noname/card/gujian.js

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'use strict';
game.import('card',function(lib,game,ui,get,ai,_status){
return {
name:'gujian',
card:{
luyugeng:{
fullskin:true,
type:'food',
enable:true,
filterTarget:function(card,player,target){
return !target.hasSkill('luyugeng');
},
range:{global:1},
content:function(){
target.$gain2(cards);
target.storage.luyugeng=card;
target.storage.luyugeng_markcount=2;
target.addSkill('luyugeng');
},
ai:{
order:2,
value:4,
result:{
target:1
}
}
},
jinlianzhu:{
type:'trick',
fullskin:true,
filterTarget:true,
content:function(){
var evt=event.getParent(3)._trigger;
evt.untrigger();
evt.finish();
if(evt.source){
evt.source.draw();
}
},
ai:{
order:1,
value:[5,1],
useful:[6,1],
result:{
target:function(player,target){
var evt=_status.event.getTrigger();
var eff=get.damageEffect(target,evt.source,target,evt.nature);
if(eff>0) return -1;
if(eff<0) return 2;
return 0;
}
}
}
},
chunbing:{
fullskin:true,
type:'food',
enable:true,
filterTarget:function(card,player,target){
return !target.hasSkill('chunbing');
},
range:{global:1},
content:function(){
target.$gain2(cards);
target.storage.chunbing=card;
target.storage.chunbing_markcount=5;
target.addSkill('chunbing');
},
ai:{
order:2,
value:4,
result:{
target:function(player,target){
var num=target.needsToDiscard();
if(num){
if(target==player&&num>1){
return num;
}
return Math.sqrt(num);
}
return 0;
}
}
}
},
gudonggeng:{
fullskin:true,
type:'food',
enable:true,
filterTarget:function(card,player,target){
return !target.hasSkill('gudonggeng');
},
range:{global:1},
content:function(){
target.$gain2(cards);
target.storage.gudonggeng=card;
target.storage.gudonggeng_markcount=3;
target.addSkill('gudonggeng');
},
ai:{
order:2,
value:4,
result:{
target:function(player,target){
if(player==target&&!player.hasShan()) return 2;
return 1/Math.max(1,target.hp);
}
}
}
},
liyutang:{
fullskin:true,
type:'food',
enable:true,
filterTarget:function(card,player,target){
return !target.hasSkill('liyutang');
},
range:{global:1},
content:function(){
target.$gain2(cards);
target.storage.liyutang=card;
target.storage.liyutang_markcount=2;
target.addSkill('liyutang');
},
ai:{
order:2,
value:4,
result:{
target:function(player,target){
if(player==target&&target.isMinHp()) return 2;
if(target.isMinHp()) return 1.5;
return 1/Math.max(1,target.hp);
}
}
}
},
mizhilianou:{
fullskin:true,
type:'food',
enable:true,
filterTarget:function(card,player,target){
return !target.hasSkill('mizhilianou');
},
range:{global:1},
content:function(){
target.$gain2(cards);
target.storage.mizhilianou=card;
target.storage.mizhilianou_markcount=4;
target.addSkill('mizhilianou');
},
ai:{
order:2,
value:4,
result:{
target:function(player,target){
if(target==player){
if(target.countCards('he',{suit:'heart'})){
if(target.isDamaged()) return 1.5;
}
else{
return 0.2;
}
}
else if(target.isDamaged()){
return 1;
}
return 0.5;
}
}
}
},
xiajiao:{
fullskin:true,
type:'food',
enable:true,
filterTarget:function(card,player,target){
return !target.hasSkill('xiajiao');
},
range:{global:1},
content:function(){
target.$gain2(cards);
target.storage.xiajiao=card;
target.storage.xiajiao_markcount=3;
target.addSkill('xiajiao');
target.addTempSkill('xiajiao3','phaseAfter');
},
ai:{
order:2,
value:5,
result:{
target:1
}
}
},
tanhuadong:{
fullskin:true,
type:'food',
enable:true,
filterTarget:function(card,player,target){
return !target.hasSkill('tanhuadong');
},
range:{global:1},
content:function(){
target.$gain2(cards);
target.storage.tanhuadong=card;
target.storage.tanhuadong_markcount=3;
target.addSkill('tanhuadong');
},
ai:{
order:2,
value:5,
result:{
target:1
}
}
},
mapodoufu:{
fullskin:true,
type:'food',
enable:true,
filterTarget:function(card,player,target){
return !target.hasSkill('mapodoufu');
},
range:{global:1},
content:function(){
target.$gain2(cards);
target.storage.mapodoufu=card;
target.storage.mapodoufu_markcount=3;
target.addSkill('mapodoufu');
},
ai:{
order:2,
value:5,
result:{
target:function(player,target){
return player==target?2:1;
}
}
}
},
qingtuan:{
fullskin:true,
type:'food',
enable:true,
filterTarget:function(card,player,target){
return !target.hasSkill('qingtuan');
},
range:{global:1},
content:function(){
target.$gain2(cards);
target.storage.qingtuan=card;
target.storage.qingtuan_markcount=2;
target.addSkill('qingtuan');
},
ai:{
order:4,
value:4,
result:{
target:function(player,target){
if(target==player){
if(target.hasSha()) return 2;
}
else{
var nh=target.countCards('h');
if(nh>=3) return 1;
if(target.hasSha()) return 1;
if(nh&&Math.random()<0.5) return 1;
}
return player.needsToDiscard()?0.2:0;
}
}
}
},
yougeng:{
fullskin:true,
type:'food',
enable:true,
filterTarget:function(card,player,target){
return !target.hasSkill('yougeng');
},
range:{global:1},
content:function(){
target.$gain2(cards);
target.storage.yougeng=card;
target.storage.yougeng_markcount=2;
target.addSkill('yougeng');
},
ai:{
order:2,
value:4,
result:{
target:function(player,target){
if(target.isHealthy()) return player.needsToDiscard()?0.1:0;
if(target.isMinHp()) return 1.5;
return 1/Math.max(1,target.hp);
}
}
}
},
molicha:{
fullskin:true,
type:'food',
enable:true,
filterTarget:function(card,player,target){
return !target.hasSkill('molicha');
},
range:{global:1},
content:function(){
target.$gain2(cards);
target.discard(target.getCards('j'));
target.storage.molicha=card;
target.storage.molicha_markcount=5;
target.addSkill('molicha');
},
ai:{
order:2,
value:4,
result:{
target:function(player,target){
if(target.countCards('j')) return 2;
return 1;
}
}
}
},
yuanbaorou:{
fullskin:true,
type:'food',
enable:true,
filterTarget:function(card,player,target){
return !target.hasSkill('yuanbaorou');
},
range:{global:1},
content:function(){
target.$gain2(cards);
target.storage.yuanbaorou=card;
target.storage.yuanbaorou_markcount=3;
target.addSkill('yuanbaorou');
},
ai:{
order:2,
value:4,
result:{
target:function(player,target){
if(target==player){
if(target.hasSha()) return 2;
}
else{
var nh=target.countCards('h');
if(nh>=3) return 1;
if(target.hasSha()) return 1;
if(nh&&Math.random()<0.5) return 1;
}
return player.needsToDiscard()?0.2:0;
}
}
}
},
heilonglinpian:{
fullskin:true,
type:'trick',
enable:true,
filterTarget:function(card,player,target){
return target==player;
},
selectTarget:-1,
modTarget:true,
content:function(){
target.changeHujia();
target.addTempSkill('heilonglinpian',{player:'phaseBegin'});
},
ai:{
value:[5.5,1],
useful:1,
order:2,
result:{
target:1
}
}
},
mutoumianju:{
fullskin:true,
type:'equip',
subtype:'equip2',
skills:['mutoumianju_skill'],
ai:{
equipValue:4
}
},
yuheng:{
fullskin:true,
type:'equip',
subtype:'equip5',
nopower:true,
nomod:true,
unique:true,
skills:['yuheng_skill'],
ai:{
equipValue:function(card,player){
if(player.hp>=4) return 5;
if(player.hp>=3) return 4;
if(player.hp>=2) return 2;
return 1;
}
}
},
yuheng_plus:{
fullskin:true,
type:'equip',
subtype:'equip5',
nopower:true,
unique:true,
nomod:true,
epic:true,
cardimage:'yuheng',
skills:['yuheng_plus_skill'],
ai:{
equipValue:function(card,player){
if(player.hp>=4) return 7;
if(player.hp>=3) return 6;
if(player.hp>=2) return 2.5;
return 1;
}
}
},
yuheng_pro:{
fullskin:true,
type:'equip',
subtype:'equip5',
nopower:true,
unique:true,
nomod:true,
legend:true,
cardimage:'yuheng',
skills:['yuheng_pro_skill'],
ai:{
equipValue:function(card,player){
if(player.hp>=4) return 7.5;
if(player.hp>=3) return 6;
if(player.hp>=2) return 2.5;
return 1;
}
}
},
shujinsan:{
fullskin:true,
type:'basic',
enable:true,
filterTarget:function(card,player,target){
return target.countCards('he')>0;
},
content:function(){
'step 0'
target.chooseToDiscard('he',[1,target.countCards('he')],'弃置任意张牌并摸等量的牌').ai=function(card){
return 6-get.value(card);
}
'step 1'
if(result.bool){
target.draw(result.cards.length);
}
},
ai:{
order:1.5,
value:[4,1],
result:{
target:function(player,target){
if(target==player){
var cards=player.getCards('he');
var num=-1;
for(var i=0;i<cards.length;i++){
if(get.value(cards[i])<6) num++;
}
if(player.needsToDiscard()&&num<1){
num=1;
}
return Math.max(0,num);
}
else{
if(!player.needsToDiscard()&&target.countCards('he')<=3){
return 0;
}
return target.countCards('he')/2;
}
}
}
}
},
ziyangdan:{
fullskin:true,
type:'basic',
},
yunvyuanshen:{
fullskin:true,
type:'basic',
enable:true,
logv:false,
filterTarget:function(card,player,target){
return !target.hasSkill('yunvyuanshen_skill');
},
content:function(){
target.storage.yunvyuanshen_skill=game.createCard('yunvyuanshen');
target.addSkill('yunvyuanshen_skill');
if(cards&&cards.length){
card=cards[0];
}
if(target==targets[0]&&card.clone&&(card.clone.parentNode==player.parentNode||card.clone.parentNode==ui.arena)){
card.clone.moveDelete(target);
game.addVideo('gain2',target,get.cardsInfo([card]));
}
},
ai:{
basic:{
value:9,
useful:4,
},
order:2,
result:{
target:function(player,target){
return 1/Math.sqrt(1+target.hp);
},
},
}
},
// liuxiaxianniang:{
// fullskin:true,
// type:'basic',
// },
bingpotong:{
fullskin:true,
type:'jiguan',
enable:true,
wuxieable:true,
filterTarget:function(card,player,target){
return target.countCards('h')>0&&!target.hasSkill('bingpotong');
},
content:function(){
"step 0"
if(target.countCards('h')==0||player.countCards('h')==0){
event.finish();
return;
}
player.chooseCard(true);
"step 1"
event.card1=result.cards[0];
var rand=Math.random()<0.5;
target.chooseCard(true).ai=function(card){
var num=0;
if(get.color(card)=='red'){
if(rand) num-=6;
}
else{
if(!rand) num-=6;
}
var value=get.value(card);
if(value>=8) return -100;
return num-value;
};
"step 2"
event.card2=result.cards[0];
ui.arena.classList.add('thrownhighlight');
game.addVideo('thrownhighlight1');
player.$compare(event.card1,target,event.card2);
game.delay(4);
"step 3"
game.log(player,'展示了',event.card1);
game.log(target,'展示了',event.card2);
if(get.color(event.card2)==get.color(event.card1)){
player.discard(event.card1).animate=false;
target.$gain2(event.card2);
var clone=event.card1.clone;
if(clone){
clone.style.transition='all 0.5s';
clone.style.transform='scale(1.2)';
clone.delete();
game.addVideo('deletenode',player,get.cardsInfo([clone]));
}
target.loseHp();
event.finish();
}
else{
player.$gain2(event.card1);
target.$gain2(event.card2);
game.delay();
}
ui.arena.classList.remove('thrownhighlight');
game.addVideo('thrownhighlight2');
"step 4"
if(cards&&cards.length){
player.gain(cards,'gain2');
target.addTempSkill('bingpotong','phaseAfter');
}
},
ai:{
basic:{
order:2,
value:[5,1],
useful:1,
},
result:{
player:function(player,target){
if(player.countCards('h')<=Math.min(5,Math.max(2,player.hp))&&_status.event.name=='chooseToUse'){
if(typeof _status.event.filterCard=='function'&&
_status.event.filterCard({name:'dujian'})){
return -10;
}
if(_status.event.skill){
var viewAs=get.info(_status.event.skill).viewAs;
if(viewAs=='dujian') return -10;
if(viewAs&&viewAs.name=='dujian') return -10;
}
}
return 0;
},
target:function(player,target){
if(player.countCards('h')<=1) return 0;
return -1.5;
}
},
tag:{
loseHp:1
}
}
},
feibiao:{
type:'jiguan',
enable:true,
fullskin:true,
wuxieable:true,
filterTarget:function(card,player,target){
return get.distance(player,target)>1;
},
content:function(){
"step 0"
if(!target.countCards('h',{color:'black'})){
target.loseHp();
event.finish();
}
else{
target.chooseToDiscard({color:'black'},'弃置一张黑色手牌或受流失一点体力').ai=function(card){
return 8-get.value(card);
};
}
"step 1"
if(!result.bool){
target.loseHp();
}
},
ai:{
basic:{
order:9,
value:3,
useful:1,
},
result:{
target:-2
},
tag:{
discard:1,
loseHp:1
}
}
},
qiankunbiao:{
type:'jiguan',
enable:true,
fullskin:true,
wuxieable:true,
filterTarget:function(card,player,target){
return target!=player&&target.countCards('he')>0;
},
changeTarget:function(player,targets){
game.filterPlayer(function(current){
return get.distance(targets[0],current,'pure')==1&&current.countCards('he');
},targets);
},
content:function(){
var he=target.getCards('he');
if(he.length){
target.discard(he.randomGet()).delay=false;
}
},
contentAfter:function(){
game.delay(0.5);
},
ai:{
order:7,
tag:{
loseCard:1,
discard:1,
},
wuxie:function(){
return 0;
},
result:{
player:function(player,target){
return game.countPlayer(function(current){
if(current==target||(get.distance(target,current,'pure')==1&&current.countCards('he'))){
var att=get.attitude(player,current);
if(att>0){
return -1;
}
else if(att<0){
return 1;
}
}
});
}
}
}
},
// wenhuangsan:{
// type:'jiguan',
// enable:true,
// fullskin:true,
// },
// tuhunsha:{
// type:'jiguan',
// enable:true,
// fullskin:true,
// },
// shenhuofeiya:{
// type:'jiguan',
// enable:true,
// fullskin:true,
// },
mianlijinzhen:{
type:'jiguan',
enable:true,
fullskin:true,
filterTarget:function(card,player,target){
return target!=player;
},
content:function(){
'step 0'
target.draw('visible');
'step 1'
if(Array.isArray(result)&&get.suit(result[0])=='spade'){
return;
}
else{
target.damage();
}
},
ai:{
order:2,
value:[4,1],
useful:1,
result:{
target:-1.5
},
tag:{
damage:1
}
}
},
// longxugou:{
// type:'jiguan',
// enable:true,
// fullskin:true,
// },
liutouge:{
type:'jiguan',
enable:true,
fullskin:true,
filterTarget:true,
wuxieable:true,
content:function(){
var list=[1,2,3,4,5,6];
if(player.getEnemies().contains(target)){
if(target.countCards('he')==0){
list.remove(1);
}
if(target.isLinked()){
list.remove(4);
}
if(target.hasSkill('fengyin')){
list.remove(5);
}
switch(list.randomGet()){
case 1:target.discard(target.getCards('he').randomGet());break;
case 2:target.loseHp();break;
case 3:target.damage();break;
case 4:if(!target.isLinked()) target.link();break;
case 5:target.addTempSkill('fengyin',{player:'phaseAfter'});break;
case 6:{
var list=[];
for(var i=0;i<lib.inpile.length;i++){
var info=lib.card[lib.inpile[i]];
if(info.type=='delay'&&!info.cancel&&!target.hasJudge(lib.inpile[i])){
list.push(lib.inpile[i]);
}
}
if(list.length){
var card=game.createCard(list.randomGet());
target.addJudge(card);
target.$draw(card);
game.delay();
}
break;
}
}
}
else{
if(target.isHealthy()){
list.remove(2);
}
if(!target.countCards('j')){
list.remove(5);
}
if(!target.isLinked()&&!target.isTurnedOver()){
list.remove(6);
}
if(target.hasSkill('qianxing')){
list.remove(4);
}
switch(list.randomGet()){
case 1:target.draw();break;
case 2:target.recover();break;
case 3:target.changeHujia();break;
case 4:target.addTempSkill('qianxing',{player:'phaseBegin'});break;
case 5:target.discard(target.getCards('j'));break;
case 6:{
if(target.isLinked()) target.link();
if(target.isTurnedOver()) target.turnOver();
break;
}
}
}
},
ai:{
order:4,
value:5,
result:{
player:function(player,target){
if(get.attitude(player,target)==0) return 0;
return 1;
}
}
}
},
liufengsan:{
type:'trick',
enable:true,
fullskin:true,
filterTarget:true,
content:function(){
var list=[];
for(var i=0;i<2;i++){
list.push(game.createCard('shan'));
}
target.gain(list,'gain2');
},
ai:{
order:1,
result:{
target:function(player,target){
if(target==player){
if(!target.hasShan()) return 2;
var num=target.needsToDiscard(2);
if(num==0) return 1.5;
if(num==1) return 1;
return 0.5;
}
else{
switch(target.countCards('h')){
case 0:return 2;
case 1:return 1.5;
case 2:return 1;
default:return 0.5;
}
}
}
}
}
},
shihuifen:{
type:'trick',
fullskin:true,
filterTarget:true,
content:function(){
'step 0'
_status.currentPhase.chooseToRespond({name:'shan'},'石灰粉<br><div style="height:10px;display:block"></div><div class="text">打出一张闪,否则本回合无法对其他角色使用卡牌');
'step 1'
if(!result.bool){
_status.currentPhase.addTempSkill('shihuifen','phaseUseAfter');
}
},
ai:{
order:1,
value:[5,1],
useful:[5,1],
tag:{
respond:1,
respondShan:1,
},
result:{
target:function(player,target){
if(target.countCards('h')>=3||target.needsToDiscard()) return -1.5;
return 0;
}
}
}
},
},
skill:{
luyugeng:{
mark:'card',
trigger:{player:'phaseBegin'},
forced:true,
popup:false,
nopop:true,
intro:{
content:function(storage,player){
return '准备阶段,你对一名体力值全场最高的随机敌人造成一点雷属性伤害(剩余'+player.storage.luyugeng_markcount+'回合)'
}
},
content:function(){
var list=player.getEnemies();
for(var i=0;i<list.length;i++){
if(!list[i].isMaxHp()){
list.splice(i--,1);
}
}
if(list.length){
var target=list.randomGet();
player.logSkill('luyugeng',target,'thunder');
target.damage('thunder');
}
player.storage.luyugeng_markcount--;
if(player.storage.luyugeng_markcount==0){
delete player.storage.luyugeng;
delete player.storage.luyugeng_markcount;
player.removeSkill('luyugeng');
}
else{
player.updateMarks();
}
},
},
xiajiao:{
mark:'card',
trigger:{player:['phaseUseBefore','phaseEnd']},
forced:true,
popup:false,
nopop:true,
filter:function(event,player){
return !player.hasSkill('xiajiao3');
},
intro:{
content:function(storage,player){
return '你在摸牌阶段额外摸一张牌,并在摸牌阶段时弃置一张牌(剩余'+player.storage.xiajiao_markcount+'回合)'
}
},
content:function(){
player.storage.xiajiao_markcount--;
if(player.storage.xiajiao_markcount==0){
delete player.storage.xiajiao;
delete player.storage.xiajiao_markcount;
player.removeSkill('xiajiao');
}
else{
player.updateMarks();
}
player.addTempSkill('xiajiao3','phaseAfter');
},
group:'xiajiao_draw',
subSkill:{
draw:{
trigger:{player:'phaseDrawBegin'},
forced:true,
content:function(){
trigger.num++;
player.addTempSkill('xiajiao2','phaseAfter');
}
}
}
},
xiajiao2:{
trigger:{player:'phaseDrawAfter'},
forced:true,
popup:false,
silent:true,
content:function(){
player.chooseToDiscard('he',true);
}
},
xiajiao3:{},
mizhilianou:{
mark:'card',
trigger:{player:'phaseAfter'},
forced:true,
popup:false,
nopop:true,
intro:{
content:function(storage,player){
return '你可以将一张红桃牌当作桃使用(剩余'+player.storage.mizhilianou_markcount+'回合)'
}
},
content:function(){
player.storage.mizhilianou_markcount--;
if(player.storage.mizhilianou_markcount==0){
delete player.storage.mizhilianou;
delete player.storage.mizhilianou_markcount;
player.removeSkill('mizhilianou');
}
else{
player.updateMarks();
}
},
group:'mizhilianou_use',
subSkill:{
use:{
enable:'chooseToUse',
filterCard:{suit:'heart'},
position:'he',
viewAs:{name:'tao'},
viewAsFilter:function(player){
return player.countCards('he',{suit:'heart'})>0;
},
prompt:'将一张红桃牌当桃使用',
check:function(card){return 10-get.value(card)},
ai:{
skillTagFilter:function(player){
return player.countCards('he',{suit:'heart'})>0;
},
save:true,
}
}
}
},
chunbing:{
mark:'card',
trigger:{player:'phaseAfter'},
forced:true,
popup:false,
nopop:true,
intro:{
content:function(storage,player){
return '你的手牌上限+1剩余'+player.storage.chunbing_markcount+'回合)'
}
},
mod:{
maxHandcard:function(player,num){
return num+1;
}
},
content:function(){
player.storage.chunbing_markcount--;
if(player.storage.chunbing_markcount==0){
delete player.storage.chunbing;
delete player.storage.chunbing_markcount;
player.removeSkill('chunbing');
}
else{
player.updateMarks();
}
},
},
gudonggeng:{
mark:'card',
trigger:{player:'phaseBegin'},
forced:true,
popup:false,
nopop:true,
intro:{
content:function(storage,player){
return '你受到杀造成的伤害时有50%的机率令伤害-1剩余'+player.storage.gudonggeng_markcount+'回合)'
}
},
content:function(){
player.storage.gudonggeng_markcount--;
if(player.storage.gudonggeng_markcount==0){
delete player.storage.gudonggeng;
delete player.storage.gudonggeng_markcount;
player.removeSkill('gudonggeng');
}
else{
player.updateMarks();
}
},
group:'gudonggeng_damage',
subSkill:{
damage:{
trigger:{player:'damageBegin'},
filter:function(event,player){
return event.card&&event.card.name=='sha'&&event.num>0&&Math.random()<0.5;
},
forced:true,
content:function(){
trigger.num--;
}
}
},
ai:{
effect:{
target:function(card,player,target){
if(card.name=='sha'&&get.attitude(player,target)<0) return 0.5;
}
}
}
},
qingtuan:{
mark:'card',
trigger:{player:'phaseAfter'},
forced:true,
popup:false,
nopop:true,
intro:{
content:function(storage,player){
return '你在回合内使用首张杀时摸一张牌(剩余'+player.storage.qingtuan_markcount+'回合)'
}
},
content:function(){
player.storage.qingtuan_markcount--;
if(player.storage.qingtuan_markcount==0){
delete player.storage.qingtuan;
delete player.storage.qingtuan_markcount;
player.removeSkill('qingtuan');
}
else{
player.updateMarks();
}
},
group:'qingtuan_draw',
subSkill:{
draw:{
trigger:{player:'useCard'},
filter:function(event,player){
return event.card.name=='sha'&&_status.currentPhase==player;
},
usable:1,
forced:true,
content:function(){
player.draw();
}
}
}
},
liyutang:{
mark:'card',
trigger:{player:'phaseEnd'},
forced:true,
popup:false,
nopop:true,
intro:{
content:function(storage,player){
return '结束阶段,若你的体力值为全场最少或之一,你获得一点护甲(剩余'+player.storage.liyutang_markcount+'回合)'
}
},
content:function(){
if(player.isMinHp()){
player.logSkill('liyutang');
player.changeHujia();
}
player.storage.liyutang_markcount--;
if(player.storage.liyutang_markcount==0){
delete player.storage.liyutang;
delete player.storage.liyutang_markcount;
player.removeSkill('liyutang');
}
else{
player.updateMarks();
}
},
},
yougeng:{
mark:'card',
trigger:{player:'phaseBegin'},
forced:true,
popup:false,
nopop:true,
intro:{
content:function(storage,player){
return '准备阶段,若你的体力值为全场最少或之一,你回复一点体力(剩余'+player.storage.yougeng_markcount+'回合)'
}
},
content:function(){
if(player.isDamaged()&&player.isMinHp()){
player.logSkill('yougeng');
player.recover();
}
player.storage.yougeng_markcount--;
if(player.storage.yougeng_markcount==0){
delete player.storage.yougeng;
delete player.storage.yougeng_markcount;
player.removeSkill('yougeng');
}
else{
player.updateMarks();
}
},
},
molicha:{
mark:'card',
trigger:{player:'phaseAfter'},
forced:true,
popup:false,
nopop:true,
intro:{
content:function(storage,player){
return '你不能成为过河拆桥或延时锦囊牌的目标(剩余'+player.storage.molicha_markcount+'回合)'
}
},
mod:{
targetEnabled:function(card){
if(get.type(card)=='delay'||card.name=='guohe'){
return false;
}
}
},
content:function(){
player.storage.molicha_markcount--;
if(player.storage.molicha_markcount==0){
delete player.storage.molicha;
delete player.storage.molicha_markcount;
player.removeSkill('molicha');
}
else{
player.updateMarks();
}
}
},
yuanbaorou:{
mark:'card',
trigger:{player:'phaseAfter'},
forced:true,
popup:false,
nopop:true,
intro:{
content:function(storage,player){
return '你在出牌阶段可以额外使用一张杀(剩余'+player.storage.yuanbaorou_markcount+'回合)'
}
},
mod:{
cardUsable:function(card,player,num){
if(card.name=='sha') return num+1;
}
},
content:function(){
player.storage.yuanbaorou_markcount--;
if(player.storage.yuanbaorou_markcount==0){
delete player.storage.yuanbaorou;
delete player.storage.yuanbaorou_markcount;
player.removeSkill('yuanbaorou');
}
else{
player.updateMarks();
}
},
},
tanhuadong:{
mark:'card',
trigger:{player:'phaseEnd'},
forced:true,
popup:false,
nopop:true,
intro:{
content:function(storage,player){
return '结束阶段有你50%机率摸一张牌(剩余'+player.storage.tanhuadong_markcount+'回合)'
}
},
content:function(){
if(Math.random()<0.5){
player.logSkill('tanhuadong');
player.draw();
}
player.storage.tanhuadong_markcount--;
if(player.storage.tanhuadong_markcount==0){
delete player.storage.tanhuadong;
delete player.storage.tanhuadong_markcount;
player.removeSkill('tanhuadong');
}
else{
player.updateMarks();
}
}
},
mapodoufu:{
mark:'card',
trigger:{player:'phaseEnd'},
forced:true,
popup:false,
nopop:true,
intro:{
content:function(storage,player){
return '结束阶段你有65%的机率弃置一名随机敌人的一张随机牌(剩余'+player.storage.mapodoufu_markcount+'回合)'
}
},
content:function(){
if(Math.random()<0.65){
var list=player.getEnemies();
for(var i=0;i<list.length;i++){
if(!list[i].countCards('he')){
list.splice(i--,1);
}
}
var target=list.randomGet();
if(target){
player.logSkill('mapodoufu',target);
target.discard(target.getCards('he').randomGet());
target.addExpose(0.2);
}
}
player.storage.mapodoufu_markcount--;
if(player.storage.mapodoufu_markcount==0){
delete player.storage.mapodoufu;
delete player.storage.mapodoufu_markcount;
player.removeSkill('mapodoufu');
}
else{
player.updateMarks();
}
}
},
yunvyuanshen_skill:{
mark:'card',
intro:{
content:'下一进入濒死状态时回复一点体力'
},
trigger:{player:'dying'},
forced:true,
priority:6.1,
onremove:true,
filter:function(event,player){
return player.hp<=0;
},
content:function(){
player.recover();
player.removeSkill('yunvyuanshen_skill');
}
},
bingpotong:{},
heilonglinpian:{
mark:true,
marktext:'鳞',
intro:{
content:'防御距离+1'
},
mod:{
globalTo:function(from,to,distance){
return distance+1
}
}
},
mutoumianju_skill:{
enable:'chooseToUse',
filterCard:true,
viewAs:{name:'sha'},
viewAsFilter:function(player){
if(!player.countCards('h')) return false;
},
prompt:'将一张手牌当杀使用',
check:function(card){return 5-get.value(card)},
ai:{
order:function(){
return get.order({name:'sha'})+0.1;
},
skillTagFilter:function(player,tag,arg){
if(arg!='use') return false;
if(!player.countCards('h')) return false;
},
},
},
yuheng_skill:{
enable:'phaseUse',
usable:1,
filterTarget:function(card,player,target){
return target!=player&&target.countCards('h')>0;
},
content:function(){
'step 0'
player.loseHp();
'step 1'
var hs=target.getCards('h');
if(hs.length){
var card=hs.randomGet();
player.gain(card,target);
target.$give(card,player);
if(get.suit(card)=='spade'){
event.bool=true;
}
}
'step 2'
if(event.bool){
target.loseHp();
}
var card=player.getEquip('yuheng');
if(card){
if(typeof card.storage.yuheng!='number'){
card.storage.yuheng=1;
}
else{
card.storage.yuheng++;
}
if(card.storage.yuheng>=3){
card.init([card.suit,card.number,'yuheng_plus',card.nature]);
player.addTempSkill('yuheng_plus_temp','phaseAfter');
}
}
},
ai:{
order:6,
result:{
target:function(player,target){
if(get.attitude(player,target)>=0) return 0;
var nh=target.countCards('h');
var num=-1/Math.sqrt(1+nh);
if(player.hp>=4) return num;
if(player.hp>=3&&nh<=2) return num;
if(player.hp>=2&&target.hp==1&&nh<=2) return num;
return 0;
}
}
}
},
yuheng_plus_temp:{},
yuheng_plus_skill:{
enable:'phaseUse',
usable:1,
filter:function(event,player){
return !player.hasSkill('yuheng_plus_temp');
},
filterTarget:function(card,player,target){
return target!=player&&target.countCards('h')>0;
},
content:function(){
'step 0'
player.loseHp();
'step 1'
var hs=target.getCards('h');
if(hs.length){
var card=hs.randomGet();
player.gain(card,target);
target.$give(card,player);
if(get.color(card)=='black'){
event.bool=true;
}
}
'step 2'
if(event.bool){
target.loseHp();
}
var card=player.getEquip('yuheng_plus');
if(card){
if(typeof card.storage.yuheng!='number'){
card.storage.yuheng=1;
}
else{
card.storage.yuheng++;
}
if(card.storage.yuheng>=7){
card.init([card.suit,card.number,'yuheng_pro',card.nature]);
}
}
},
ai:{
order:6,
result:{
target:function(player,target){
if(get.attitude(player,target)>=0) return 0;
var nh=target.countCards('h');
var num=-1/Math.sqrt(1+nh);
if(player.hp>=4) return num;
if(player.hp>=3&&nh<=2) return num;
if(player.hp>=2&&target.hp==1&&nh<=2) return num;
return 0;
}
}
}
},
yuheng_pro_skill:{
enable:'phaseUse',
filterTarget:function(card,player,target){
return target!=player&&target.countCards('h')>0;
},
content:function(){
'step 0'
player.loseHp();
'step 1'
var hs=target.getCards('h');
if(hs.length){
var card=hs.randomGet();
player.gain(card,target);
target.$give(card,player);
if(get.color(card)=='black'){
event.bool=true;
}
}
'step 2'
if(event.bool){
target.loseHp();
}
},
ai:{
order:6,
result:{
target:function(player,target){
if(get.attitude(player,target)>=0) return 0;
var nh=target.countCards('h');
var num=-1/Math.sqrt(1+nh);
if(player.hp>=4) return num;
if(player.hp>=3&&nh<=2) return num;
if(player.hp>=2&&target.hp==1&&nh<=2) return num;
return 0;
}
}
}
},
shihuifen:{
mark:true,
intro:{
content:'使用卡牌无法指定其他角色为目标'
},
mod:{
playerEnabled:function(card,player,target){
if(player!=target) return false;
}
}
},
_shihuifen:{
trigger:{global:'phaseUseBegin'},
direct:true,
filter:function(event,player){
if(event.player.hasSkill('shihuifen')) return false;
if(event.player==player) return false;
if(!lib.filter.targetEnabled({name:'shihuifen'},player,event.player)) return false;
return player.hasCard('shihuifen')||player.hasSkillTag('shihuifen');
},
content:function(){
player.chooseToUse(get.prompt('shihuifen',trigger.player).replace(/发动/,'使用'),function(card,player){
if(card.name!='shihuifen') return false;
return lib.filter.cardEnabled(card,player,'forceEnable');
},trigger.player,-1).targetRequired=true;
}
},
_jinlianzhu:{
trigger:{global:'damageBefore'},
direct:true,
filter:function(event,player){
if(!lib.filter.targetEnabled({name:'jinlianzhu'},player,event.player)) return false;
return player.hasCard('jinlianzhu');
},
content:function(){
player.chooseToUse(get.prompt('jinlianzhu',trigger.player).replace(/发动/,'使用'),function(card,player){
if(card.name!='jinlianzhu') return false;
return lib.filter.cardEnabled(card,player,'forceEnable');
},trigger.player,-1).targetRequired=true;
}
},
},
cardType:{
food:0.3
},
translate:{
jinlianzhu:'金莲珠',
jinlianzhu_info:'对一名即将受到伤害的角色使用,防止此伤害,并令伤害来源摸一张牌',
shihuifen:'石灰粉',
shihuifen_info:'在一名其他角色的出牌阶段开始时对其使用,目标需打出一张闪,否则此阶段使用卡牌无法指定其他角色为目标',
liufengsan:'流风散',
liufengsan_info:'出牌阶段对一名角色使用,目标获得两张闪',
liutouge:'六骰格',
liutouge_info:'出牌阶段对一名角色使用,若目标是敌人,对目标施加一个随机的负面效果;否则对目标施加一个随机的正面效果',
// longxugou:'龙须钩',
// longxugou_info:'龙须钩',
mianlijinzhen:'棉里针',
mianlijinzhen_info:'令一名角色摸一张牌并展示,若不是黑桃,你对其造成一点伤害',
// shenhuofeiya:'神火飞鸦',
// shenhuofeiya_info:'神火飞鸦',
// tuhunsha:'土魂砂',
// tuhunsha_info:'土魂砂',
// wenhuangsan:'瘟癀伞',
// wenhuangsan_info:'瘟癀伞',
qiankunbiao:'乾坤镖',
qiankunbiao_info:'随机弃置一名其他角色和其相邻角色的一张牌',
bingpotong:'冰魄针',
bingpotong_info:'出牌阶段,对一名有手牌的角色使用,你与其同时展示一张手牌,若颜色相同,你弃置展示的牌,目标流失一点体力;若颜色不同,你收回此牌且本回合内不能再对该目标使用',
feibiao:'飞镖',
feibiao_info:'出牌阶段对一名距离1以外的角色使用令其弃置一张黑色手牌或流失一点体力',
// liuxiaxianniang:'流霞仙酿',
// liuxiaxianniang_info:'流霞仙酿',
yunvyuanshen:'玉女元参',
yunvyuanshen_skill:'玉女元参',
yunvyuanshen_info:'出牌阶段对一名角色使用,目标在下一次进入濒死状态时回复一点体力',
// ziyangdan:'紫阳丹',
// ziyangdan_info:'紫阳丹',
yuheng:'玉衡',
yuheng_plus:'玉衡',
yuheng_pro:'玉衡',
yuheng_skill:'玉衡',
yuheng_plus_skill:'玉衡',
yuheng_pro_skill:'玉衡',
yuheng_info:'出牌阶段限一次,你可以失去一点体力,然后获得一名其他角色的一张手牌并展示,若为黑桃牌,该角色也失去一点体力(此牌在本局游戏中第三次和第七次发动效果后,分别自动获得一次强化)',
yuheng_plus_info:'由普通玉衡强化得到,将玉衡技能描述中的“黑桃牌”改为“黑色牌”',
yuheng_pro_info:'由普通玉衡二次强化得到,将玉横技能描述中的“黑桃牌”改为“黑色牌”,并去掉使用次数限制',
yuheng_skill_info:'出牌阶段限一次,你可以失去一点体力,然后获得一名其他角色的手牌并展示,若为黑桃牌,该角色也失去一点体力',
yuheng_plus_skill_info:'出牌阶段限一次,你可以失去一点体力,然后获得一名其他角色的手牌并展示,若为黑色牌,该角色也失去一点体力',
yuheng_pro_skill_info:'出牌阶段,你可以失去一点体力,然后获得一名其他角色的手牌并展示,若为黑色牌,该角色也失去一点体力',
shujinsan:'舒筋散',
shujinsan_info:'出牌阶段对任意角色使用,目标可弃置任意张牌,并摸等量的牌',
mutoumianju:'木头面具',
mutoumianju_info:'你可以将一张手牌当作杀使用',
mutoumianju_skill:'木杀',
mutoumianju_skill_info:'你可以将一张手牌当作杀使用',
heilonglinpian:'黑龙鳞片',
heilonglinpian_info:'出牌阶段对自己使用,获得一点护甲,直到下一回合开始,你的防御距离+1',
food:'食物',
chunbing:'春饼',
chunbing_info:'你的手牌上限+1持续五回合',
gudonggeng:'骨董羹',
gudonggeng_info:'你受到杀造成的伤害时有50%的机率令伤害-1持续三回合',
yougeng:'酉羹',
yougeng_info:'准备阶段,若你的体力值为全场最少或之一,你回复一点体力,持续两回合',
liyutang:'鲤鱼汤',
liyutang_info:'结束阶段,若你的体力值为全场最少或之一,你获得一点护甲,持续两回合',
mizhilianou:'蜜汁藕',
mizhilianou_info:'你可以将一张红桃牌当作桃使用,持续四回合',
xiajiao:'虾饺',
xiajiao_info:'你在摸牌阶段额外摸一张牌,并在摸牌阶段时弃置一张牌,持续三回合',
tanhuadong:'昙花冻',
tanhuadong_info:'结束阶段你有50%的机率摸一张牌,持续三回合',
qingtuan:'青团',
qingtuan_info:'你在回合内使用首张杀时摸一张牌,持续两回合',
luyugeng:'鲈鱼羹',
luyugeng_info:'准备阶段,你对一名体力值全场最高的随机敌人造成一点雷属性伤害,持续两回合',
yuanbaorou:'元宝肉',
yuanbaorou_info:'你在出牌阶段可以额外使用一张杀,持续三回合',
molicha:'茉莉茶',
molicha_info:'弃置判定区内的所有牌;你不能成为过河拆桥或延时锦囊牌的目标,持续五回合',
mapodoufu:'麻婆豆腐',
mapodoufu_info:'结束阶段你有65%的机率弃置一名随机敌人的一张随机牌,持续三回合',
},
list:[
['spade',2,'tanhuadong'],
['club',1,'molicha'],
['club',3,'chunbing'],
['heart',12,'yougeng'],
['heart',8,'gudonggeng'],
['heart',1,'liyutang'],
['diamond',4,'mizhilianou'],
['diamond',6,'xiajiao'],
['spade',3,'qingtuan'],
['club',11,'luyugeng'],
['heart',4,'mapodoufu'],
['spade',8,'yuanbaorou'],
['spade',7,'yuheng'],
['club',4,'mutoumianju'],
['spade',2,'heilonglinpian'],
['spade',1,'mianlijinzhen'],
['heart',13,'yunvyuanshen'],
['club',8,'feibiao','poison'],
['diamond',9,'feibiao','poison'],
['spade',3,'bingpotong','poison'],
['club',12,'bingpotong','poison'],
['club',5,'shihuifen'],
['club',1,'shihuifen'],
['spade',13,'shihuifen'],
['diamond',6,'shujinsan'],
['spade',2,'shujinsan'],
['spade',9,'qiankunbiao'],
['club',13,'qiankunbiao'],
['heart',9,'jinlianzhu'],
['spade',7,'jinlianzhu'],
['heart',6,'liutouge'],
['club',6,'liutouge'],
['club',6,'liufengsan'],
['club',3,'liufengsan'],
]
};
});