1212 lines
29 KiB
JavaScript
Executable File
1212 lines
29 KiB
JavaScript
Executable File
card.swd={
|
||
card:{
|
||
baihupifeng:{
|
||
fullskin:true,
|
||
type:"equip",
|
||
subtype:"equip2",
|
||
skills:['baihupifeng'],
|
||
ai:{
|
||
basic:{
|
||
equipValue:function(card,player){
|
||
if(player.hp<=2) return 8;
|
||
return 6;
|
||
}
|
||
},
|
||
},
|
||
},
|
||
fengxueren:{
|
||
type:"equip",
|
||
subtype:"equip1",
|
||
distance:{attackFrom:-1},
|
||
skills:['fengxueren'],
|
||
ai:{
|
||
basic:{
|
||
equipValue:6
|
||
},
|
||
},
|
||
},
|
||
chilongya:{
|
||
type:"equip",
|
||
subtype:"equip1",
|
||
distance:{attackFrom:-1},
|
||
skills:['chilongya'],
|
||
ai:{
|
||
basic:{
|
||
equipValue:4
|
||
},
|
||
},
|
||
},
|
||
daihuofenglun:{
|
||
type:'equip',
|
||
subtype:'equip4',
|
||
distance:{globalFrom:-2,globalTo:-1},
|
||
ai:{
|
||
basic:{
|
||
equipValue:4
|
||
},
|
||
},
|
||
},
|
||
xiayuncailing:{
|
||
type:'equip',
|
||
subtype:'equip3',
|
||
distance:{globalFrom:1,globalTo:2},
|
||
},
|
||
shentoumianju:{
|
||
fullskin:true,
|
||
type:'equip',
|
||
subtype:'equip5',
|
||
skills:['shentou'],
|
||
ai:{
|
||
basic:{
|
||
equipValue:7,
|
||
}
|
||
}
|
||
},
|
||
pusafazhou:{
|
||
type:'equip',
|
||
subtype:'equip5',
|
||
skills:['pusafazhou'],
|
||
ai:{
|
||
basic:{
|
||
equipValue:function(card,player){
|
||
if(player.hp==2) return 7;
|
||
if(player.hp==1) return 9;
|
||
return 5;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
yuhuanghua:{
|
||
type:'basic',
|
||
enable:true,
|
||
selectTarget:-1,
|
||
// filterTarget:function(card,player,target){
|
||
// return target.hp<target.maxHp;
|
||
// },
|
||
filterTarget:true,
|
||
content:function(){
|
||
"step 0"
|
||
target.recover();
|
||
"step 1"
|
||
target.draw();
|
||
},
|
||
ai:{
|
||
basic:{
|
||
order:7,
|
||
useful:3,
|
||
value:3,
|
||
},
|
||
result:{
|
||
target:function(player,target){
|
||
target.hp<target.maxHp?2:1;
|
||
},
|
||
},
|
||
}
|
||
},
|
||
xiangyuye:{
|
||
type:'basic',
|
||
enable:true,
|
||
fullskin:true,
|
||
filterTarget:function(card,player,target){
|
||
return get.distance(player,target,'attack')>1;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
if(!target.num('h',{color:'black'})){
|
||
target.loseHp();
|
||
event.finish();
|
||
}
|
||
else{
|
||
target.chooseToDiscard({color:'black'},'弃置一张黑色手牌或受流失一点体力').ai=function(card){
|
||
return 8-ai.get.value(card);
|
||
};
|
||
}
|
||
"step 1"
|
||
if(!result.bool){
|
||
target.loseHp();
|
||
}
|
||
},
|
||
ai:{
|
||
basic:{
|
||
order:9,
|
||
value:3,
|
||
useful:1,
|
||
},
|
||
result:{
|
||
target:-2
|
||
},
|
||
tag:{
|
||
discard:1,
|
||
loseHp:1
|
||
}
|
||
}
|
||
},
|
||
caoyao:{
|
||
fullskin:true,
|
||
type:'basic',
|
||
range:{global:1},
|
||
enable:true,
|
||
filterTarget:function(card,player,target){
|
||
return target.hp<target.maxHp;
|
||
},
|
||
content:function(){
|
||
target.recover();
|
||
},
|
||
ai:{
|
||
basic:{
|
||
useful:[7,2],
|
||
value:[7,2],
|
||
},
|
||
order:7,
|
||
result:{
|
||
target:2
|
||
},
|
||
tag:{
|
||
recover:1,
|
||
}
|
||
}
|
||
},
|
||
huanpodan:{
|
||
type:'basic',
|
||
enable:function(){return game.dead.length>0},
|
||
notarget:true,
|
||
content:function(){
|
||
"step 0"
|
||
var list=[];
|
||
for(var i=0;i<game.dead.length;i++){
|
||
list.push(game.dead[i].name);
|
||
}
|
||
player.chooseButton(ui.create.dialog([list,'character']),function(button){
|
||
for(var i=0;i<game.dead.length&&game.dead[i].name!=button.link;i++);
|
||
return ai.get.attitude(_status.event.player,game.dead[i]);
|
||
},true);
|
||
"step 1"
|
||
if(result.bool){
|
||
for(var i=0;i<game.dead.length&&game.dead[i].name!=result.buttons[0].link;i++);
|
||
var dead=game.dead[i];
|
||
dead.revive(1);
|
||
player.logSkill('huanpodan',dead);
|
||
player.loseHp();
|
||
}
|
||
},
|
||
ai:{
|
||
basic:{
|
||
useful:[4,2],
|
||
value:[9,2],
|
||
},
|
||
order:function(card,player){
|
||
if(player.hp<=2) return -1;
|
||
for(var i=0;i<game.dead.length;i++){
|
||
if(ai.get.attitude(player,game.dead[i])>3) return 7;
|
||
}
|
||
return -10;
|
||
},
|
||
result:{
|
||
player:function(player){
|
||
if(player.hp<=2) return -1;
|
||
for(var i=0;i<game.dead.length;i++){
|
||
if(ai.get.attitude(player,game.dead[i])>3) return 2;
|
||
}
|
||
return -10;
|
||
}
|
||
},
|
||
}
|
||
},
|
||
pantao:{
|
||
type:'basic',
|
||
enable:function(card,player){
|
||
return player.hp<player.maxHp;
|
||
},
|
||
savable:true,
|
||
selectTarget:-1,
|
||
filterTarget:function(card,player,target){
|
||
return target==player;
|
||
},
|
||
content:function(){
|
||
target.recover(2);
|
||
},
|
||
ai:{
|
||
order:7,
|
||
basic:{
|
||
useful:[10,6],
|
||
value:[10,6],
|
||
},
|
||
result:{
|
||
target:function(player,target){
|
||
if(target.get('h').length<=target.hp) return 0;
|
||
return 2;
|
||
},
|
||
},
|
||
tag:{
|
||
recover:2,
|
||
save:2
|
||
}
|
||
}
|
||
},
|
||
tianxianjiu:{
|
||
fullskin:true,
|
||
type:'basic',
|
||
enable:true,
|
||
savable:function(card,player){
|
||
return _status.event.dying==player;
|
||
},
|
||
usable:1,
|
||
selectTarget:-1,
|
||
filterTarget:function(card,player,target){
|
||
return target==player;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
if(target==_status.dying) target.recover();
|
||
else{
|
||
target.addTempSkill('tianxianjiu',['phaseAfter','shaAfter']);
|
||
if(card.clone&&card.clone.parentNode==ui.arena){
|
||
card.clone.moveTo(target).delete();
|
||
game.addVideo('gain2',target,get.cardsInfo([card]));
|
||
}
|
||
}
|
||
},
|
||
ai:{
|
||
basic:{
|
||
useful:[5,1],
|
||
value:[5,1],
|
||
},
|
||
order:function(){
|
||
return lib.card.sha.ai.order+0.2;
|
||
},
|
||
result:{
|
||
target:function(player,target){
|
||
if(target&&target==_status.dying) return 2;
|
||
var shas=target.get('h','sha');
|
||
var ok=false;
|
||
if(shas.length){
|
||
for(var i=0;i<shas.length;i++){
|
||
if(lib.filter.filterCard(shas[i],target)){
|
||
ok=true;break;
|
||
}
|
||
}
|
||
}
|
||
if(ok){
|
||
var card=target.get('h','sha',0);
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(ai.get.attitude(target,game.players[i])<0&&
|
||
target.canUse(card,game.players[i],true,true)){
|
||
if(ai.get.effect(game.players[i],card,target)>0) return 1;
|
||
}
|
||
}
|
||
}
|
||
return 0;
|
||
},
|
||
},
|
||
}
|
||
},
|
||
langeguaiyi:{
|
||
fullskin:true,
|
||
type:'equip',
|
||
subtype:'equip5',
|
||
skills:['longfan'],
|
||
ai:{
|
||
basic:{
|
||
equipValue:7,
|
||
}
|
||
}
|
||
},
|
||
guiyoujie:{
|
||
fullskin:true,
|
||
type:'delay',
|
||
filterTarget:function(card,player,target){
|
||
return (lib.filter.judge(card,player,target)&&player!=target);
|
||
},
|
||
judge:function(card){
|
||
if(get.color(card)=='black') return -3;
|
||
return 0;
|
||
},
|
||
effect:function(){
|
||
if(result.bool==false){
|
||
player.turnOver();
|
||
player.draw();
|
||
}
|
||
},
|
||
ai:{
|
||
basic:{
|
||
order:1,
|
||
useful:1,
|
||
value:6,
|
||
},
|
||
result:{
|
||
target:-3
|
||
},
|
||
}
|
||
},
|
||
yufulu:{
|
||
fullskin:true,
|
||
type:'equip',
|
||
chongzhu:true,
|
||
enable:function(card,player){
|
||
return player.sex=='female';
|
||
},
|
||
subtype:'equip5',
|
||
skills:['touzhi'],
|
||
ai:{
|
||
basic:{
|
||
equipValue:function(card,player){
|
||
if(player.sex=='female') return 5;
|
||
return 0;
|
||
},
|
||
}
|
||
}
|
||
},
|
||
xixueguizhihuan:{
|
||
fullskin:true,
|
||
type:'equip',
|
||
subtype:'equip5',
|
||
skills:['xixue'],
|
||
ai:{
|
||
basic:{
|
||
equipValue:5
|
||
}
|
||
}
|
||
},
|
||
zhufangshenshi:{
|
||
fullskin:true,
|
||
chongzhu:true,
|
||
type:'trick',
|
||
enable:function(){
|
||
return game.players.length>2;
|
||
},
|
||
filterTarget:function(card,player,target){
|
||
return player.next==target||player.previous==target;
|
||
},
|
||
content:function(){
|
||
game.swapSeat(player,target);
|
||
},
|
||
ai:{
|
||
basic:{
|
||
order:7,
|
||
},
|
||
result:{
|
||
target:function(player,target){
|
||
if(player.next==target) return -1;
|
||
if(player.previous==target) return 1;
|
||
}
|
||
}
|
||
},
|
||
mode:['identity','guozhan'],
|
||
},
|
||
jingleishan:{
|
||
fullskin:true,
|
||
type:'trick',
|
||
enable:true,
|
||
selectTarget:-1,
|
||
filterTarget:function(card,player,target){
|
||
return target!=player;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
var next=target.chooseToRespond({name:'sha'});
|
||
next.ai=function(card){
|
||
if(ai.get.damageEffect(target,player,target,'thunder')>=0) return 0;
|
||
if(player.get('s').contains('xinwuyan')) return 0;
|
||
if(target.get('s').contains('xinwuyan')) return 0;
|
||
return 1;
|
||
};
|
||
next.autochoose=lib.filter.autoRespondSha;
|
||
"step 1"
|
||
if(result.bool==false){
|
||
target.damage('thunder');
|
||
}
|
||
},
|
||
ai:{
|
||
wuxie:function(target,card,player,viewer){
|
||
if(ai.get.attitude(viewer,target)>0&&target.num('h','sha')){
|
||
if(!target.num('h')||target.hp==1||Math.random()<0.7) return 0;
|
||
}
|
||
},
|
||
basic:{
|
||
order:9,
|
||
useful:[5,1]
|
||
},
|
||
result:{
|
||
target:function(player,target){
|
||
if(target.hasSkillTag('nothunder')) return 0;
|
||
var num=0;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].ai.shown==0) num++;
|
||
}
|
||
if(num>1) return 0;
|
||
return -1.5;
|
||
},
|
||
},
|
||
tag:{
|
||
respond:1,
|
||
respondSha:1,
|
||
damage:1,
|
||
natureDamage:1,
|
||
thunderDamage:1,
|
||
multitarget:1,
|
||
multineg:1,
|
||
}
|
||
}
|
||
},
|
||
chiyuxi:{
|
||
fullskin:true,
|
||
type:'trick',
|
||
enable:true,
|
||
selectTarget:-1,
|
||
filterTarget:function(card,player,target){
|
||
return target!=player;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
var next=target.chooseToRespond({name:'shan'});
|
||
next.ai=function(card){
|
||
if(ai.get.damageEffect(target,player,target,'fire')>=0) return 0;
|
||
if(player.get('s').contains('xinwuyan')) return 0;
|
||
if(target.get('s').contains('xinwuyan')) return 0;
|
||
return 1;
|
||
};
|
||
next.autochoose=lib.filter.autoRespondShan;
|
||
"step 1"
|
||
if(result.bool==false){
|
||
target.damage('fire');
|
||
}
|
||
},
|
||
ai:{
|
||
wuxie:function(target,card,player,viewer){
|
||
if(ai.get.attitude(viewer,target)>0&&target.num('h','shan')){
|
||
if(!target.num('h')||target.hp==1||Math.random()<0.7) return 0;
|
||
}
|
||
},
|
||
basic:{
|
||
order:9,
|
||
useful:1
|
||
},
|
||
result:{
|
||
target:function(player,target){
|
||
if(target.hasSkillTag('nofire')) return 0;
|
||
var num=0;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].ai.shown==0) num++;
|
||
}
|
||
if(num>1) return 0;
|
||
return -1.5;
|
||
},
|
||
},
|
||
tag:{
|
||
respond:1,
|
||
respondShan:1,
|
||
damage:1,
|
||
natureDamage:1,
|
||
fireDamage:1,
|
||
multitarget:1,
|
||
multineg:1,
|
||
}
|
||
}
|
||
},
|
||
guangshatianyi:{
|
||
fullskin:true,
|
||
type:'equip',
|
||
enable:function(card,player){
|
||
return player.sex=='female';
|
||
},
|
||
subtype:'equip2',
|
||
skills:['guangshatianyi'],
|
||
ai:{
|
||
basic:{
|
||
equipValue:function(card,player){
|
||
if(player.sex=='female') return 6;
|
||
return 0;
|
||
},
|
||
}
|
||
}
|
||
},
|
||
guilingzhitao:{
|
||
type:'equip',
|
||
subtype:'equip5',
|
||
skills:['nigong'],
|
||
ai:{
|
||
basic:{
|
||
equipValue:function(card,player){
|
||
if(!player.storage.nigong) return 5;
|
||
return 5+player.storage.nigong;
|
||
}
|
||
}
|
||
},
|
||
onLose:function(){
|
||
player.storage.nigong=0;
|
||
},
|
||
onEquip:function(){
|
||
player.storage.nigong=0;
|
||
}
|
||
},
|
||
qipoguyu:{
|
||
type:'equip',
|
||
subtype:'equip5',
|
||
skills:['xujin'],
|
||
onLose:function(){
|
||
player.storage.xujin=0;
|
||
},
|
||
onEquip:function(){
|
||
player.storage.xujin=0;
|
||
}
|
||
},
|
||
sadengjinhuan:{
|
||
fullskin:true,
|
||
type:'equip',
|
||
subtype:'equip5',
|
||
skills:['sadengjinhuan'],
|
||
ai:{
|
||
basic:{
|
||
equipValue:5.5
|
||
}
|
||
},
|
||
},
|
||
ximohu:{
|
||
type:'equip',
|
||
subtype:'equip5',
|
||
skills:['ximohu'],
|
||
ai:{
|
||
basic:{
|
||
equipValue:6
|
||
}
|
||
},
|
||
},
|
||
guiyanfadao:{
|
||
type:'equip',
|
||
subtype:'equip1',
|
||
distance:{attackFrom:-1},
|
||
ai:{
|
||
basic:{
|
||
equipValue:3
|
||
}
|
||
},
|
||
skills:['guiyanfadao']
|
||
},
|
||
},
|
||
skill:{
|
||
baihupifeng:{
|
||
trigger:{player:'phaseEnd'},
|
||
frequent:true,
|
||
filter:function(event,player){
|
||
if(player.hp==player.maxHp) return false;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(player.hp>game.players[i].hp) return false;
|
||
}
|
||
return true;
|
||
},
|
||
content:function(){
|
||
player.recover();
|
||
},
|
||
},
|
||
// fengxueren:{
|
||
// trigger:{source:'damageEnd'},
|
||
// filter:function(event){
|
||
// return event.card&&event.card.name=='sha';
|
||
// },
|
||
// forced:true,
|
||
// content:function(){
|
||
// "step 0"
|
||
// trigger.player.turnOver();
|
||
// trigger.player.popup('fengxueren');
|
||
// "step 1"
|
||
// trigger.player.draw();
|
||
// "step 2"
|
||
// if(player.num('he')){
|
||
// player.chooseToDiscard(true);
|
||
// }
|
||
// }
|
||
// },
|
||
fengxueren:{
|
||
trigger:{player:'shaHit'},
|
||
check:function(event,player){
|
||
var att=ai.get.attitude(player,event.target);
|
||
if(player.skills.contains('jiu')) return att>0;
|
||
if(event.target.hasSkillTag('maixie')){
|
||
return att<=0;
|
||
}
|
||
if(event.target.hp==1) return att>0;
|
||
if(player.skills.contains('tianxianjiu')) return false;
|
||
return att<=0;
|
||
},
|
||
filter:function(event,player){
|
||
return !event.target.isTurnedOver()&&!player.skills.contains('fengxueren2');
|
||
},
|
||
content:function(){
|
||
trigger.unhurt=true;
|
||
trigger.target.turnOver();
|
||
player.addTempSkill('fengxueren2','phaseAfter')
|
||
}
|
||
},
|
||
fengxueren2:{},
|
||
chilongya:{
|
||
trigger:{source:'damageBefore'},
|
||
forced:true,
|
||
priority:5,
|
||
content:function(){
|
||
trigger.nature='fire';
|
||
}
|
||
},
|
||
chilongya2:{
|
||
trigger:{source:'damageBegin'},
|
||
filter:function(event,player){
|
||
return (event.card&&event.card.name=='sha');
|
||
},
|
||
popup:false,
|
||
forced:true,
|
||
content:function(){
|
||
if(Math.random()<0.5){
|
||
trigger.num++;
|
||
trigger.player.addSkill('chilongfengxue');
|
||
}
|
||
}
|
||
},
|
||
chilongfengxue:{
|
||
trigger:{global:'shaAfter'},
|
||
forced:true,
|
||
popup:false,
|
||
content:function(){
|
||
player.draw();
|
||
player.removeSkill('chilongfengxue');
|
||
}
|
||
},
|
||
shentou:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filterCard:true,
|
||
filter:function(event,player){
|
||
var nh=player.num('h');
|
||
if(nh==0) return false;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i]!=player&&game.players[i].num('h')>nh) return true;
|
||
}
|
||
return false;
|
||
},
|
||
check:function(card){
|
||
return 8-ai.get.value(card);
|
||
},
|
||
filterTarget:function(card,player,target){
|
||
if(target.get('h').length==0) return false;
|
||
if(target==player) return false;
|
||
if(target.num('h')<=player.num('h')) return false;
|
||
return true;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.judge(function(card){
|
||
if(get.suit(card)=='club') return -1;
|
||
return 1;
|
||
});
|
||
"step 1"
|
||
if(result.bool){
|
||
player.gain(target.get('h').randomGet());
|
||
target.$give(1,player);
|
||
}
|
||
},
|
||
ai:{
|
||
basic:{
|
||
order:5
|
||
},
|
||
result:{
|
||
player:0.3,
|
||
target:-1,
|
||
}
|
||
}
|
||
},
|
||
pusafazhou:{
|
||
trigger:{player:'dieBefore'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return player.maxHp>0;
|
||
},
|
||
content:function(){
|
||
trigger.untrigger();
|
||
trigger.finish();
|
||
player.hp=1;
|
||
player.draw();
|
||
player.discard(player.get('e',{subtype:'equip5'}));
|
||
game.delay();
|
||
}
|
||
},
|
||
old_longfan:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
prompt:'?',
|
||
filterTarget:true,
|
||
content:function(){
|
||
"step 0"
|
||
if(event.isMine()){
|
||
event.longfan=ui.create.control('〇','〇','〇','〇',function(){
|
||
event.longfan.status--;
|
||
});
|
||
event.longfan.status=4;
|
||
for(var i=0;i<event.longfan.childNodes.length;i++){
|
||
event.longfan.childNodes[i].num=0;
|
||
}
|
||
event.timer=setInterval(function(){
|
||
if(event.longfan.status<=0){
|
||
clearInterval(event.timer);
|
||
game.resume();
|
||
event.longfan.close();
|
||
return;
|
||
}
|
||
event.count(0);
|
||
if(event.longfan.status>1) event.count(1);
|
||
if(event.longfan.status>2) event.count(2);
|
||
if(event.longfan.status>3) event.count(3);
|
||
},200);
|
||
event.count=function(num){
|
||
event.longfan.childNodes[num].num=(event.longfan.childNodes[num].num+1)%10;
|
||
if(event.longfan.childNodes[num].num==2) event.longfan.childNodes[num].innerHTML='二';
|
||
else event.longfan.childNodes[num].innerHTML=get.cnNumber(event.longfan.childNodes[num].num);
|
||
}
|
||
game.pause();
|
||
}
|
||
else{
|
||
event.finish();
|
||
var x=Math.random();
|
||
if(x<0.1) target.draw();
|
||
else if(x<0.2) target.chooseToDiscard(true);
|
||
else if(x<0.3) target.loseHp();
|
||
else if(x<0.4) target.recover();
|
||
else if(x<0.6){
|
||
if(ai.get.attitude(player,target)>0) target.draw();
|
||
else target.chooseToDiscard(true);
|
||
}
|
||
else if(x<0.8){
|
||
if(ai.get.attitude(player,target)>0) target.recover();
|
||
else target.loseHp();
|
||
}
|
||
}
|
||
"step 1"
|
||
var str='';
|
||
for(var i=0;i<event.longfan.childNodes.length;i++){
|
||
str+=event.longfan.childNodes[i].num;
|
||
}
|
||
target.popup(str);
|
||
game.delay();
|
||
switch(str){
|
||
case '0000':target.turnOver();break;
|
||
case '1111':target.chooseToDiscard(2,true);break;
|
||
case '2222':target.chooseToDiscard('e',true);break;
|
||
case '3333':target.damage();break;
|
||
case '4444':target.loseHp();break;
|
||
case '5555':target.link();break;
|
||
case '6666':target.draw();break;
|
||
case '7777':target.recover();break;
|
||
case '8888':target.discard(target.get('j'));break;
|
||
case '9999':target.draw(2);target.chooseToDiscard(2,true);break;
|
||
default:
|
||
for(var i=1;i<4;i++){
|
||
if(str[i]==str[0]) return;
|
||
}
|
||
player.chooseToDiscard(true);return;
|
||
}
|
||
player.draw();
|
||
},
|
||
ai:{
|
||
basic:{
|
||
order:10
|
||
},
|
||
result:{
|
||
target:function(){
|
||
return Math.random()-0.5;
|
||
},
|
||
}
|
||
}
|
||
},
|
||
longfan:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
content:function(){
|
||
"step 0"
|
||
player.judge(function(card){
|
||
switch(get.suit(card)){
|
||
case 'heart':return player.maxHp>player.hp?2:0;break;
|
||
case 'diamond':return 1;break;
|
||
case 'club':return 1;break;
|
||
case 'spade':return 0;break;
|
||
}
|
||
});
|
||
"step 1"
|
||
switch(result.suit){
|
||
case 'heart':player.recover();break;
|
||
case 'diamond':player.draw();break;
|
||
case 'club':{
|
||
player.chooseTarget('弃置一名角色的一张牌',function(card,player,target){
|
||
return player!=target&&target.num('he')>0;
|
||
}).ai=function(target){
|
||
return -ai.get.attitude(player,target);
|
||
};
|
||
break;
|
||
}
|
||
}
|
||
if(result.suit!='club'){
|
||
event.finish();
|
||
}
|
||
"step 2"
|
||
if(result.bool&&result.targets&&result.targets.length){
|
||
player.discardPlayerCard(result.targets[0],'he',true);
|
||
}
|
||
},
|
||
ai:{
|
||
order:10,
|
||
result:{
|
||
player:1
|
||
}
|
||
}
|
||
},
|
||
touzhi:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filterCard:function(card){
|
||
return get.subtype(card)=='equip1';
|
||
},
|
||
filter:function(event,player){
|
||
return player.num('he',{subtype:'equip1'})>0;
|
||
},
|
||
discard:false,
|
||
prepare:function(cards,player,targets){
|
||
player.$give(cards,targets[0]);
|
||
},
|
||
filterTarget:function(card,player,target){
|
||
if(player==target) return false;
|
||
return true;
|
||
},
|
||
content:function(){
|
||
target.damage();
|
||
target.gain(cards);
|
||
game.delay();
|
||
},
|
||
check:function(card){
|
||
return 10-ai.get.value(card);
|
||
},
|
||
position:'he',
|
||
ai:{
|
||
basic:{
|
||
order:8
|
||
},
|
||
result:{
|
||
target:-1
|
||
}
|
||
}
|
||
},
|
||
xixue:{
|
||
trigger:{source:'damageEnd'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return event.card&&event.card.name=='sha'&&player.hp<player.maxHp;
|
||
},
|
||
content:function(){
|
||
player.recover(trigger.num);
|
||
}
|
||
},
|
||
guangshatianyi:{
|
||
trigger:{player:'damageBegin'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
if(event.source&&event.source.num('s','unequip')) return;
|
||
if(Math.random()>1/3) return false;
|
||
if(event.parent.player.num('s','unequip')) return false;
|
||
return true;
|
||
},
|
||
content:function(){
|
||
trigger.num--;
|
||
}
|
||
},
|
||
nigong:{
|
||
trigger:{player:'damageAfter'},
|
||
group:['nigong2'],
|
||
forced:true,
|
||
content:function(){
|
||
player.storage.nigong+=trigger.num;
|
||
if(player.storage.nigong>4){
|
||
player.storage.nigong=4;
|
||
}
|
||
},
|
||
ai:{
|
||
threaten:0.6,
|
||
effect:function(card,player,target){
|
||
if(get.tag(card,'damage')) return [1,0.5];
|
||
}
|
||
},
|
||
intro:{
|
||
content:function(storage){
|
||
return '已积攒'+storage+'点伤害';
|
||
}
|
||
}
|
||
},
|
||
nigong2:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filter:function(event,player){
|
||
return player.storage.nigong>1;
|
||
},
|
||
filterTarget:function(card,player,target){
|
||
return player!=target;
|
||
},
|
||
content:function(){
|
||
target.damage(Math.floor(player.storage.nigong/2));
|
||
player.storage.nigong=0;
|
||
},
|
||
ai:{
|
||
order:10,
|
||
result:{
|
||
target:function(player,target){
|
||
return -Math.floor(player.storage.nigong/2);
|
||
}
|
||
}
|
||
}
|
||
},
|
||
xujin:{
|
||
trigger:{player:'phaseBefore'},
|
||
check:function(){return false;},
|
||
filter:function(event,player){
|
||
return player.storage.xujin<player.hp;
|
||
},
|
||
content:function(){
|
||
player.storage.xujin++;
|
||
trigger.untrigger();
|
||
trigger.finish();
|
||
},
|
||
intro:{
|
||
content:function(storage){
|
||
return '已积攒'+storage+'点力量';
|
||
}
|
||
},
|
||
group:['xujin2']
|
||
},
|
||
xujin2:{
|
||
trigger:{source:'damageBegin'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return player.storage.xujin>0;
|
||
},
|
||
content:function(){
|
||
trigger.num+=player.storage.xujin;
|
||
player.storage.xujin--;
|
||
}
|
||
},
|
||
sadengjinhuan:{
|
||
trigger:{player:'shaMiss'},
|
||
check:function(event,player){
|
||
return ai.get.attitude(player,event.target)<0;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.judge(function(card){
|
||
return get.color(card)=='red'?1:0;
|
||
})
|
||
"step 1"
|
||
if(result.bool){
|
||
trigger.target.chooseToRespond({name:'shan'}).autochoose=lib.filter.autoRespondShan;
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 2"
|
||
if(!result.bool){
|
||
trigger.untrigger();
|
||
trigger.trigger('shaHit');
|
||
trigger._result.bool=false;
|
||
}
|
||
}
|
||
},
|
||
ximohu:{
|
||
trigger:{player:'damageBefore'},
|
||
forced:true,
|
||
filter:function(event){
|
||
return event.nature=='thunder';
|
||
},
|
||
content:function(){
|
||
trigger.untrigger();
|
||
trigger.finish();
|
||
player.recover(trigger.num);
|
||
},
|
||
ai:{
|
||
effect:function(card){
|
||
if(get.tag(card,'thunderDamage')) return [0,2];
|
||
}
|
||
}
|
||
},
|
||
guiyanfadao:{
|
||
trigger:{player:'useCardToBefore'},
|
||
priority:5,
|
||
filter:function(event,player){
|
||
if(event.card.name=='sha'&&!event.card.nature) return true;
|
||
},
|
||
content:function(){
|
||
trigger.card.nature='poison';
|
||
player.addSkill('guiyanfadao2');
|
||
player.storage.zhuque_skill=trigger.card;
|
||
}
|
||
},
|
||
guiyanfadao2:{
|
||
trigger:{player:'useCardAfter'},
|
||
forced:true,
|
||
popup:false,
|
||
content:function(){
|
||
delete player.storage.zhuque_skill.nature;
|
||
}
|
||
},
|
||
tianxianjiu:{
|
||
trigger:{source:'damageEnd'},
|
||
filter:function(event){
|
||
return (event.card&&(event.card.name=='sha'));
|
||
},
|
||
forced:true,
|
||
content:function(){
|
||
player.draw(2);
|
||
player.removeSkill('tianxianjiu');
|
||
}
|
||
},
|
||
},
|
||
translate:{
|
||
guiyanfadao:'鬼眼法刀',
|
||
guiyanfadao_bg:'眼',
|
||
// guiyanfadao_info:'你可以将一张普通杀当毒杀使用',
|
||
tianxianjiu:'天仙酒',
|
||
tianxianjiu_bg:'仙',
|
||
tianxianjiu_info:'出牌阶段对自己使用,你使用的下一张杀造成伤害后可以摸两张牌',
|
||
xiangyuye:'翔羽叶',
|
||
xiangyuye_info:'出牌阶段,对一名攻击范围外的角色使用,令其弃置一张黑色手牌或流失一点体力',
|
||
huanpodan:'还魄丹',
|
||
huanpodan_bg:'魄',
|
||
// huanpodan_info:'出牌阶段对一名已死亡角色使用,令其复活并回复一点体力,然后你流失一点体力',
|
||
ximohu:'吸魔壶',
|
||
ximohu_bg:'魔',
|
||
// ximohu_info:'锁定技,你将即将受到的雷属性伤害转化为你的体力值',
|
||
sadengjinhuan:'萨登荆环',
|
||
sadengjinhuan_info:'当你的杀被闪避后,可以进行一次判定,若结果为红色目标需再打出一张闪',
|
||
// sadengjinhuan_info:'锁定技,每当你使用一张杀被闪避后,若此杀在弃牌堆,你有50%的机率对目标再使用一次此杀',
|
||
sadengjinhuan_bg:'荆',
|
||
qipoguyu:'奇魄古玉',
|
||
xujin:'蓄劲',
|
||
xujin2:'蓄劲',
|
||
// qipoguyu_info:'装备后获得蓄劲技能',
|
||
xujin_info:'回合开始前,若你的蓄劲标记数小于当前的体力值,你可以跳过此回合,并获得一枚蓄劲标记。锁定技,每当你即将造成伤害,你令此伤害+X,然后弃置一枚蓄劲标记,X为你拥有的蓄劲标记数',
|
||
guilingzhitao:'归灵指套',
|
||
nigong:'逆攻',
|
||
nigong2:'逆攻',
|
||
nigong3:'逆攻',
|
||
nigong4:'逆攻',
|
||
// guilingzhitao_info:'装备后获得逆攻技能',
|
||
nigong_info:'每当你受到一点伤害,你获得一个逆攻标记,标记数不能超4。出牌阶段,你可以弃置所有逆攻标记并令任意一名其他角色X/2点伤害,X为逆攻标记的数量且向下取整',
|
||
baihupifeng:'白狐披风',
|
||
baihupifeng_bg:'狐',
|
||
baihupifeng_info:'回合结束阶段,若你的体力值是全场最小的之一,你可以回复一点体力',
|
||
fengxueren:'封雪刃',
|
||
fengxueren_bg:'雪',
|
||
// fengxueren_info:'你使用杀击中目标后,可以防止伤害并令目标翻面,每回合限发动一次',
|
||
chilongya:'赤龙牙',
|
||
// chilongya_info:'锁定技,你即将造成的伤害均视为火焰伤害',
|
||
daihuofenglun:'带火风轮',
|
||
daihuofenglun_bg:'轮',
|
||
// daihuofenglun_info:'你与其他角色的距离-2,其他角色与你的距离-1',
|
||
xiayuncailing:'霞云彩绫',
|
||
xiayuncailing_bg:'云',
|
||
// xiayuncailing_info:'你与其他角色的距离+1,其他角色与你的距离+2',
|
||
shentoumianju:'神偷面具',
|
||
shentoumianju_bg:'偷',
|
||
shentoumianju_info:'出牌阶段,你可以指定一名手牌比你多的角色进行一次判定,若结果不为梅花,你获得其一张手牌',
|
||
shentou:'神偷',
|
||
shentou_info:'出牌阶段,你可以进行一次判定,若结果不为梅花,你获得任意一名角色的一张手牌',
|
||
pusafazhou:'菩萨发咒',
|
||
pusafazhou_bg:'发',
|
||
// pusafazhou_info:'令你抵挡一次死亡,将体力回复至1,并摸一张牌',
|
||
yuhuanghua:'雨皇花',
|
||
yuhuanghua_bg:'皇',
|
||
// yuhuanghua_info:'令所有角色回复一点体力并摸一张牌',
|
||
caoyao:'草药',
|
||
caoyao_info:'出牌阶段,对距离为1以内的角色使用,回复一点体力。',
|
||
pantao:'蟠桃',
|
||
// pantao_info:'出牌阶段,对自己使用,回复两点体力。',
|
||
langeguaiyi:'蓝格怪衣',
|
||
langeguaiyi_bg:'格',
|
||
langeguaiyi_info:'?',
|
||
longfan:'龙帆',
|
||
longfan_info:'出牌阶段限一次,你可以进行一次判定,然后按花色执行以下效果。红桃:你回复一点体力;方片:你摸一张牌;梅花:你弃置一名其他角色的一张牌;黑桃:无事发生',
|
||
// longfan_info:'0000:翻面;1111:弃手牌;2222:弃装备牌;3333:受伤害;4444:流失体力;5555:连环;6666:摸牌;7777:回复体力;8888:弃置判定牌;9999:置衡',
|
||
guiyoujie:'鬼幽结',
|
||
guiyoujie_info:'出牌阶段,对一名其他角色使用。若判定结果为黑色,则将其翻面。',
|
||
yufulu:'御夫录',
|
||
yufulu_info:'仅女性角色可以使用,出牌阶段,可弃置一张武器牌令一名角色受到一点伤害,然后该角色获得此武器牌',
|
||
touzhi:'投掷',
|
||
touzhi_info:'出牌阶段,可弃置一张武器牌令一名角色受到一点伤害,然后该角色获得此武器牌',
|
||
xixueguizhihuan:'吸血鬼指环',
|
||
xixueguizhihuan_info:'锁定技,每当你使用杀造成一点伤害,你回复一点体力',
|
||
xixue:'吸血',
|
||
xixue_info:'锁定技,每当你使用杀造成一点伤害,你回复一点体力',
|
||
zhufangshenshi:'祠符',
|
||
zhufangshenshi_info:'出牌阶段,对一名相邻角色使用,与其交换位置',
|
||
jingleishan:'惊雷闪',
|
||
jingleishan_info:'出牌阶段,对所有其他角色使用。每名目标角色需打出一张【杀】,否则受到1点雷电伤害。',
|
||
chiyuxi:'炽羽袭',
|
||
chiyuxi_info:'出牌阶段,对所有其他角色使用。每名目标角色需打出一张【闪】,否则受到1点火焰伤害。',
|
||
guangshatianyi:'光纱天衣',
|
||
guangshatianyi_bg:'纱',
|
||
// guangshatianyi_info:'仅女性可装备,锁定技,每当你即将受到伤害,有三分之一的概率令伤害减一',
|
||
},
|
||
list:[
|
||
['spade',1,'baihupifeng'],
|
||
// ['club',1,'fengxueren'],
|
||
['diamond',1,'langeguaiyi'],
|
||
// ['heart',1,'daihuofenglun','fire'],
|
||
|
||
// ['diamond',2,'xiayuncailing'],
|
||
// ['spade',2,'pusafazhou'],
|
||
// ['heart',2,'pantao'],
|
||
//['club',2,'huanpodan'],
|
||
|
||
['club',3,'caoyao'],
|
||
// ['diamond',3,'chilongya','fire'],
|
||
['spade',3,'guiyoujie'],
|
||
//['heart',3,'xiangyuye','poison'],
|
||
|
||
['club',4,'caoyao'],
|
||
['spade',4,'zhufangshenshi'],
|
||
//['spade',4,'huanpodan'],
|
||
// ['diamond',4,'xiangyuye','poison'],
|
||
|
||
['club',5,'caoyao'],
|
||
['spade',5,'xixueguizhihuan'],
|
||
//['diamond',5,'huanpodan'],
|
||
|
||
['club',6,'shentoumianju'],
|
||
['spade',6,'yufulu'],
|
||
// ['heart',6,'xiangyuye','poison'],
|
||
//['diamond',6,'xiangyuye','poison'],
|
||
|
||
['diamond',7,'chiyuxi','fire'],
|
||
['club',7,'jingleishan','thunder'],
|
||
// ['spade',7,'guilingzhitao'],
|
||
// ['heart',7,'xiangyuye','poison'],
|
||
|
||
['spade',8,'zhufangshenshi'],
|
||
['club',8,'xiangyuye'],
|
||
//['heart',8,'huanpodan'],
|
||
|
||
// ['spade',9,'ximohu','brown'],
|
||
['club',9,'guiyoujie'],
|
||
['diamond',9,'xiangyuye'],
|
||
|
||
// ['diamond',9,'tianxianjiu'],
|
||
['heart',9,'tianxianjiu'],
|
||
['spade',5,'jiu'],
|
||
['diamond',2,'tianxianjiu'],
|
||
|
||
//['spade',10,'qipoguyu'],
|
||
//['diamond',10,'xiangyuye','poison'],
|
||
|
||
['spade',11,'xiangyuye'],
|
||
// ['club',11,'xiangyuye','poison'],
|
||
|
||
// ['diamond',12,'xiangyuye','poison'],
|
||
//['spade',12,'guiyanfadao','poison'],
|
||
|
||
// ['heart',13,'yuhuanghua'],
|
||
// ['diamond',13,'guangshatianyi'],
|
||
['club',13,'sadengjinhuan'],
|
||
//['spade',6,'xiangyuye','poison'],
|
||
],
|
||
}
|