noname/card/mingzhong.js

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JavaScript
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'use strict';
card.mingzhong={
card:{
shengdong:{
fullskin:true,
enable:function(card,player){
var hs=player.get('h');
if(hs.length>1) return true;
if(hs.length==1&&hs[0]!=card) return true;
return false;
},
type:'trick',
selectTarget:2,
multitarget:true,
targetprompt:['交给其一张牌','得两张牌'],
filterTarget:function(card,player,target){
return target!=player;
},
content:function(){
'step 0'
if(!player.num('h')){
event.finish();
}
else{
event.target1=targets[0];
event.target2=targets[1];
player.chooseCard('h','将一张手牌交给'+get.translation(event.target1),true);
}
'step 1'
player.$give(1,event.target1);
event.target1.gain(result.cards);
'step 2'
if(!event.target1.num('h')){
event.finish();
}
else{
var he=event.target1.get('he');
if(he.length<=2){
event.directresult=he;
}
else{
event.target1.chooseCard('he','将两张牌交给'+get.translation(event.target2),2,true);
}
}
'step 3'
if(!event.directresult){
event.directresult=result.cards;
}
event.target1.$give(event.directresult.length,event.target2);
event.target2.gain(event.directresult);
},
ai:{
order:2.5,
value:[4,1],
useful:1,
wuxie:function(){
return 0;
},
result:{
target:function(player,target){
var ok=false;
var hs=player.get('h');
for(var i=0;i<hs.length;i++){
if(ai.get.value(hs[i])<=5){
ok=true;
break;
}
}
if(!ok) return 0;
if(ui.selected.targets.length==1) return 2;
if(target.num('he')==0) return 0;
if(player.hasFriend()) return -1;
return 0;
}
}
}
},
zengbin:{
fullskin:true,
enable:true,
type:'trick',
range:{global:1},
filterTarget:true,
content:function(){
'step 0'
target.draw(3);
'step 1'
if(target.num('he',{type:'basic'})<target.num('he')){
target.chooseToDiscard('弃置一张非基本牌(或取消并弃置两张牌)','he',function(card){
return get.type(card)!='basic';
}).ai=function(card){
return 6-ai.get.value(card);
};
event.more=true;
}
else{
target.chooseToDiscard('he',2,true);
}
'step 2'
if(event.more&&!result.bool){
target.chooseToDiscard('he',2,true);
}
},
ai:{
order:7,
useful:4,
value:10,
result:{
target:1
}
}
},
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){
var num=0;
for(var i=0;i<game.players.length;i++){
if(get.distance(target,game.players[i])<=1&&game.players[i]!=target){
var att=ai.get.attitude(player,game.players[i]);
if(att>3){
num+=1.1;
}
else if(att>0){
num++;
}
else if(att<-3){
num-=1.1;
}
else if(att<0){
num--;
}
}
}
return num;
},
target:-1
},
}
}
},
skill:{
caomu_skill:{
unique:true,
trigger:{player:'phaseDrawBegin'},
forced:true,
popup:false,
silent:true,
content:function(){
trigger.num--;
},
group:'caomu_skill2'
},
caomu_skill2:{
trigger:{player:'phaseDrawAfter'},
forced:true,
popup:false,
silent:true,
content:function(){
var targets=game.filterPlayer(function(current){
return get.distance(player,current)<=1&&player!=current;
});
if(targets.length){
game.asyncDraw(targets);
}
}
}
},
translate:{
shengdong:'声东击西',
shengdong_info:'出牌阶段对距离为1的一名角色使用。你交给目标角色一张手牌若如此做其将两张牌交给另一名由你选择的其他角色',
zengbin:'增兵减灶',
zengbin_info:'出牌阶段对一名角色使用。目标角色摸三张牌然后选择一项1.弃置一张非基本牌2.弃置两张牌',
caomu:'草木皆兵',
caomu_info:'出牌阶段对一名其他角色使用。将【草木皆兵】放置于该角色的判定区里若判定结果不为梅花摸牌阶段目标角色少摸一张牌摸牌阶段结束时与其距离为1的角色各摸一张牌',
},
list:[
["spade",1,'caomu'],
["club",3,'caomu'],
["heart",12,'shengdong',],
["club",9,'shengdong'],
["spade",9,'shengdong'],
["diamond",4,'zengbin'],
["heart",6,'zengbin'],
["spade",7,'zengbin'],
],
}