){ game.filterPlayer(function(current){ return target!=current&&target.identity==current.identity&&!current.hasSkill('diaohulishan'); },targets); } }, content:function(){ 'step 0' if(target==player){ target.draw(targets.length-1); event.finish(); } else{ target.chooseDrawRecover(true); } 'step 1' target.link(false); }, ai:{ order:3, value:4, useful:2, result:{ player:0.8, target:1 } } }, chiling:{ fullskin:true, type:'trick', enable:true, mode:['guozhan'], filterTarget:function(card,player,target){ return target.isUnseen(); }, selectTarget:-1, chooseai:function(event,player){ if(_status.event.controls.contains('选项三')){ return Math.random()<0.5?'选项一':'选项三'; } else{ if(_status.event.getParent().nomingzhi){ if(_status.event.controls.contains('选项二')) return '选项二'; return '选项一'; } if(player.hasSkillTag('maixie_hp')||player.hp<=2) return '选项一'; return Math.random()<0.5?'选项一':'选项二'; } }, content:function(){ 'step 0' var choiceList=['明置一张武将牌,然后摸一张牌','失去1点体力']; event.nomingzhi=target.hasSkillTag('nomingzhi',false,null,true); if(event.nomingzhi){ choiceList.shift(); } if(target.countCards('he',{type:'equip'})){ choiceList.push('弃置一张装备牌'); } target.chooseControl(lib.card.chiling.chooseai).set('prompt','敕令').set('choiceList',choiceList); 'step 1' var index=result.index; if(event.nomingzhi){ index++; } if(index==0){ target.chooseControl('主将','副将',function(){ return Math.floor(Math.random()*2); }).set('prompt','选择要明置的武将牌'); } else if(index==1){ target.loseHp(); event.finish(); } else{ target.chooseToDiscard('he',{type:'equip'},true); event.finish(); } 'step 2' if(result.index==0){ target.showCharacter(0); } else{ target.showCharacter(1); } target.draw(); }, ai:{ order:6, result:{ target:-1 }, tag:{ multitarget:1, multineg:1, } } }, diaohulishan:{ fullskin:true, type:'trick', lianheng:true, enable:true, global:'g_diaohulishan', filterTarget:function(card,player,target){ return target!=player; }, selectTarget:[1,2], content:function(){ target.addTempSkill('diaohulishan'); }, ai:{ order:10, value:4, useful:[2,1], wuxie:function(){ return 0; }, result:{ player:function(player,target){ var att=get.attitude(player,target); if(target.hp==1&&att<0) return 0; if(game.hasPlayer(function(current){ return get.attitude(player,current)1){ player.chooseControl(controls); } if(controls.length==0) event.finish(); "step 1" var content; var str=get.translation(target)+'的'; if(result.control){ if(result.control=='手牌'){ content=[str+'手牌',target.getCards('h')]; game.log(player,'观看了',target,'的手牌'); } else if(result.control=='主将'){ content=[str+'主将',[[target.name1],'character']]; game.log(player,'观看了',target,'的主将'); } else{ content=[str+'副将',[[target.name2],'character']]; game.log(player,'观看了',target,'的副将'); } } else if(target.countCards('h')){ content=[str+'手牌',target.getCards('h')]; game.log(player,'观看了',target,'的手牌'); } else if(target.isUnseen(0)){ content=[str+'主将',[[target.name1],'character']]; game.log(player,'观看了',target,'的主将'); } else{ content=[str+'副将',[[target.name2],'character']]; game.log(player,'观看了',target,'的副将'); } player.chooseControl('ok').set('dialog',content); }, mode:['guozhan'], ai:{ order:9.5, wuxie:function(){ return 0; }, result:{ player:function(player,target){ if(player.countCards('h')<=player.hp) return 0; if(player.storage.zhibi&&player.storage.zhibi.contains(target)) return 0; return target.isUnseen()?1:0; } } } }, yiyi:{ audio:true, fullskin:true, type:'trick', enable:true, filterTarget:function(card,player,target){ if(get.mode()=='guozhan'){ if(player.identity=='unknown'||player.identity=='ye') return player==target; return player.identity==target.identity; } else if(get.is.versus()){ return player.side==target.side; } else{ return true; } }, selectTarget:function(){ if(get.mode()=='guozhan') return -1; return [1,3]; }, content:function(){ target.draw(2); target.chooseToDiscard(2,'he',true).ai=get.disvalue; }, ai:{ wuxie:function(){ return 0; }, basic:{ useful:3, value:3, order:5 }, result:{ target:function(player,target){ var hs=target.getCards('h'); if(hs.length<=1){ if(target==player&&hs[0].name=='yiyi'){ return 0; } return 0.3; } return 1; }, }, tag:{ loseCard:1, discard:1, norepeat:1 } }, }, wuliu:{ fullskin:true, type:'equip', subtype:'equip1', global:'g_wuliu_skill', distance:{attackFrom:-1}, ai:{ equipValue:function(card,player){ if(player.identity=='unknown'||player.identity=='ye') return 2.5; return 2+game.countPlayer(function(current){ return current.identity==player.identity; })/2; }, basic:{ equipValue:3 } }, skills:['wuliu_skill'], mode:['guozhan'], }, sanjian:{ fullskin:true, type:'equip', subtype:'equip1', distance:{attackFrom:-2}, ai:{ basic:{ equipValue:4 } }, skills:['sanjian_skill'] }, jingfanma:{ fullskin:true, type:'equip', subtype:'equip4', lianheng:true, distance:{globalFrom:-1}, }, }, skill:{ g_feilongduofeng_ai:{ ai:{ effect:{ player:function(card,player){ if(player.hasSkill('zhangwu')) return; if(card.name=='feilongduofeng'&&game.hasPlayer(function(current){ return current.hasSkill('zhangwu')&&get.attitude(player,current)<=0; })){ return [0,0,0,0]; } } } } }, g_taipingyaoshu_ai:{ ai:{ effect:{ player:function(card,player){ if(player.hasSkill('wendao')) return; if(card.name=='taipingyaoshu'&&game.hasPlayer(function(current){ return current.hasSkill('wendao')&&get.attitude(player,current)<=0; })){ return [0,0,0,0]; } } } } }, feilongduofeng:{ trigger:{player:'shaBegin'}, priority:5, logTarget:'target', check:function(event,player){ return get.attitude(player,event.target)<=0; }, filter:function(event,player){ return event.target.countCards('he'); }, content:function(){ trigger.target.chooseToDiscard('he',true); }, }, feilongduofeng2:{ trigger:{source:'dieAfter'}, filter:function(event,player){ if(event.reason&&event.reason.card&&event.reason.card.name=='sha'){ return event.player.isDead()&&lib.group.contains(player.identity)&&player.isMinor(); } return false; }, logTarget:'player', content:function(){ 'step 0' var list=[]; for(var i=0;i<_status.characterlist.length;i++){ var info=lib.character[_status.characterlist[i]]; if(info[4]&&info[4].contains('jun')) continue; if(info[1]==player.identity){ list.push(_status.characterlist[i]); } } event.identity=event.player.identity; if(trigger.player==game.me&&!_status.auto){ event.dialog=ui.create.dialog('是否选择一名角色重新加入游戏?',[list,'character']); event.filterButton=function(){return true}; event.player=game.me; event.custom.replace.confirm=function(){ if(!ui.selected.buttons.length){ event.directresult='refuse'; } else{ event.directresult=ui.selected.buttons[0].link; } event.dialog.close(); if(ui.confirm) ui.confirm.close(); delete event.player; game.resume(); } event.switchToAuto=function(){ event.directresult=list.randomGet(); event.dialog.close(); if(ui.confirm) ui.confirm.close(); delete event.player; }; game.check(); game.pause(); } else if(trigger.player.isOnline()){ trigger.player.send(function(player,list){ if(_status.auto){ _status.event._result=list.randomGet(); } else{ var next=game.createEvent('replacePlayer'); next.source=player; next.list=list; next.setContent(function(){ event.dialog=ui.create.dialog('是否选择一名角色重新加入游戏?',[event.list,'character']); event.filterButton=function(){return true}; event.player=event.source; event.custom.replace.confirm=function(){ if(!ui.selected.buttons.length){ event.result='refuse'; } else{ event.result=ui.selected.buttons[0].link; } event.dialog.close(); if(ui.confirm) ui.confirm.close(); delete event.player; game.resume(); game.uncheck(); } event.switchToAuto=function(){ event.result=list.randomGet(); event.dialog.close(); if(ui.confirm) ui.confirm.close(); delete event.player; game.uncheck(); }; game.check(); game.pause(); }); } game.resume(); },trigger.player,list); trigger.player.wait(); game.pause(); } else{ event.directresult=list.randomGet(); } event.list=list; 'step 1' game.uncheck(); if(!event.directresult){ if(event.resultOL){ event.directresult=event.resultOL[trigger.player.playerid]; } if(!event.directresult||event.directresult=='ai'){ event.directresult=event.list.randomGet(); } } if(event.directresult=='refuse'){ game.log(trigger.player,'拒绝重新加入游戏'); return; } game.log(trigger.player,'重新加入游戏'); var name=event.directresult; game.log(trigger.player,'将主将替换为','#b'+name); _status.characterlist.remove(name); game.broadcastAll(function(source,name,identity){ source.revive(2,false); source.identity=identity; source._group=identity; source.setIdentity(); if(source==game.me){ ui.arena.classList.remove('selecting'); } },trigger.player,name,event.identity); trigger.player.draw(); trigger.player.reinit(trigger.player.name1,name,false); trigger.player.removeCharacter(1); trigger.getParent('damage').untrigger(false,trigger.player); game.addVideo('setIdentity',trigger.player,event.identity); } }, taipingyaoshu:{ trigger:{player:'damageBefore'}, filter:function(event){ if(event.source&&event.source.hasSkillTag('unequip',false,event.card)) return false; if(event.nature) return true; }, forced:true, content:function(){ trigger.cancel(); }, ai:{ nofire:true, nothunder:true, effect:{ target:function(card,player,target,current){ if(player.hasSkillTag('unequip',false,card)) return; if(get.tag(card,'natureDamage')) return 'zerotarget'; if(card.name=='tiesuo'){ return [0,0]; } } } } }, g_taipingyaoshu:{ mod:{ maxHandcard:function(player,num){ var source=game.findPlayer(function(current){ return current.hasSkill('taipingyaoshu')&¤t.isFriendOf(player); }); if(source){ if(source.hasSkill('huangjintianbingfu')){ num+=source.storage.huangjintianbingfu.length; } return num+game.countPlayer(function(current){ return current.isFriendOf(source); }); } } }, }, yuxi_skill:{ trigger:{player:'phaseDrawBegin'}, forced:true, filter:function(event,player){ return !player.isUnseen(); }, content:function(){ trigger.num++; }, ai:{ threaten:1.3 }, group:'yuxi_skill2' }, yuxi_skill2:{ trigger:{player:'phaseUseBegin'}, forced:true, filter:function(event,player){ if(player.isUnseen()) return false; return game.hasPlayer(function(current){ return player.canUse('zhibi',current); }); }, content:function(){ 'step 0' player.chooseTarget('玉玺:选择知己知彼的目标',function(card,player,target){ return player.canUse({name:'zhibi'},target); },true).set('ai',function(target){ var player=_status.event.player; return get.effect(target,{name:'zhibi'},player,player); }); 'step 1' if(result.bool){ player.useCard({name:'zhibi'},result.targets); } } }, xietianzi:{ trigger:{player:'phaseAfter'}, filter:function(event,player){ return player.hasSkill('xietianzi'); }, toself:true, forced:true, popup:false, priority:-50, content:function(){ "step 0" player.removeSkill('xietianzi'); if(player.countCards('he')>0){ player.chooseToDiscard('he','是否弃置一张牌并获得一个额外回合?').set('ai',function(card){ return 10-get.value(card); }); } else{ event.finish(); } "step 1" if(result.bool){ player.insertPhase(); } }, }, _chiling1:{ mode:['guozhan'], trigger:{player:'discardAfter'}, filter:function(event,player){ for(var i=0;i0; }, content:function(){ trigger.num--; player.addSkill('huxinjing2'); } }, huxinjing2:{ trigger:{player:['damageEnd','damageZero']}, priority:10, forced:true, popup:false, content:function(){ var card=player.getEquip('huxinjing'); if(card){ player.discard(card); } player.removeSkill('huxinjing2'); } }, _lianheng:{ mode:['guozhan'], enable:'phaseUse', prompt:'将可连横的牌交给一名与你势力不同的角色,或未确定势力的角色,若你交给与你势力不同的角色,则你摸一张牌', filter:function(event,player){ return (player.getCards('h',function(card){ return get.info(card).lianheng; }).length); }, filterCard:function(card){ return get.info(card).lianheng; }, filterTarget:function(card,player,target){ if(target==player) return false; if(player.isUnseen()) return target.isUnseen(); if(player.identity=='ye') return true; return target.identity!=player.identity; }, prepare:'give', discard:false, // delay:0.5, content:function(){ "step 0" target.gain(cards,player); "step 1" if(!target.isUnseen()){ player.draw(); } }, ai:{ basic:{ order:2 }, result:{ player:function(player,target){ if(target.isUnseen()) return 0; if(player.isMajor()) return 0; return 0.5; }, target:function(player,target){ if(target.isUnseen()) return 0; return 1; } }, } }, wuliu_skill:{}, g_wuliu_skill:{ mod:{ attackFrom:function(from,to,distance){ return distance-game.countPlayer(function(current){ if(current==from) return false; if(current.identity=='unknown'||current.identity=='ye') return false; if(current.identity!=from.identity) return false; if(current.hasSkill('wuliu_skill')) return true; }); } } }, sanjian_skill:{ audio:true, trigger:{source:'damageAfter'}, direct:true, filter:function(event,player){ if(player.countCards('h')==0) return false; if(!event.card) return false; if(event.card.name!='sha') return false; return game.hasPlayer(function(current){ return current!=event.player&&get.distance(event.player,current)<=1; }); }, content:function(){ "step 0" var damaged=trigger.player; player.chooseCardTarget({ filterCard:lib.filter.cardDiscardable, filterTarget:function(card,player,target){ var damaged=_status.event.damaged; return get.distance(damaged,target)<=1&&target!=damaged; }, ai1:function(card){ return 9-get.value(card); }, ai2:function(target){ var player=_status.event.player; return get.damageEffect(target,player,player); }, prompt:get.prompt('sanjian') }).set('damaged',damaged); "step 1" if(result.bool){ player.logSkill('sanjian_skill',result.targets); player.discard(result.cards); result.targets[0].damage(); } } }, }, translate:{ feilongduofeng:'飞龙夺凤', feilongduofeng2:'飞龙夺凤', feilongduofeng_info:'当你使用【杀】指定一名角色为目标后,你可令该角色弃置一张牌。你使用【杀】杀死一名角色后,若你所属的势力是全场最少的(或之一),你可令该角色的使用者选择是否从未使用的武将牌中选择一张与你势力相同的武将牌重新加入游戏', taipingyaoshu:'太平要术', taipingyaoshu_info:'锁定技,防止你受到的所有属性伤害;全场每有一名与你势力相同的角色存活,所有此势力角色的手牌上限便+1;当你失去装备区里的【太平要术】时,你失去1点体力,然后摸两张牌', yuxi_skill:'玉玺', yuxi_skill2:'玉玺', yuxi:'玉玺', yuxi_info:'锁定技,若你有明置的武将牌,你的势力视为唯一的大势力;锁定技,摸牌阶段,若你有明置的武将牌,你多摸一张牌;锁定技,出牌阶段开始时,若你有明置的武将牌,你视为使用【知己知彼】', xietianzi:'挟令', xietianzi_info:'出牌阶段,对自己使用。你结束出牌阶段,若如此做,此回合结束时,你可以弃置一张牌,获得一个额外的回合', xietianzi_info_guozhan:'出牌阶段,对为大势力角色的你使用。你结束出牌阶段,若如此做,此回合结束时,你可以弃置一张牌,获得一个额外的回合', shuiyanqijunx:'水淹七军', shuiyanqijunx_info:'出牌阶段,对一名装备区里有牌的其他角色使用。目标角色选择一项:1、弃置装备区里的所有牌;2、受到你造成的1点雷电伤害', lulitongxin:'勠力同心', lulitongxin_info:'出牌阶段,对所有大势力角色或所有小势力角色使用。若目标角色:不处于“连环状态”,其横置;处于“连环状态”,其摸一张牌', lianjunshengyan:'联军盛宴', lianjunshengyan_info:'出牌阶段,对你和你选择的除你的势力外的一个势力的所有角色。若目标角色:为你,你摸X张牌(X为该势力的角色数);不为你,其选择一项:1、回复1点体力;2、摸一张牌,然后重置', chiling:'敕令', chiling_info:'出牌阶段,对所有没有势力的角色使用。目标角色选择一项:1、明置一张武将牌,然后摸一张牌;2、弃置一张装备牌;3、失去1点体力。当【敕令】因判定或弃置而置入弃牌堆时,系统将之移出游戏,然后系统于当前回合结束后视为对所有没有势力的角色使用【敕令】', diaohulishan:'调虎离山', diaohulishan_info:'出牌阶段,对至多两名其他角色使用。目标角色于此回合结束之前不计入距离的计算且不能使用牌且不是牌的合法目标。此牌结算结束时,你摸一张牌', _lianheng:'连横', huoshaolianying:'火烧连营', huoshaolianying_bg:'烧', huoshaolianying_info_guozhan:'出牌阶段,对你的下家和与其处于同一队列的角色使用,每名角色受到一点火焰伤害', huoshaolianying_info:'对离你最近的一名横置角色使用(若无横置角色则改为对距离你最近的所有角色使用),对目标造成一点火焰伤害', yuanjiao:'远交近攻', yuanjiao_info_guozhan:'对一名不同势力的角色使用,对方摸一张牌,然后你摸3张牌', yuanjiao_info:'对一名其他角色使用,你与其各摸一张牌', yuanjiao_bg:'交', zhibi:'知己知彼', zhibi_info:'出牌阶段对一名其他角色使用,观看其手牌或武将牌', yiyi:'以逸待劳', yiyi_info_guozhan:'对与自己势力相同的所有角色使用,摸两张牌然后弃置两张牌', yiyi_info_combat:'对所有友方角色使用,摸两张牌然后弃置两张牌', yiyi_info:'对与任意三名角色使用,摸两张牌然后弃置两张牌', yiyi_bg:'逸', wuliu:'吴六剑', wuliu_info:'其他与装备者势力相同的角色攻击范围+1', sanjian:'三尖两刃刀', sanjian_info:'当你使用杀造成伤害后,可以弃置1张手牌对一名距离受伤害角色1以内的其他角色造成1点伤害', wuliu_skill:'吴六剑', sanjian_skill:'三尖两刃刀', jingfanma_bg:'-马', jingfanma:'惊帆', jingfanma_info:'你的进攻距离+1', huxinjing_bg:'镜', huxinjing:'护心镜', huxinjing_info:'抵消一点伤害', }, list:[ ['heart',9,'yuanjiao'], ['club',3,'zhibi'], ['club',4,'zhibi'], ['diamond',4,'yiyi'], ['heart',11,'yiyi'], ['diamond',6,'wuliu'], ['diamond',12,'sanjian'], ['heart',3,'jingfanma'], ["spade",4,'shunshou'], ["spade",12,'guohe'], ["spade",11,'wuxie'], ['spade',3,'huoshaolianying','fire'], ['club',11,'huoshaolianying','fire'], ['heart',12,'huoshaolianying','fire'], ['club',2,'huxinjing'], ['heart',2,'diaohulishan'], ['diamond',10,'diaohulishan'], ['heart',1,'lianjunshengyan'], ['club',3,'chiling'], ['spade',12,'lulitongxin'], ['club',10,'lulitongxin'], ['club',12,'shuiyanqijunx'], ['heart',13,'shuiyanqijunx'], ['spade',1,'xietianzi'], ['diamond',1,'xietianzi'], ['diamond',4,'xietianzi'], ['club',1,'yuxi'], ], } });