1171 lines
42 KiB
JavaScript
1171 lines
42 KiB
JavaScript
'use strict';
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character.ow={
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character:{
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ow_liekong:['female','shu',3,['shanxian','shanhui']],
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// ow_heibaihe:['female','shu',3,[]],
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ow_sishen:['male','shu',3,['xiandan','yihun','shouge']],
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ow_tianshi:['female','qun',3,['shouhu','ziyu','feiying']],
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ow_falaozhiying:['female','shu',3,['feidan','huoyu','feiying']],
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ow_zhixuzhiguang:['female','qun',3,['guangshu']],
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ow_luxiao:['male','wu',3,['yuedong','kuoyin','huhuan']],
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ow_shibing:['male','shu',4,['tuji','mujing']],
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ow_yuanshi:['male','qun',3,['feiren','lianpo','zhanlong']],
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// ow_mei:['female','shu',3,[]],
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// ow_baolei:['female','shu',3,[]],
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ow_chanyata:['male','qun',3,['xie','luan','sheng']],
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},
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skill:{
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xiandan:{
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trigger:{player:'shaBegin'},
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direct:true,
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content:function(){
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"step 0"
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var dis=trigger.target.num('h','shan')||trigger.target.num('e','bagua')||trigger.target.num('h')>2;
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var next=player.chooseToDiscard('是否发动【霰弹】?');
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next.ai=function(card){
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if(dis) return 7-ai.get.value(card);
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return 0;
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}
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next.logSkill='xiandan';
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"step 1"
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if(result.bool){
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if(get.color(result.cards[0])=='red'){
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trigger.directHit=true;
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}
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else{
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player.addTempSkill('xiandan2','shaAfter');
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}
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}
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}
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},
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xiandan2:{
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trigger:{source:'damageBegin'},
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filter:function(event){
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return event.card&&event.card.name=='sha'&&event.notLink();
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},
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forced:true,
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popup:false,
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content:function(){
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trigger.num++;
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}
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},
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shouge:{
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trigger:{source:'dieAfter'},
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frequent:true,
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content:function(){
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player.gain(game.createCard('zhiliaobo'),'gain2');
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}
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},
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tuji:{
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mod:{
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globalFrom:function(from,to,distance){
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if(_status.currentPhase==from){
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return distance-get.cardCount(true,from);
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}
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},
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},
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},
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mujing:{
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trigger:{player:'useCardToBegin'},
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filter:function(event,player){
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return event.target&&event.target!=player&&get.distance(event.target,player,'attack')>1;
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},
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direct:true,
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content:function(){
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'step 0'
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player.discardPlayerCard('是否发动【目镜】?',trigger.target).logSkill=['mujing'];
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'step 1'
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if(player.num('h')<trigger.target.num('h')){
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player.draw();
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}
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}
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},
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zhanlong:{
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trigger:{player:'phaseBegin'},
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unique:true,
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mark:true,
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skillAnimation:true,
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init:function(player){
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player.storage.zhanlong=false;
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},
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filter:function(event,player){
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if(player.storage.zhanlong) return false;
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if(player.num('he')==0) return false;
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if(player.hp!=1) return false;
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return true;
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},
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content:function(){
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'step 0'
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player.discard(player.get('he'));
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'step 1'
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player.addTempSkill('zhanlong2','phaseAfter');
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player.unmarkSkill('zhanlong');
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player.storage.zhanlong=true;
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var cards=[];
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for(var i=0;i<3;i++){
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cards.push(game.createCard('sha'));
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}
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player.gain(cards,'gain2');
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},
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ai:{
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threaten:function(player,target){
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if(target.hp==1) return 3;
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return 1;
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},
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effect:{
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target:function(card,player,target){
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if(!target.hasFriend()) return;
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if(get.tag(card,'damage')==1&&target.hp==2&&target.num('he')&&!target.isTurnedOver()&&
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_status.currentPhase!=target&&get.distance(_status.currentPhase,target,'absolute')<=3) return [0.5,1];
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}
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}
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},
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intro:{
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content:'limited'
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}
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},
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zhanlong2:{
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mod:{
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cardUsable:function(card){
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if(card.name=='sha') return Infinity;
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}
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}
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},
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feiren:{
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trigger:{player:'useCard'},
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forced:true,
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priority:10,
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filter:function(event){
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return event.card.name=='sha';
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},
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content:function(){
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player.addTempSkill('unequip','useCardAfter');
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},
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mod:{
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targetInRange:function(card){
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if(card.name=='sha') return true;
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},
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selectTarget:function(card,player,range){
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if(card.name=='sha'&&range[1]!=-1&&get.suit(card)=='club'){
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range[1]++;
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}
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},
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},
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group:['feiren2'],
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ai:{
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threaten:1.4
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}
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},
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feiren2:{
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trigger:{player:'useCardAfter'},
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filter:function(event,player){
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if(event.parent.name=='feiren2') return false;
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if(event.card.name!='sha') return false;
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if(get.suit(event.card)!='spade') return false;
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var card=game.createCard(event.card.name,event.card.suit,event.card.number,event.card.nature);
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for(var i=0;i<event.targets.length;i++){
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if(!event.targets[i].isAlive()) return false;
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if(!player.canUse({name:event.card.name},event.targets[i],false,false)){
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return false;
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}
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}
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return true;
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},
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content:function(){
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var card=game.createCard(trigger.card.name,trigger.card.suit,trigger.card.number,trigger.card.nature);
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player.useCard(card,trigger.targets);
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},
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ai:{
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threaten:1.3
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},
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},
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xie:{
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enable:'phaseUse',
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unique:true,
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filterTarget:function(card,player,target){
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return target!=player&&!target.hasSkill('xie2');
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},
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filter:function(event,player){
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return player.num('h',{suit:'heart'});
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},
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filterCard:{suit:'heart'},
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check:function(card){
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return 7-ai.get.value(card);
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},
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content:function(){
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var current=game.findPlayer(function(player){
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return player.hasSkill('xie2');
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});
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if(current){
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current.removeSkill('xie2');
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}
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target.addSkill('xie2');
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target.storage.xie='now';
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target.storage.xie2=player;
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},
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ai:{
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expose:0.2,
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order:9.1,
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threaten:2,
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result:{
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target:function(player,target){
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var current=game.findPlayer(function(player){
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return player.hasSkill('xie2');
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});
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if(current&&ai.get.recoverEffect(current,player,player)>0){
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return 0;
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}
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return ai.get.recoverEffect(target,player,target);
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}
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}
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}
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},
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xie2:{
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mark:true,
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trigger:{global:'phaseEnd'},
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forced:true,
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filter:function(event,player){
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if(player.storage.xie=='now'){
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return event.player==player;
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}
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var num=game.phaseNumber-player.storage.xie;
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return num&&num%6==0;
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},
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content:function(){
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if(player.storage.xie=='now'){
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player.storage.xie=game.phaseNumber;
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}
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player.recover();
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},
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intro:{
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content:function(storage,player){
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var str='每隔六回合回复一点体力,直到'+get.translation(storage)+'死亡';
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if(typeof player.storage.xie=='number'){
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var num=game.phaseNumber-player.storage.xie;
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num=num%6;
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if(num==0){
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str+='(下次生效于本回合)'
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}
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else{
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str+='(下次生效于'+(6-num)+'回合后)'
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}
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}
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return str;
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},
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onunmark:function(storage,player){
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delete player.storage.xie;
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delete player.storage.xie2;
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}
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},
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group:['xie3','xie4']
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},
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xie3:{
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trigger:{global:'phaseBegin'},
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forced:true,
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popup:false,
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content:function(){
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var num=game.phaseNumber-player.storage.xie;
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num=num%6;
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if(num){
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num=6-num;
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}
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player.storage.xie2_markcount=num;
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player.updateMarks();
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}
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},
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xie4:{
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trigger:{global:'dieAfter'},
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forced:true,
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popup:false,
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filter:function(event,player){
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return event.player==player.storage.xie2;
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},
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content:function(){
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player.removeSkill('xie2');
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}
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},
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luan:{
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enable:'phaseUse',
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unique:true,
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filterTarget:function(card,player,target){
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return target!=player&&!target.hasSkill('luan2');
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},
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filter:function(event,player){
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return player.num('h',{suit:'spade'});
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},
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filterCard:{suit:'spade'},
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check:function(card){
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return 7-ai.get.value(card);
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},
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content:function(){
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var current=game.findPlayer(function(player){
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return player.hasSkill('luan2');
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});
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if(current){
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current.removeSkill('luan2');
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}
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target.addSkill('luan2');
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target.storage.luan='now';
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target.storage.luan2=player;
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},
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ai:{
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expose:0.2,
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order:9.1,
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threaten:2,
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result:{
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target:function(player,target){
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var current=game.findPlayer(function(player){
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return player.hasSkill('luan2');
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});
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if(current){
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return 0;
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}
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return -Math.sqrt(3+target.hp);
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}
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}
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}
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},
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luan2:{
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mark:true,
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trigger:{global:'phaseEnd'},
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forced:true,
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filter:function(event,player){
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if(player.storage.luan=='now'){
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return event.player==player;
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}
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var num=game.phaseNumber-player.storage.luan;
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return num&&num%6==0;
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},
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content:function(){
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if(player.storage.luan=='now'){
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player.storage.luan=game.phaseNumber;
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}
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player.loseHp();
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},
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intro:{
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content:function(storage,player){
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var str='每隔六回合失去一点体力,直到'+get.translation(storage)+'死亡';
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if(typeof player.storage.luan=='number'){
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var num=game.phaseNumber-player.storage.luan;
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num=num%6;
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if(num==0){
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str+='(下次生效于本回合)'
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}
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else{
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str+='(下次生效于'+(6-num)+'回合后)'
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}
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}
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return str;
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},
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onunmark:function(storage,player){
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delete player.storage.luan;
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delete player.storage.luan2;
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}
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},
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group:['luan3','luan4']
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},
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luan3:{
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trigger:{global:'phaseBegin'},
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forced:true,
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popup:false,
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content:function(){
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var num=game.phaseNumber-player.storage.luan;
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num=num%6;
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if(num){
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num=6-num;
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}
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player.storage.luan2_markcount=num;
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player.updateMarks();
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}
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},
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luan4:{
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trigger:{global:'dieAfter'},
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forced:true,
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popup:false,
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filter:function(event,player){
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return event.player==player.storage.luan2;
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},
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content:function(){
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player.removeSkill('luan2');
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}
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},
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sheng:{
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enable:'phaseUse',
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unique:true,
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mark:true,
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skillAnimation:true,
|
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animationColor:'metal',
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init:function(player){
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player.storage.sheng=false;
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},
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filter:function(event,player){
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if(player.storage.sheng) return false;
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return true;
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},
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filterTarget:function(card,player,target){
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return target.isDamaged();
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},
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selectTarget:[1,Infinity],
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content:function(){
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if(target==targets[0]){
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player.turnOver();
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player.addSkill('sheng2');
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player.unmarkSkill('sheng');
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player.storage.sheng=true;
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}
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target.recover();
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},
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ai:{
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order:1,
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result:{
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target:function(player,target){
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var eff=ai.get.recoverEffect(target,player,target);
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if(player.hp==1) return eff;
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if(player.hasUnknown()) return 0;
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var num1=0,num2=0,num3=0;
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for(var i=0;i<game.players.length;i++){
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if(ai.get.attitude(player,game.players[i])>0){
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num1++;
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if(game.players[i].isDamaged()){
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num2++;
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if(game.players[i].hp<=1){
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num3++;
|
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}
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}
|
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}
|
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}
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if(num1==num2) return eff;
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if(num2==num1-1&&num3) return eff;
|
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if(num3>=2) return eff;
|
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return 0;
|
||
}
|
||
},
|
||
},
|
||
intro:{
|
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content:'limited'
|
||
}
|
||
},
|
||
sheng2:{
|
||
trigger:{player:'phaseBegin'},
|
||
forced:true,
|
||
popup:false,
|
||
content:function(){
|
||
player.removeSkill('sheng2');
|
||
},
|
||
mod:{
|
||
targetEnabled:function(card,player,target){
|
||
if(player!=target) return false;
|
||
}
|
||
}
|
||
},
|
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xiandan_old:{
|
||
mod:{
|
||
selectTarget:function(card,player,range){
|
||
if(card.name=='sha'&&range[1]!=-1){
|
||
var num=0;
|
||
var attack=false;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(player!=game.players[i]){
|
||
if(get.distance(player,game.players[i])<=1){
|
||
num++;
|
||
}
|
||
else if(get.distance(player,game.players[i],'attack')<=1){
|
||
attack=true;
|
||
}
|
||
}
|
||
}
|
||
if(!attack){
|
||
num--;
|
||
}
|
||
if(num>0){
|
||
range[1]+=num;
|
||
}
|
||
}
|
||
},
|
||
playerEnabled:function(card,player,target){
|
||
if(card.name=='sha'&&get.distance(player,target)>1){
|
||
for(var i=0;i<ui.selected.targets.length;i++){
|
||
if(get.distance(player,ui.selected.targets[i])>1){
|
||
return false;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
yihun:{
|
||
trigger:{player:'phaseEnd'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return player.num('he',{suit:'spade'})>0&&!player.hasSkill('yihun2');
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var next=player.chooseCardTarget({
|
||
prompt:'是否发动【移魂】?',
|
||
position:'he',
|
||
filterCard:{suit:'spade'},
|
||
ai1:function(card){
|
||
return 7-ai.get.value(card);
|
||
},
|
||
ai2:function(target){
|
||
var att=-ai.get.attitude(player,target);
|
||
if(target==player.next){
|
||
att/=10;
|
||
}
|
||
if(target==player.next.next){
|
||
att/=2;
|
||
}
|
||
return att;
|
||
},
|
||
filterTarget:function(card,player,target){
|
||
return player!=target;
|
||
},
|
||
});
|
||
'step 1'
|
||
if(result.bool){
|
||
player.discard(result.cards);
|
||
player.logSkill('yihun',result.targets);
|
||
player.addSkill('yihun2');
|
||
player.storage.yihun2=result.targets[0];
|
||
player.markSkillCharacter('yihun2',result.targets[0],'移魂','在'+get.translation(result.targets)+'的下一回合开始时视为对其使用一张杀');
|
||
}
|
||
},
|
||
},
|
||
yihun2:{
|
||
trigger:{global:['phaseBegin','dieAfter']},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return event.player==player.storage.yihun2;
|
||
},
|
||
content:function(){
|
||
if(player.storage.yihun2.isAlive()){
|
||
player.useCard({name:'sha'},player.storage.yihun2);
|
||
}
|
||
player.removeSkill('yihun2');
|
||
delete player.storage.yihun2;
|
||
},
|
||
mod:{
|
||
targetEnabled:function(){
|
||
return false;
|
||
},
|
||
cardEnabled:function(card,player){
|
||
return false;
|
||
},
|
||
}
|
||
},
|
||
huoyu:{
|
||
enable:'phaseUse',
|
||
unique:true,
|
||
mark:true,
|
||
skillAnimation:true,
|
||
animationColor:'fire',
|
||
init:function(player){
|
||
player.storage.huoyu=false;
|
||
},
|
||
filter:function(event,player){
|
||
if(player.storage.huoyu) return false;
|
||
if(player.num('he',{color:'red'})<2) return false;
|
||
return true;
|
||
},
|
||
filterTarget:function(card,player,target){
|
||
return player.canUse('chiyuxi',target);
|
||
},
|
||
filterCard:{color:'red'},
|
||
selectCard:2,
|
||
position:'he',
|
||
check:function(card){
|
||
return 7-ai.get.value(card);
|
||
},
|
||
selectTarget:-1,
|
||
multitarget:true,
|
||
multiline:true,
|
||
line:'fire',
|
||
content:function(){
|
||
'step 0'
|
||
targets.sort(lib.sort.seat);
|
||
player.unmarkSkill('huoyu');
|
||
player.storage.huoyu=true;
|
||
player.useCard({name:'chiyuxi'},targets).animate=false;
|
||
'step 1'
|
||
player.useCard({name:'chiyuxi'},targets).animate=false;
|
||
},
|
||
ai:{
|
||
order:5,
|
||
result:{
|
||
target:function(player,target){
|
||
if(player.hasUnknown()) return 0;
|
||
return ai.get.effect(target,{name:'chiyuxi'},player,target);
|
||
}
|
||
},
|
||
},
|
||
intro:{
|
||
content:'limited'
|
||
}
|
||
},
|
||
feidan:{
|
||
trigger:{source:'damageAfter'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
if(player.num('he')==0) return false;
|
||
if(!event.card) return false;
|
||
if(event.card.name!='sha') return false;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i]!=event.player&&get.distance(event.player,game.players[i])<=1) return true;
|
||
}
|
||
return false;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
var eff=0;
|
||
var targets=[];
|
||
event.targets=targets;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i]!=trigger.player&&get.distance(trigger.player,game.players[i])<=1){
|
||
eff+=ai.get.damageEffect(game.players[i],player,player);
|
||
targets.push(game.players[i]);
|
||
}
|
||
}
|
||
player.chooseToDiscard('是否发动【飞弹】?').set('ai',function(card){
|
||
if(eff>0) return 7-ai.get.value(card);
|
||
return 0;
|
||
}).set('logSkill',['feidan',targets]);
|
||
"step 1"
|
||
if(result.bool){
|
||
event.targets.sort(lib.sort.seat);
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 2"
|
||
if(event.targets.length){
|
||
event.targets.shift().damage();
|
||
event.redo();
|
||
}
|
||
},
|
||
mod:{
|
||
targetInRange:function(card,player,target){
|
||
if(card.name=='sha'){
|
||
if(get.distance(player,target)<=1) return false;
|
||
return true;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
yuedong:{
|
||
trigger:{player:'phaseEnd'},
|
||
direct:true,
|
||
content:function(){
|
||
'step 0'
|
||
var num=1+player.storage.yuedong_num;
|
||
player.chooseTarget('是否发动【乐动】?',[1,num],function(card,player,target){
|
||
if(player.storage.yuedong_recover){
|
||
return target.hp<target.maxHp;
|
||
}
|
||
return true;
|
||
}).set('ai',function(target){
|
||
if(player.storage.yuedong_recover){
|
||
return ai.get.recoverEffect(target,player,player);
|
||
}
|
||
return ai.get.attitude(player,target)/Math.sqrt(2+target.num('h'));
|
||
});
|
||
'step 1'
|
||
if(result.bool){
|
||
player.logSkill('yuedong',result.targets);
|
||
var eff=1+player.storage.yuedong_eff;
|
||
if(player.storage.yuedong_recover){
|
||
result.targets.sort(lib.sort.seat);
|
||
for(var i=0;i<result.targets.length;i++){
|
||
result.targets[i].recover(eff);
|
||
}
|
||
}
|
||
else{
|
||
game.asyncDraw(result.targets,eff);
|
||
}
|
||
}
|
||
},
|
||
ai:{
|
||
expose:0.2,
|
||
threaten:1.6
|
||
}
|
||
},
|
||
huhuan:{
|
||
enable:'phaseUse',
|
||
filterCard:true,
|
||
selectCard:2,
|
||
position:'he',
|
||
filter:function(event,player){
|
||
return player.num('he')>1&&!player.storage.yuedong_recover;
|
||
},
|
||
check:function(card){
|
||
return 6-ai.get.value(card);
|
||
},
|
||
content:function(){
|
||
player.storage.yuedong_recover=true;
|
||
},
|
||
ai:{
|
||
order:10.2,
|
||
result:{
|
||
player:function(player){
|
||
var num1=0,num2=0;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(ai.get.attitude(player,game.players[i])>0){
|
||
num2++;
|
||
if(game.players[i].hp<=2&&game.players[i].maxHp>2){
|
||
num1++;
|
||
if(game.players[i].hp==1){
|
||
num1++;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
if(num1>=3){
|
||
return 1;
|
||
}
|
||
return 0;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
kuoyin:{
|
||
enable:'phaseUse',
|
||
filterCard:true,
|
||
selectCard:function(){
|
||
if(_status.event.player.storage.yuedong_eff) return 1;
|
||
if(_status.event.player.storage.yuedong_num) return 2;
|
||
return [1,2];
|
||
},
|
||
position:'he',
|
||
filter:function(event,player){
|
||
if(player.storage.yuedong_eff&&player.storage.yuedong_num) return false;
|
||
return player.num('he')>0;
|
||
},
|
||
check:function(card){
|
||
var player=_status.event.player;
|
||
var num1=0,num2=0;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(ai.get.attitude(player,game.players[i])>0){
|
||
num2++;
|
||
if(game.players[i].hp<=2&&game.players[i].maxHp>2){
|
||
num1++;
|
||
}
|
||
}
|
||
}
|
||
if(player.storage.yuedong_recover){
|
||
if(num1>1&&!player.storage.yuedong_num){
|
||
if(ui.selected.cards.length) return 0;
|
||
return 7-ai.get.value(card);
|
||
}
|
||
return 0;
|
||
}
|
||
else{
|
||
if(num2>1&&!player.storage.yuedong_num){
|
||
if(ui.selected.cards.length) return 0;
|
||
return 7-ai.get.value(card);
|
||
}
|
||
if(num2>2){
|
||
return 6-ai.get.value(card);
|
||
}
|
||
return 5-ai.get.value(card);
|
||
}
|
||
},
|
||
content:function(){
|
||
if(cards.length==1){
|
||
player.storage.yuedong_num+=2;
|
||
}
|
||
else{
|
||
player.storage.yuedong_eff++;
|
||
}
|
||
},
|
||
ai:{
|
||
threaten:1.6,
|
||
order:10.1,
|
||
result:{
|
||
player:1
|
||
}
|
||
},
|
||
group:'kuoyin2'
|
||
},
|
||
kuoyin2:{
|
||
trigger:{player:'phaseBegin'},
|
||
forced:true,
|
||
popup:false,
|
||
silent:true,
|
||
content:function(){
|
||
player.storage.yuedong_recover=false;
|
||
player.storage.yuedong_num=0;
|
||
player.storage.yuedong_eff=0;
|
||
}
|
||
},
|
||
guangshu:{
|
||
enable:'phaseUse',
|
||
check:function(card){
|
||
var player=_status.event.player;
|
||
var suit=get.suit(card);
|
||
if(suit=='heart'){
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].hp==1&&ai.get.attitude(player,game.players[i])>0){
|
||
return 8-ai.get.value(card);
|
||
}
|
||
}
|
||
}
|
||
else if(suit=='spade'){
|
||
return 7-ai.get.value(card);
|
||
}
|
||
return 6-ai.get.value(card);
|
||
},
|
||
filter:function(event,player){
|
||
return player.num('he')>0;
|
||
},
|
||
filterTarget:function(card,player,target){
|
||
return !target.hasSkill('guangshu_heart')&&
|
||
!target.hasSkill('guangshu_spade')&&
|
||
!target.hasSkill('guangshu_club')&&
|
||
!target.hasSkill('guangshu_diamond');
|
||
},
|
||
filterCard:true,
|
||
position:'he',
|
||
content:function(){
|
||
target.addSkill('guangshu_'+get.suit(cards[0]));
|
||
},
|
||
ai:{
|
||
expose:0.2,
|
||
threaten:1.6,
|
||
order:5,
|
||
result:{
|
||
target:function(player,target){
|
||
if(!ui.selected.cards.length) return 0;
|
||
switch(get.suit(ui.selected.cards[0])){
|
||
case 'heart':if(target.hp==1) return 1;return 0.1;
|
||
case 'diamond':return 1+Math.sqrt(target.num('h'));
|
||
case 'club':return -target.num('h')-Math.sqrt(target.num('h','sha'));
|
||
case 'spade':return ai.get.damageEffect(target,player,target,'thunder');
|
||
default:return 0;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
guangshu_diamond:{
|
||
mark:true,
|
||
intro:{
|
||
content:'下次造成伤害时摸两张牌'
|
||
},
|
||
trigger:{source:'damageEnd'},
|
||
forced:true,
|
||
content:function(){
|
||
player.draw(2);
|
||
player.removeSkill('guangshu_diamond');
|
||
}
|
||
},
|
||
guangshu_heart:{
|
||
mark:true,
|
||
intro:{
|
||
content:'进入濒死状态时回复一点体力'
|
||
},
|
||
trigger:{player:'dying'},
|
||
priority:6,
|
||
forced:true,
|
||
content:function(){
|
||
player.recover();
|
||
player.removeSkill('guangshu_heart');
|
||
}
|
||
},
|
||
guangshu_club:{
|
||
mark:true,
|
||
intro:{
|
||
content:'无法使用杀直到下一回合结束'
|
||
},
|
||
trigger:{player:'phaseEnd'},
|
||
forced:true,
|
||
popup:false,
|
||
content:function(){
|
||
player.removeSkill('guangshu_club');
|
||
},
|
||
mod:{
|
||
cardEnabled:function(card){
|
||
if(card.name=='sha') return false;
|
||
}
|
||
}
|
||
},
|
||
guangshu_spade:{
|
||
mark:true,
|
||
intro:{
|
||
content:'下个回合结束阶段受到一点无来源的雷电伤害'
|
||
},
|
||
trigger:{player:'phaseEnd'},
|
||
forced:true,
|
||
content:function(){
|
||
player.damage('thunder','nosource');
|
||
player.removeSkill('guangshu_spade');
|
||
}
|
||
},
|
||
ziyu:{
|
||
trigger:{global:'phaseEnd'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return game.phaseNumber%4==0;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
var controls=['draw_card'];
|
||
if(player.hp<player.maxHp){
|
||
controls.push('recover_hp');
|
||
}
|
||
controls.push('cancel');
|
||
player.chooseControl(controls).set('prompt','是否发动【自愈】?').set('ai',function(event,player){
|
||
if(player.hp<player.maxHp) return 'recover_hp';
|
||
return 'draw_card';
|
||
});
|
||
"step 1"
|
||
if(result.control!='cancel'){
|
||
player.logSkill('ziyu');
|
||
if(result.control=='draw_card'){
|
||
player.draw();
|
||
}
|
||
else{
|
||
player.recover();
|
||
}
|
||
}
|
||
}
|
||
},
|
||
ziyu_old:{
|
||
trigger:{global:'phaseBegin'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return event.player.hasSkill('ziyu3');
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
var controls=['draw_card'];
|
||
if(player.hp<player.maxHp){
|
||
controls.push('recover_hp');
|
||
}
|
||
controls.push('cancel');
|
||
player.chooseControl(controls).set('prompt','是否发动【自愈】?').set('ai',function(event,player){
|
||
if(player.hp<player.maxHp) return 'recover_hp';
|
||
return 'draw_card';
|
||
});
|
||
"step 1"
|
||
if(result.control!='cancel'){
|
||
player.logSkill('ziyu');
|
||
if(result.control=='draw_card'){
|
||
player.draw();
|
||
}
|
||
else{
|
||
player.recover();
|
||
}
|
||
}
|
||
},
|
||
group:'ziyu2'
|
||
},
|
||
ziyu2:{
|
||
trigger:{global:'recoverEnd'},
|
||
forced:true,
|
||
popup:false,
|
||
silent:true,
|
||
filter:function(event,player){
|
||
return event.source==player&&event.player!=player;
|
||
},
|
||
content:function(){
|
||
trigger.player.addTempSkill('ziyu3',{player:'phaseEnd'});
|
||
}
|
||
},
|
||
ziyu3:{},
|
||
shouhu:{
|
||
mod:{
|
||
cardEnabled:function(card){
|
||
if(card.name=='sha') return false;
|
||
},
|
||
},
|
||
enable:'phaseUse',
|
||
filter:function(event,player){
|
||
return player.num('h','sha')>0;
|
||
},
|
||
filterTarget:function(card,player,target){
|
||
return target.hp<target.maxHp&&target!=player;
|
||
},
|
||
content:function(){
|
||
target.recover();
|
||
},
|
||
filterCard:{name:'sha'},
|
||
ai:{
|
||
order:7,
|
||
threaten:2,
|
||
result:{
|
||
target:function(player,target){
|
||
return ai.get.recoverEffect(target,player,target);
|
||
}
|
||
}
|
||
}
|
||
},
|
||
shanxian:{
|
||
trigger:{global:'phaseBefore'},
|
||
filter:function(event,player){
|
||
return event.player!=player&&!player.isTurnedOver()&&!player.storage.shanxian;
|
||
},
|
||
check:function(event,player){
|
||
return ai.get.attitude(player,event.player)<0&&
|
||
((player.num('h')>player.hp&&player.num('h','lebu')==0)||get.distance(player,event.player)>1);
|
||
},
|
||
prompt:function(event,player){
|
||
return '是否对'+get.translation(event.player)+'发动【闪现】?'
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.storage.shanxian_h=player.get('h');
|
||
player.storage.shanxian_e=player.get('e');
|
||
player.storage.shanxian_n=2;
|
||
player.syncStorage('shanxian_e');
|
||
player.line(trigger.player,'green');
|
||
player.phase();
|
||
player.storage.shanxian=trigger.player;
|
||
player.removeSkill('shanxian2');
|
||
"step 1"
|
||
if(!player.isTurnedOver()){
|
||
player.turnOver();
|
||
}
|
||
delete player.storage.shanxian;
|
||
},
|
||
mod:{
|
||
targetInRange:function(card,player,target,now){
|
||
if(target==player.storage.shanxian) return true;
|
||
},
|
||
},
|
||
ai:{
|
||
expose:0.1,
|
||
effect:{
|
||
target:function(card){
|
||
if(card.name=='guiyoujie') return [0,0];
|
||
}
|
||
}
|
||
}
|
||
},
|
||
shanxian2:{
|
||
trigger:{player:['gainBegin','loseBegin']},
|
||
forced:true,
|
||
popup:false,
|
||
content:function(){
|
||
player.removeSkill('shanxian2');
|
||
}
|
||
},
|
||
shanhui:{
|
||
unique:true,
|
||
trigger:{player:'damageEnd',source:'damageEnd'},
|
||
filter:function(event,player){
|
||
return player.storage.shanxian_h&&player.storage.shanxian_e&&
|
||
player.storage.shanxian_n>0&&!player.hasSkill('shanxian2');
|
||
},
|
||
check:function(event,player){
|
||
var n1=player.num('he');
|
||
var n2=player.storage.shanxian_h.length+player.storage.shanxian_e.length;
|
||
if(n1<n2) return true;
|
||
if(player.hp==player.maxHp) return false;
|
||
if(n1==n2+1) return true;
|
||
if(n2==n2+2&&player.hp<=1) return true;
|
||
return false;
|
||
},
|
||
video:function(player){
|
||
var cards=player.get('he');
|
||
for(var i=0;i<cards.length;i++){
|
||
cards[i].remove();
|
||
}
|
||
for(var i=0;i<player.storage.shanxian_e.length;i++){
|
||
player.$equip(player.storage.shanxian_e[i]);
|
||
}
|
||
},
|
||
content:function(){
|
||
game.addVideo('skill',player,'shanhui');
|
||
for(var i=0;i<player.storage.shanxian_h.length;i++){
|
||
if(get.position(player.storage.shanxian_h[i])=='s'){
|
||
player.storage.shanxian_h[i]=game.createCard(player.storage.shanxian_h[i]);
|
||
}
|
||
}
|
||
for(var i=0;i<player.storage.shanxian_e.length;i++){
|
||
if(get.position(player.storage.shanxian_e[i])=='s'){
|
||
player.storage.shanxian_e[i]=game.createCard(player.storage.shanxian_e[i]);
|
||
}
|
||
}
|
||
var cards=player.get('he');
|
||
for(var i=0;i<cards.length;i++){
|
||
ui.discardPile.appendChild(cards[i]);
|
||
}
|
||
player.directgain(player.storage.shanxian_h);
|
||
for(var i=0;i<player.storage.shanxian_e.length;i++){
|
||
player.$equip(player.storage.shanxian_e[i]);
|
||
}
|
||
if(cards.length>player.storage.shanxian_h.length+player.storage.shanxian_e.length){
|
||
player.recover();
|
||
}
|
||
player.storage.shanxian_n--;
|
||
if(player.storage.shanxian_n<=0){
|
||
delete player.storage.shanxian_h;
|
||
delete player.storage.shanxian_e;
|
||
delete player.storage.shanxian_n;
|
||
}
|
||
else{
|
||
player.addSkill('shanxian2');
|
||
}
|
||
}
|
||
}
|
||
},
|
||
translate:{
|
||
shouge:'收割',
|
||
shouge_info:'每当你杀死一名角色,你可以获得一张治疗波',
|
||
tuji:'突击',
|
||
tuji_info:'锁定技,在你的回合内,你每使用一次牌后,你计算与其他角色的距离便减少1,直到回合结束',
|
||
mujing:'目镜',
|
||
mujing_info:'每当你对攻击范围不含你的角色使用一张牌,你可以弃置目标一张牌;若你的手牌数比目标少,你摸一张牌',
|
||
feiren:'飞刃',
|
||
feiren2:'飞刃',
|
||
feiren_info:'你的杀无视距离和防具;你的黑桃杀可以额外结算一次,梅花杀可以额外指定一个目标',
|
||
zhanlong:'斩龙',
|
||
zhanlong_info:'限定技,回合开始阶段,若你体力值为1,你可以弃置所有牌(至少一张),然后将三张杀置入你的手牌,若如此做,你本回合使用杀无次数限制',
|
||
xie:'谐',
|
||
xie2:'谐',
|
||
xie_info:'出牌阶段,你可以弃置一张红桃手牌并指定一名角色,该角色自其下一回合开始每隔六回合回复一点体力,直到你死亡。同一时间只能对一人发动',
|
||
luan:'乱',
|
||
luan2:'乱',
|
||
luan_info:'出牌阶段,你可以弃置一张黑桃手牌并指定一名角色,该角色自其下一回合开始每隔六回合失去一点体力,直到你死亡。同一时间只能对一人发动',
|
||
sheng:'圣',
|
||
sheng_info:'限定技,出牌阶段,你可以将你的武将牌翻面,然后令任意名角色回复一点体力,若如此做,你不能成为其他角色的卡牌目标直到下一回合开始',
|
||
xiandan:'霰弹',
|
||
xiandan_info:'每当你使用一张杀,你可以弃置一张红色牌令此杀不可闪避,或弃置一张黑色牌令此杀伤害+1',
|
||
yihun:'移魂',
|
||
yihun_info:'回合结束阶段,你可以弃置一张黑桃牌并指定一名其他角色,你在该角色下一回合开始时视为对其使用一张杀;在此之前,你不能使用卡牌,也不能成为卡牌的目标',
|
||
feidan:'飞弹',
|
||
feidan_info:'你的杀只能对距离1以外的角色使用;每当你使用杀造成伤害后,你可以弃置一张牌对距离目标1以内的其他角色各造成一点伤害',
|
||
huoyu:'火雨',
|
||
huoyu_info:'限定技,出牌阶段,你可以弃置两张红色牌,视为使用两张炽羽袭',
|
||
yuedong:'乐动',
|
||
yuedong_info:'回合结束阶段,你可以令一名角色摸一张牌',
|
||
kuoyin:'扩音',
|
||
kuoyin_info:'出牌阶段,你可以弃置一张牌令本回合乐动的目标数改为3,或弃置两张牌令本回合乐动的摸牌或治疗量改为2',
|
||
huhuan:'互换',
|
||
huhuan_info:'出牌阶段,你可以弃置两张牌令本回合乐动的摸牌效果改回复体力',
|
||
guangshu:'光枢',
|
||
guangshu_heart:'光盾',
|
||
guangshu_spade:'光塔',
|
||
guangshu_club:'光井',
|
||
guangshu_diamond:'光流',
|
||
guangshu_info:'出牌阶段,你可以弃置一张牌,并指定一名角色,根据弃置牌的花色执行如下效果:♥该角色进入濒死状态时回复一点体力;♦︎该角色下次造成伤害时摸两张牌;♣该角色无法使用杀直到下一回合结束;♠该角色于下个回合结束阶段受到一点无来源的雷电伤害',
|
||
ziyu:'自愈',
|
||
ziyu_info:'在一名角色的回合结束阶段,你可以回复一点体力或摸一张牌,每隔四回合发动一次',
|
||
shouhu:'守护',
|
||
shouhu_info:'你不能使用杀;出牌阶段,你可以弃置一张杀令一名其他角色回复一点体力',
|
||
shanxian:'闪现',
|
||
shanxian_info:'在一名其他角色的回合开始前,若你的武将牌正面朝上,你可以进行一个额外回合,并在回合结束后将武将牌翻至背面。若如此做,你对其使用卡牌无视距离直到回合结束。',
|
||
shanhui:'闪回',
|
||
shanhui_info:'每当你造成或受到一次伤害,你可以将你的牌重置为上次发动闪现前的状态,若你的牌数因此而减少,你回复一点体力。每个状态最多可重现两次',
|
||
ow_liekong:'猎空',
|
||
ow_sishen:'死神',
|
||
ow_tianshi:'天使',
|
||
ow_falaozhiying:'法老之鹰',
|
||
ow_zhixuzhiguang:'秩序之光',
|
||
ow_luxiao:'卢西奥',
|
||
ow_shibing:'士兵76',
|
||
ow_yuanshi:'源氏',
|
||
ow_chanyata:'禅雅塔'
|
||
}
|
||
};
|