1128 lines
31 KiB
JavaScript
1128 lines
31 KiB
JavaScript
character.extra={
|
||
character:{
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||
shen_guanyu:['male','shu',6,['wuhun','wushen'],['fullskin']],
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||
shen_zhaoyun:['male','shu',2,['juejing','longhun'],['fullskin'],['fullskin']],
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||
shen_zhugeliang:['male','shu',3,['qixing','kuangfeng','dawu'],['fullskin']],
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||
shen_lvmeng:['male','wu',3,['shelie','gongxin'],['fullskin']],
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||
shen_zhouyu:['male','wu',4,['yeyan','swdqinyin'],['fullskin']],
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||
shen_simayi:['male','wei',4,['renjie','sbaiyin','lianpo'],['fullskin']],
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||
shen_caocao:['male','wei',3,['guixin','feiying'],['fullskin']],
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||
shen_lvbu:['male','qun',5,['baonu','wuqian','shenfen'],['fullskin']],
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||
},
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||
skill:{
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||
lianpo:{
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||
trigger:{source:'dieAfter'},
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||
forced:true,
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||
filter:function(event,player){
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return !player.skills.contains('lianpo2');
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||
},
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content:function(){
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player.addSkill('lianpo2');
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||
}
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||
},
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||
lianpo2:{
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trigger:{global:'phaseAfter'},
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||
forced:true,
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||
content:function(){
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player.removeSkill('lianpo2');
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||
player.phase();
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||
}
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||
},
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||
baonu:{
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||
trigger:{source:'damageEnd',player:'damageEnd'},
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||
forced:true,
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||
mark:true,
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||
filter:function(event){
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||
return event.num>0;
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||
},
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init:function(player){
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||
player.storage.baonu=2;
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||
},
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||
content:function(){
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player.storage.baonu+=trigger.num;
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},
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||
intro:{
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content:'mark'
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||
}
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},
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shenfen:{
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||
enable:'phaseUse',
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||
filter:function(event,player){
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return !player.storage.shenfen&&player.storage.baonu>=6;
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||
},
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||
init:function(player){
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||
player.storage.shenfen=false;
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},
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||
mark:true,
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content:function(){
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"step 0"
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player.unmark('shenfen');
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player.storage.shenfen=true;
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player.storage.baonu-=6;
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event.targets=game.players.slice(0);
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event.targets.remove(player);
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||
event.targets.sort(lib.sort.seat);
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||
event.targets2=event.targets.slice(0);
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player.turnOver();
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"step 1"
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if(event.targets.length){
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||
event.targets.shift().damage();
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event.redo();
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}
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"step 2"
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if(event.targets2.length){
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var cur=event.targets2.shift();
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if(cur&&cur.num('he')){
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cur.chooseToDiscard('he',true,4);
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}
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event.redo();
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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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ai:{
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order:10,
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result:{
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player:function(player){
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var num=0;
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for(var i=0;i<game.players.length;i++){
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||
if(game.players[i]!=player){
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||
if(game.players[i].ai.shown==0) return 0;
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||
num+=ai.get.damageEffect(game.players[i],player,player)>0?1:-1;
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||
}
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}
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return num;
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}
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||
}
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}
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},
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wuqian:{
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enable:'phaseUse',
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||
filter:function(event,player){
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return player.storage.baonu>=2&&!player.skills.contains('wushuang');
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},
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content:function(){
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player.storage.baonu-=2;
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player.addTempSkill('wushuang','phaseAfter');
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},
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||
ai:{
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||
order:5,
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result:{
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player:function(player){
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if(!player.storage.shenfen) return 0;
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var cards=player.get('h','sha');
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if(cards.length){
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for(var i=0;i<game.players.length;i++){
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||
if(player.canUse('sha',game.players[i])&&
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ai.get.effect(game.players[i],cards[0],player,player)>0&&
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game.players[i].num('h','shan')){
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return 1;
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}
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}
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}
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return 0;
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||
}
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||
}
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}
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},
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renjie:{
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trigger:{player:'damageEnd'},
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forced:true,
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unique:true,
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group:'renjie2',
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mark:true,
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||
filter:function(event){
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return event.num>0;
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},
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init:function(player){
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player.storage.renjie=0;
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},
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content:function(){
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player.storage.renjie+=trigger.num;
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},
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intro:{
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content:'mark'
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},
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ai:{
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||
maixie:true,
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||
effect:{
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target:function(card,player,target){
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if(player.skills.contains('jueqing')) return [1,-2];
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if(get.tag(card,'damage')){
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if(target.hp==target.maxHp){
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if(!target.skills.contains('jilue')){
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return [0,1];
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}
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return [0.7,1];
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}
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return 0.7;
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}
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},
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player:function(card,player){
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if(_status.currentPhase!=player) return;
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if(card.name=='wuzhong'||card.name=='yiyi'||
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card.name=='yuanjiao'||card.name=='shunshou') return;
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if(player.hp<=2) return;
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if(!player.skills.contains('jilue')||player.storage.renjie==0){
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return [0,0,0,0];
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}
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}
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}
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}
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},
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renjie2:{
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trigger:{player:'phaseDiscardEnd'},
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forced:true,
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filter:function(event){
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return event.cards&&event.cards.length>0;
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},
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content:function(){
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player.storage.renjie+=trigger.cards.length;
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}
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},
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sbaiyin:{
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trigger:{player:'phaseBegin'},
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forced:true,
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unique:true,
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filter:function(event,player){
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return player.storage.renjie>=4;
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},
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content:function(){
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player.loseMaxHp();
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player.addSkill('jilue');
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player.removeSkill('sbaiyin');
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}
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},
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jilue:{
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unique:true,
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group:['jilue_guicai','jilue_fangzhu','jilue_wansha','jilue_zhiheng','jilue_jizhi']
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},
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jilue_guicai:{
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trigger:{global:'judge'},
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direct:true,
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filter:function(event,player){
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return player.num('h')>0&&player.storage.renjie>0;
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},
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content:function(){
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"step 0"
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player.chooseCard('是否弃置一枚“忍”,并发动【鬼才】?').ai=function(card){
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var trigger=_status.event.parent._trigger;
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var player=_status.event.player;
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var result=trigger.judge(card)-trigger.judge(trigger.player.judging);
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var attitude=ai.get.attitude(player,trigger.player);
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if(attitude==0||result==0) return 0;
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if(attitude>0){
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return result-ai.get.value(card)/2;
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}
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else{
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return -result-ai.get.value(card)/2;
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}
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};
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"step 1"
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if(result.bool){
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player.respond(result.cards);
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}
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else{
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event.finish();
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}
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"step 2"
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if(result.bool){
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player.logSkill('jilue_guicai');
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player.storage.renjie--;
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if(trigger.player.judging.clone) trigger.player.judging.clone.delete();
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ui.discardPile.appendChild(trigger.player.judging);
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trigger.player.judging=result.cards[0];
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trigger.position.appendChild(result.cards[0]);
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game.log(get.translation(trigger.player)+'的判定牌改为'+get.translation(result.cards[0]));
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game.delay(2);
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}
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},
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ai:{
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tag:{
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rejudge:1,
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}
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}
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},
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jilue_fangzhu:{
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trigger:{player:'damageEnd'},
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direct:true,
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priority:-1,
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filter:function(event,player){
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return player.storage.renjie>0;
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},
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content:function(){
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"step 0"
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player.chooseTarget('是否弃置一枚“忍”,并发动【放逐】?',function(card,player,target){
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||
return player!=target
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}).ai=function(target){
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||
if(target.isTurnedOver()){
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return ai.get.attitude(player,target)-1;
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}
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else{
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if(player.maxHp-player.hp==1){
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||
return -ai.get.attitude(player,target)-1;
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}
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}
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return 0;
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||
}
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"step 1"
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if(result.bool){
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player.storage.renjie--;
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player.logSkill('jilue_fangzhu',result.targets);
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||
result.targets[0].draw(player.maxHp-player.hp);
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||
result.targets[0].turnOver();
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||
}
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||
},
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},
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||
jilue_wansha:{
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enable:'phaseUse',
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||
usable:1,
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||
filter:function(event,player){
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||
return player.storage.renjie>0;
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||
},
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content:function(){
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player.storage.renjie--;
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player.addTempSkill('wansha','phaseAfter');
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||
}
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},
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jilue_zhiheng:{
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||
enable:'phaseUse',
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usable:1,
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filter:function(event,player){
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return player.storage.renjie>0;
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},
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position:'he',
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filterCard:true,
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selectCard:[1,Infinity],
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prompt:'弃置一枚“忍”,然后弃置任意张牌并摸等量的牌',
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||
check:function(card){return 6-ai.get.value(card)},
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||
content:function(){
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player.storage.renjie--;
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player.draw(cards.length);
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||
},
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ai:{
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||
order:1,
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||
result:{
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||
player:function(player){
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||
var num=0;
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||
var cards=player.get('he');
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||
for(var i=0;i<cards.length;i++){
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||
if(ai.get.value(cards[i])<6){
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||
num++;
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}
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||
}
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||
if(cards.length>2) return 1;
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||
if(cards.length==2&&player.storage.jilue>1);
|
||
return 0;
|
||
}
|
||
},
|
||
threaten:1.5
|
||
},
|
||
},
|
||
jilue_jizhi:{
|
||
trigger:{player:'useCard'},
|
||
filter:function(event,player){
|
||
return (get.type(event.card)=='trick'&&event.cards[0]&&event.cards[0]==event.card)&&player.storage.renjie>0;
|
||
},
|
||
content:function(){
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||
player.storage.renjie--;
|
||
player.draw();
|
||
},
|
||
ai:{
|
||
threaten:1.4
|
||
}
|
||
},
|
||
wushen:{
|
||
mod:{
|
||
cardEnabled:function(card,player){
|
||
if(card.name!='sha'&&get.suit(card)=='heart') return false;
|
||
},
|
||
cardUsable:function(card,player){
|
||
if(card.name!='sha'&&get.suit(card)=='heart') return false;
|
||
},
|
||
cardRespondable:function(card,player){
|
||
if(card.name!='sha'&&get.suit(card)=='heart') return false;
|
||
},
|
||
cardSavable:function(card,player){
|
||
if(card.name!='sha'&&get.suit(card)=='heart') return false;
|
||
},
|
||
targetInRange:function(card){
|
||
if(get.suit(card)=='heart'||_status.event.skill=='wushen') return true;
|
||
}
|
||
},
|
||
enable:['chooseToUse','chooseToRespond'],
|
||
filterCard:{suit:'heart'},
|
||
viewAs:{name:'sha'},
|
||
check:function(){return 1},
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player,target,current){
|
||
if(get.tag(card,'respondSha')&¤t<0) return 0.6
|
||
}
|
||
},
|
||
respondSha:true,
|
||
order:4,
|
||
useful:-1,
|
||
value:-1
|
||
}
|
||
},
|
||
wuhun:{
|
||
trigger:{player:'dieBegin'},
|
||
forced:true,
|
||
filter:function(event){
|
||
return event.source!=undefined;
|
||
},
|
||
content:function(){
|
||
trigger.source.loseHp(trigger.source.hp);
|
||
},
|
||
ai:{
|
||
threaten:function(player,target){
|
||
if(target.hp==1) return 0.5;
|
||
},
|
||
result:{
|
||
target:function(card,player,target,current){
|
||
if(target.hp<=1&&get.tag(card,'damage')){
|
||
if(player.skills.contains('jueqing')) return [1,-5];
|
||
if(player.hp>2&&ai.get.attitude(player,target<=0)) return [0,2];
|
||
return [1,0,0,-player.hp];
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
guixin:{
|
||
trigger:{player:'damageEnd'},
|
||
check:function(event,player){
|
||
if(player.isTurnedOver()) return true;
|
||
var num=0;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].num('he')&&game.players[i]!=player&&
|
||
ai.get.attitude(player,game.players[i])<=0){
|
||
num++;
|
||
}
|
||
if(game.players[i].num('j')&&game.players[i]!=player&&
|
||
ai.get.attitude(player,game.players[i])>0){
|
||
num++;
|
||
}
|
||
if(num>=2) return true;
|
||
}
|
||
return false;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
var targets=game.players.slice(0);
|
||
targets.remove(player);
|
||
targets.sort(lib.sort.seat);
|
||
event.targets=targets;
|
||
event.num=0;
|
||
"step 1"
|
||
if(num<event.targets.length){
|
||
if(event.targets[num].num('hej')){
|
||
player.gainPlayerCard(event.targets[num],'hej',true);
|
||
}
|
||
event.num++;
|
||
event.redo();
|
||
}
|
||
"step 2"
|
||
player.turnOver();
|
||
},
|
||
ai:{
|
||
maixie:true,
|
||
threaten:function(player,target){
|
||
if(target.hp==1) return 2.5;
|
||
return 1;
|
||
},
|
||
effect:{
|
||
target:function(card,player,target){
|
||
if(get.tag(card,'damage')){
|
||
if(player.skills.contains('jueqing')) return [1,-2];
|
||
if(target.hp==1) return;
|
||
if(target.isTurnedOver()) return [0,3];
|
||
var num=0;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].num('he')&&game.players[i]!=player&&
|
||
ai.get.attitude(player,game.players[i])<=0){
|
||
num++;
|
||
}
|
||
if(game.players[i].num('j')&&game.players[i]!=player&&
|
||
ai.get.attitude(player,game.players[i])>0){
|
||
num++;
|
||
}
|
||
if(num>2) return [0,1];
|
||
if(num==2) return [0.5,1];
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
qixing:{
|
||
unique:true,
|
||
trigger:{global:'gameDrawAfter',player:'phaseBegin'},
|
||
forced:true,
|
||
check:function(event,player){
|
||
return player.hp<=1;
|
||
},
|
||
filter:function(event,player){
|
||
return !player.storage.qixing;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.gain(get.cards(7))._triggered=null;
|
||
"step 1"
|
||
player.chooseCard('选择七张牌作为星',7,true).ai=function(card){
|
||
return ai.get.value(card);
|
||
};
|
||
"step 2"
|
||
player.lose(result.cards,ui.special)._triggered=null;
|
||
player.storage.qixing=result.cards;
|
||
},
|
||
mark:true,
|
||
intro:{
|
||
mark:function(dialog,content,player){
|
||
if(content&&content.length){
|
||
if(player==game.me){
|
||
dialog.add(content);
|
||
}
|
||
else{
|
||
return '共有'+get.cnNumber(content.length)+'张星';
|
||
}
|
||
}
|
||
},
|
||
content:function(content,player){
|
||
if(content&&content.length){
|
||
if(player==game.me){
|
||
return get.translation(content);
|
||
}
|
||
return '共有'+get.cnNumber(content.length)+'张星';
|
||
}
|
||
}
|
||
},
|
||
group:['qixing2'],
|
||
},
|
||
qixing2:{
|
||
trigger:{player:'phaseDrawAfter'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return player.storage.qixing&&player.storage.qixing.length;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseCard('选择任意张手牌与星交换',[1,player.num('h')]).ai=function(card){
|
||
return 1;
|
||
};
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('qixing');
|
||
player.lose(result.cards,ui.special)._triggered=null;
|
||
player.storage.qixing=player.storage.qixing.concat(result.cards);
|
||
event.num=result.cards.length;
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 2"
|
||
player.chooseCardButton(player.storage.qixing,'选择'+event.num+'张牌作为手牌',event.num,true).ai=function(button){
|
||
if(player.skipList.contains('phaseUse')){
|
||
return -ai.get.value(button.link);
|
||
}
|
||
return ai.get.value(button.link);
|
||
}
|
||
if(player==game.me&&_status.auto){
|
||
game.delay(0.5);
|
||
}
|
||
"step 3"
|
||
player.gain(result.links)._triggered=null;
|
||
for(var i=0;i<result.links.length;i++){
|
||
player.storage.qixing.remove(result.links[i]);
|
||
}
|
||
if(player==game.me&&_status.auto){
|
||
game.delay(0.5);
|
||
}
|
||
}
|
||
},
|
||
dawu:{
|
||
unique:true,
|
||
trigger:{player:'phaseEnd'},
|
||
priority:1,
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return player.storage.qixing&&player.storage.qixing.length;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseTarget('选择角色获得大雾标记',
|
||
[1,Math.min(game.players.length,player.storage.qixing.length)]).ai=function(target){
|
||
if(target.skills.contains('biantian2')) return 0;
|
||
var att=ai.get.attitude(player,target);
|
||
if(att>=5){
|
||
if(target.hp==1&&target.maxHp>2) return att;
|
||
if(target.hp==2&&target.maxHp>3&&target.num('he')==0) return att*0.7;
|
||
return 0;
|
||
}
|
||
return -1;
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
var length=result.targets.length;
|
||
for(var i=0;i<length;i++){
|
||
result.targets[i].addSkill('dawu2');
|
||
result.targets[i].popup('dawu');
|
||
}
|
||
player.logSkill('dawu',result.targets,'thunder');
|
||
game.log(get.translation(player)+'对'+get.translation(result.targets)+'发动了大雾')
|
||
player.chooseCardButton('弃置'+get.cnNumber(length)+'枚星',length,player.storage.qixing,true);
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 2"
|
||
for(var i=0;i<result.links.length;i++){
|
||
player.storage.qixing.remove(result.links[i]);
|
||
}
|
||
player.discard(result.links);
|
||
},
|
||
group:'dawu3'
|
||
},
|
||
dawu2:{
|
||
trigger:{player:'damageBefore'},
|
||
filter:function(event){
|
||
if(event.nature!='thunder') return true;
|
||
return false;
|
||
},
|
||
mark:true,
|
||
forced:true,
|
||
content:function(){
|
||
trigger.untrigger();
|
||
trigger.finish();
|
||
},
|
||
ai:{
|
||
nofire:true,
|
||
nodamage:true,
|
||
effect:{
|
||
target:function(card,player,target,current){
|
||
if(get.tag(card,'damage')&&!get.tag(card,'thunderDamage')) return [0,0];
|
||
}
|
||
},
|
||
},
|
||
intro:{
|
||
content:'已获得大雾标记'
|
||
}
|
||
},
|
||
dawu3:{
|
||
trigger:{player:['phaseBegin','dieBegin']},
|
||
forced:true,
|
||
popup:false,
|
||
silent:true,
|
||
content:function(){
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].skills.contains('dawu2')){
|
||
game.players[i].removeSkill('dawu2');
|
||
game.players[i].popup('dawu2');
|
||
}
|
||
if(game.players[i].skills.contains('kuangfeng2')){
|
||
game.players[i].removeSkill('kuangfeng2');
|
||
game.players[i].popup('kuangfeng2');
|
||
}
|
||
}
|
||
}
|
||
},
|
||
kuangfeng:{
|
||
unique:true,
|
||
trigger:{player:'phaseEnd'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return player.storage.qixing&&player.storage.qixing.length;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseTarget('选择一名角色获得狂风标记').ai=function(target){
|
||
return -1;
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
var length=result.targets.length;
|
||
for(var i=0;i<length;i++){
|
||
result.targets[i].addSkill('kuangfeng2');
|
||
result.targets[i].popup('kuangfeng');
|
||
}
|
||
player.logSkill('kuangfeng',result.targets,'fire');
|
||
player.chooseCardButton('弃置'+get.cnNumber(length)+'枚星',length,player.storage.qixing,true);
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 2"
|
||
for(var i=0;i<result.links.length;i++){
|
||
player.storage.qixing.remove(result.links[i]);
|
||
}
|
||
player.discard(result.links);
|
||
},
|
||
},
|
||
kuangfeng2:{
|
||
trigger:{player:'damageBegin'},
|
||
filter:function(event){
|
||
if(event.nature=='fire') return true;
|
||
return false;
|
||
},
|
||
mark:true,
|
||
intro:{
|
||
content:'已获得大雾标记'
|
||
},
|
||
forced:true,
|
||
content:function(){
|
||
trigger.num++;
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player,target,current){
|
||
if(get.tag(card,'fireDamage')) return 1.5;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
yeyan:{
|
||
unique:true,
|
||
enable:'phaseUse',
|
||
filter:function(event,player){
|
||
return !player.storage.yeyan;
|
||
},
|
||
init:function(player){
|
||
player.storage.yeyan=false;
|
||
},
|
||
filterTarget:function(card,player,target){
|
||
var length=ui.selected.cards.length;
|
||
return player!=target&&(length==0||length==4);
|
||
},
|
||
filterCard:function(card){
|
||
var suit=get.suit(card);
|
||
for(var i=0;i<ui.selected.cards.length;i++){
|
||
if(get.suit(ui.selected.cards[i])==suit) return false;
|
||
}
|
||
return true;
|
||
},
|
||
mark:true,
|
||
selectCard:[0,4],
|
||
line:'fire',
|
||
check:function(){return -1},
|
||
selectTarget:function(){
|
||
if(ui.selected.cards.length==4) return 1;
|
||
if(ui.selected.cards.length==0) return [1,3];
|
||
game.uncheck('target');
|
||
return [1,3];
|
||
},
|
||
content:function(){
|
||
player.unmark('yeyan');
|
||
player.storage.yeyan=true;
|
||
if(cards.length==4){
|
||
player.loseHp(3);
|
||
target.damage('fire',3);
|
||
}
|
||
else{
|
||
target.damage('fire');
|
||
}
|
||
},
|
||
intro:{
|
||
content:'limited'
|
||
},
|
||
ai:{
|
||
order:1,
|
||
result:{
|
||
target:function(player,target){
|
||
if(target.hasSkillTag('nofire')) return 0;
|
||
if(lib.config.mode=='versus') return -1;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(lib.config.mode=='identity'){
|
||
if(game.players[i].ai.shown<=0.2) return 0;
|
||
}
|
||
else if(lib.config.mode='guozhan'){
|
||
if(game.players[i].identity=='unknown') return 0;
|
||
}
|
||
}
|
||
return ai.get.damageEffect(target,player);
|
||
}
|
||
}
|
||
}
|
||
},
|
||
qinyin:{
|
||
trigger:{player:'phaseEnd'},
|
||
filter:function(event,player){
|
||
return player.getStat('damage')>=2;
|
||
},
|
||
direct:true,
|
||
content:function(){
|
||
"step 0"
|
||
var recover=0,lose=0;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(!game.players[i].isOut()){
|
||
if(game.players[i].hp<game.players[i].maxHp){
|
||
if(ai.get.attitude(player,game.players[i])>0){
|
||
if(game.players[i].hp<2){
|
||
lose--;
|
||
recover+=0.5;
|
||
}
|
||
lose--;
|
||
recover++;
|
||
}
|
||
else if(ai.get.attitude(player,game.players[i])<0){
|
||
if(game.players[i].hp<2){
|
||
lose++;
|
||
recover-=0.5;
|
||
}
|
||
lose++;
|
||
recover--;
|
||
}
|
||
}
|
||
else{
|
||
if(ai.get.attitude(player,game.players[i])>0){
|
||
lose--;
|
||
}
|
||
else if(ai.get.attitude(player,game.players[i])<0){
|
||
lose++;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
player.chooseControl('失去体力','回复体力','cancel').ai=function(){
|
||
if(lose>recover&&lose>0) return 0;
|
||
if(lose<recover&&recover>0) return 1;
|
||
return 2;
|
||
}
|
||
"step 1"
|
||
if(result.bool==false||result.control=='cancel'){
|
||
event.finish();
|
||
}
|
||
else{
|
||
player.logSkill('qinyin');
|
||
event.bool=(result.control=='回复体力');
|
||
event.num=0;
|
||
event.players=game.players.slice(0);
|
||
}
|
||
"step 2"
|
||
if(event.num<event.players.length){
|
||
var target=event.players[event.num];
|
||
if(event.bool){
|
||
target.recover();
|
||
}
|
||
else{
|
||
target.loseHp();
|
||
}
|
||
event.num++;
|
||
event.redo();
|
||
}
|
||
},
|
||
ai:{
|
||
expose:0.1,
|
||
}
|
||
},
|
||
longhun:{
|
||
group:['longhun1','longhun2','longhun3','longhun4'],
|
||
ai:{
|
||
maixie:true,
|
||
save:true,
|
||
respondSha:true,
|
||
respondShan:true,
|
||
effect:{
|
||
target:function(card,player,target){
|
||
if(get.tag(card,'recover')&&target.hp>=1) return [0,0];
|
||
var hasfriend=false;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i]!=target&&ai.get.attitude(game.players[i],target)>=0){
|
||
hasfriend=true;break;
|
||
}
|
||
}
|
||
if(!hasfriend) return;
|
||
if((get.tag(card,'damage')==1||get.tag(card,'loseHp'))&&target.hp>1) return [0,1];
|
||
}
|
||
},
|
||
threaten:function(player,target){
|
||
if(target.hp==1) return 2;
|
||
return 0.5;
|
||
},
|
||
}
|
||
},
|
||
longhun1:{
|
||
enable:['chooseToUse','chooseToRespond'],
|
||
prompt:'将一张红桃牌当桃使用',
|
||
position:'he',
|
||
check:function(card,event){
|
||
if(_status.event.player.hp>1) return 0;
|
||
return 10-ai.get.value(card);
|
||
},
|
||
selectCard:function(){
|
||
return Math.max(1,_status.event.player.hp);
|
||
},
|
||
viewAs:{name:'tao'},
|
||
filterCard:function(card){
|
||
return get.suit(card)=='heart';
|
||
}
|
||
},
|
||
longhun2:{
|
||
enable:['chooseToUse','chooseToRespond'],
|
||
prompt:'将一张方片牌当火杀使用或打出',
|
||
position:'he',
|
||
check:function(card,event){
|
||
if(_status.event.player.hp>1) return 0;
|
||
return 10-ai.get.value(card);
|
||
},
|
||
selectCard:function(){
|
||
return Math.max(1,_status.event.player.hp);
|
||
},
|
||
viewAs:{name:'sha',nature:'fire'},
|
||
filterCard:function(card){
|
||
return get.suit(card)=='diamond';
|
||
}
|
||
},
|
||
longhun3:{
|
||
enable:['chooseToUse','chooseToRespond'],
|
||
prompt:'将一张黑桃牌当无懈可击使用',
|
||
position:'he',
|
||
viewAsFilter:function(player){
|
||
return player.num('he',{color:'black'})>=player.hp;
|
||
},
|
||
check:function(card,event){
|
||
if(_status.event.player.hp>1) return 0;
|
||
return 7-ai.get.value(card);
|
||
},
|
||
selectCard:function(){
|
||
return Math.max(1,_status.event.player.hp);
|
||
},
|
||
viewAs:{name:'wuxie'},
|
||
viewAsFilter:function(player){
|
||
return player.num('he',{suit:'spade'})>0;
|
||
},
|
||
filterCard:function(card){
|
||
return get.suit(card)=='spade';
|
||
}
|
||
},
|
||
longhun4:{
|
||
enable:['chooseToUse','chooseToRespond'],
|
||
prompt:'将一张梅花牌当闪打出',
|
||
position:'he',
|
||
check:function(card,event){
|
||
if(_status.event.player.hp>1) return 0;
|
||
return 10-ai.get.value(card);
|
||
},
|
||
selectCard:function(){
|
||
return Math.max(1,_status.event.player.hp);
|
||
},
|
||
viewAs:{name:'shan'},
|
||
filterCard:function(card){
|
||
return get.suit(card)=='club';
|
||
}
|
||
},
|
||
juejing:{
|
||
mod:{
|
||
maxHandcard:function(player,num){
|
||
return 2+num;
|
||
}
|
||
},
|
||
trigger:{player:'phaseDrawBegin'},
|
||
priority:-5,
|
||
filter:function(event,player){
|
||
return player.hp<player.maxHp;
|
||
},
|
||
forced:true,
|
||
content:function(){
|
||
trigger.num=2+player.maxHp-player.hp;
|
||
}
|
||
},
|
||
shelie:{
|
||
trigger:{player:'phaseDrawBefore'},
|
||
content:function(){
|
||
"step 0"
|
||
trigger.untrigger();
|
||
trigger.finish();
|
||
"step 1"
|
||
event.cards=get.cards(5);
|
||
if(event.isMine()==false){
|
||
event.dialog=ui.create.dialog('涉猎',event.cards);
|
||
game.delay(2);
|
||
}
|
||
"step 2"
|
||
if(event.dialog) event.dialog.close();
|
||
var dialog=ui.create.dialog('涉猎',event.cards);
|
||
player.chooseButton([0,5],dialog,true).filterButton=function(button){
|
||
for(var i=0;i<ui.selected.buttons.length;i++){
|
||
if(get.suit(button.link)==get.suit(ui.selected.buttons[i].link)) return false;
|
||
}
|
||
return true;
|
||
}
|
||
"step 3"
|
||
var cards2=[];
|
||
for(var i=0;i<result.buttons.length;i++){
|
||
cards2.push(result.buttons[i].link);
|
||
cards.remove(result.buttons[i].link);
|
||
}
|
||
player.gain(cards2);
|
||
if(cards2.length) player.$gain(cards2);
|
||
for(var i=0;i<cards.length;i++){
|
||
ui.discardPile.appendChild(cards[i]);
|
||
}
|
||
game.delay(2);
|
||
},
|
||
ai:{
|
||
threaten:1.2
|
||
}
|
||
},
|
||
gongxin:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filterTarget:function(card,player,target){
|
||
return target!=player&&target.num('h');
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
if(event.isMine()){
|
||
var dialog=ui.create.dialog('攻心',target.get('h'));
|
||
for(var i=0;i<dialog.buttons.length;i++){
|
||
if(get.suit(dialog.buttons[i].link)=='heart')
|
||
dialog.buttons[i].classList.add('selectable');
|
||
}
|
||
event.custom.replace.button=function(button){
|
||
if(get.suit(button.link)!='heart') return;
|
||
if(button==ui.selected.buttons[0]){
|
||
button.classList.remove('selected');
|
||
ui.selected.buttons.remove(button);
|
||
}
|
||
else{
|
||
if(ui.selected.buttons.length){
|
||
ui.selected.buttons[0].classList.remove('selected')
|
||
ui.selected.buttons.length=0;
|
||
}
|
||
button.classList.add('selected');
|
||
ui.selected.buttons.push(button);
|
||
}
|
||
}
|
||
event.control=ui.create.control('gongxin_discard','gongxin_top','cancel',function(link){
|
||
if(link!='cancel'&&ui.selected.buttons.length==0) return;
|
||
event._result={};
|
||
if(link=='gongxin_top'){
|
||
event._result.top=true;
|
||
}
|
||
if(link!='cancel'){
|
||
event._result.buttons=ui.selected.buttons.slice(0);
|
||
}
|
||
event.control.close();
|
||
dialog.close();
|
||
game.resume();
|
||
})
|
||
game.pause();
|
||
}
|
||
else{
|
||
var dialog=ui.create.dialog(target.get('h'));
|
||
player.chooseButton(dialog).ai=function(button){
|
||
return get.suit(button.link)=='heart';
|
||
}
|
||
}
|
||
"step 1"
|
||
if(result.buttons&&result.buttons.length){
|
||
var card=result.buttons[0].link;
|
||
if(result.top){
|
||
target.lose(card);
|
||
event.dialog=ui.create.dialog('置于牌堆顶',[card]);
|
||
event.insert=true;
|
||
event.card=card;
|
||
}
|
||
else{
|
||
target.discard(card);
|
||
}
|
||
}
|
||
"step 2"
|
||
if(event.insert){
|
||
event.card.fix();
|
||
ui.cardPile.insertBefore(event.card,ui.cardPile.firstChild);
|
||
game.log(get.translation(player)+'将'+get.translation(event.card)+'置于牌堆顶');
|
||
game.delay(2);
|
||
}
|
||
"step 3"
|
||
ui.selected.buttons.length=0;
|
||
if(event.dialog) event.dialog.close();
|
||
},
|
||
ai:{
|
||
threaten:1.5,
|
||
result:{
|
||
target:function(player,target){
|
||
return -target.num('h');
|
||
}
|
||
},
|
||
order:10,
|
||
expose:0.4,
|
||
}
|
||
}
|
||
},
|
||
translate:{
|
||
shen_zhaoyun:'神赵云',
|
||
shen_guanyu:'神关羽',
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||
shen_lvmeng:'神吕蒙',
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||
shen_simayi:'神司马懿',
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||
shen_caocao:'神曹操',
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||
shen_zhugeliang:'神诸葛亮',
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||
shen_zhouyu:'神周瑜',
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||
shen_lvbu:'神吕布',
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||
longhun:'龙魂',
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||
longhun1:'龙魂♥︎',
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||
longhun2:'龙魂♦︎',
|
||
longhun3:'龙魂♠︎',
|
||
longhun4:'龙魂♣︎',
|
||
juejing:'绝境',
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||
longhun_info:'你可以将同花色的X张牌按下列规则使用或打出:红桃当【桃】,方块当具火焰伤害的【杀】,梅花当【闪】,黑桃当【无懈可击】(X为你当前的体力值且至少为1)',
|
||
juejing_info:'锁定技,摸牌阶段,你摸牌的数量改为你已损失的体力值+2;你的手牌上限+2。',
|
||
wushen:'武神',
|
||
wushen_info:'锁定技,你的红桃手牌视为杀;锁定技,你使用红桃杀时无距离限制。',
|
||
wuhun:'武魂',
|
||
wuhun_info:'锁定技,杀死你的角色立即进入濒死状态',
|
||
shelie:'涉猎',
|
||
gongxin:'攻心',
|
||
gongxin_discard:'弃置',
|
||
gongxin_top:'牌堆顶',
|
||
renjie:'忍戒',
|
||
renjie2:'忍戒',
|
||
renjie_info:'锁定技,每当你受到一次伤害后,你获得等同于你受到的伤害数量的“忍”标记;锁定技,每当你于弃牌阶段内因你的弃置而失去手牌时,你获得等同于你失去的手牌数量的“忍”标记。',
|
||
sbaiyin:'拜印',
|
||
sbaiyin_info:'觉醒技,准备阶段开始时,若你拥有的“忍”标记枚数不小于4,你减1点体力上限,然后获得“极略”',
|
||
jilue:'极略',
|
||
jilue_info:'每当一名角色的判定牌生效前,若你有手牌,你可以弃1枚“忍”标记发动“鬼才”;每当你受到伤害后,你可以弃1枚“忍”标记,发动“放逐”;每当你使用锦囊牌时,你可以弃1枚“忍”标记,发动“集智”;出牌阶段限一次,若你有牌,你可以弃1枚“忍”标记,发动“制衡”;出牌阶段,你可以弃1枚“忍”标记,执行“完杀”的效果,直到回合结束。',
|
||
jilue_guicai:'鬼才',
|
||
jilue_fangzhu:'放逐',
|
||
jilue_wansha:'完杀',
|
||
jilue_zhiheng:'制衡',
|
||
jilue_jizhi:'集智',
|
||
lianpo:'连破',
|
||
lianpo2:'连破',
|
||
lianpo_info:'若你在一回合内杀死了至少一名角色,此回合结束后,你可以进行一个额外的回合。',
|
||
guixin:'归心',
|
||
qinyin:'琴音',
|
||
yeyan:'业炎',
|
||
shelie_info:'摸牌阶段,你可以放弃摸牌,改为从牌堆顶亮出五张牌,你获得不同花色的牌各一张,将其余的牌置入弃牌堆。',
|
||
gongxin_info:'出牌阶段,你可以观看一名其他角色的手牌,并可以展示其中一张红桃牌,然后将其弃置或置于牌堆顶,每阶段限一次。',
|
||
guixin_info:'每当你受到1次伤害后,若至少一名其他角色的区域里有牌,你可以选择所有其他角色,获得这些角色区域里的一张牌,然后将你的武将牌翻面。',
|
||
qinyin_info:'回合结束阶段,若你于回合造成了超过2点伤害,你可以选择一项:1.令所有角色各回复1点体力;2.令所有角色各失去1点体力。每阶段限一次。',
|
||
yeyan_info:'限定技,出牌阶段,你可以对一至三名角色造成至多共3点火焰伤害(你可以任意分配每名目标角色受到的伤害点数),若你将对一名角色分配2点或更多的火焰伤害,你须先弃置四张不同花色的手牌再失去3点体力。',
|
||
qixing:'七星',
|
||
qixing_bg:'星',
|
||
qixing2:'七星',
|
||
qixing3:'七星',
|
||
qixing_info:'游戏开始前,共发你11张牌,选4张作为手牌,其余的面朝下置于一旁(移出游戏),称之为“星”。每当你于摸牌阶段摸牌后,可用任意数量的手牌等量交换这些“星”。',
|
||
dawu:'大雾',
|
||
dawu2_bg:'雾',
|
||
dawu2:'大雾',
|
||
dawu3:'大雾',
|
||
// dawu2_info:'已获得大雾标记',
|
||
dawu_info:'回合结束阶段,你可以弃掉X枚“星”指定X名角色:直到你的下回合开始,防止他们受到的除雷电伤害外的一切伤害。',
|
||
kuangfeng:'狂风',
|
||
kuangfeng2:'狂风',
|
||
// kuangfeng2_info:'已获得狂风标记',
|
||
kuangfeng3:'狂风',
|
||
kuangfeng_info:'回合结束阶段,你可以弃掉1枚“星”指定一名角色:直到你的下回合开始,该角色每次受到的火焰伤害+1。',
|
||
baonu:'暴怒',
|
||
baonu_info:'锁定技,游戏开始时,你获得两枚暴怒标记,每当你造成或受到一点伤害,你获得一枚暴怒标记',
|
||
shenfen:'神愤',
|
||
shenfen_info:'限定技,出牌阶段,你可以弃置6枚暴怒标记,对场上所有其他角色造成一点伤害,然后令其弃置4张牌',
|
||
wuqian:'无前',
|
||
wuqian_info:'出牌阶段,你可以弃置两枚暴怒标记并获得技能【无双】',
|
||
},
|
||
}
|