noname/character/extra.js

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'use strict';
game.import('character',{
name:'extra',
character:{
shen_guanyu:['male','shen',6,['wuhun','wushen'],['shu']],
shen_zhaoyun:['male','shen',2,['juejing','longhun'],['shu']],
shen_zhugeliang:['male','shen',3,['qixing','kuangfeng','dawu'],['shu']],
shen_lvmeng:['male','shen',3,['shelie','gongxin'],['wu']],
shen_zhouyu:['male','shen',4,['yeyan','qinyin'],['wu']],
shen_simayi:['male','shen',4,['renjie','sbaiyin','lianpo'],['wei']],
shen_caocao:['male','shen',3,['guixin','feiying'],['wei']],
shen_lvbu:['male','shen',5,['baonu','wuqian','shenfen'],['qun']],
},
characterIntro:{
shen_guanyu:'关羽,字云长。曾水淹七军、擒于禁、斩庞德、威震华夏,吓得曹操差点迁都躲避,但是东吴偷袭荆州,关羽兵败被害。后传说吕蒙因关羽之魂索命而死。',
shen_lvmeng:'吕蒙,字子明,汝南富陂人,东吴名将,原有“吴下阿蒙”之贬称,后受孙权劝说,奋发读书,最终成就一代名将。',
shen_zhouyu:'字公瑾庐江舒县人。东汉末年名将。有姿貌、精音律江东有“曲有误周郎顾”之语。周瑜少与孙策交好后孙策遇刺身亡孙权继任。周瑜将兵赴丧以中护军的身份与长史张昭共掌众事建安十三年208年周瑜率东吴军与刘备军联合在赤壁击败曹操。此战也奠定了三分天下的基础。',
shen_zhugeliang:'字孔明、号卧龙汉族琅琊阳都人三国时期蜀汉丞相、杰出的政治家、军事家、发明家、文学家。在世时被封为武乡侯死后追谥忠武侯后来东晋政权推崇诸葛亮军事才能特追封他为武兴王。诸葛亮为匡扶蜀汉政权呕心沥血、鞠躬尽瘁、死而后已。其代表作有《前出师表》、《后出师表》、《诫子书》等。曾发明木牛流马等并改造连弩可一弩十矢俱发。于234年在宝鸡五丈原逝世。',
},
skill:{
qinyin:{
audio:2,
trigger:{player:'phaseDiscardEnd'},
direct:true,
filter:function(event,player){
return event.cards&&event.cards.length>1
},
content:function(){
"step 0"
if(typeof event.count!='number'){
// event.count=trigger.cards.length-1;
event.count=1;
}
var recover=0,lose=0,players=game.filterPlayer();
for(var i=0;i<players.length;i++){
if(players[i].hp<players[i].maxHp){
if(get.attitude(player,players[i])>0){
if(players[i].hp<2){
lose--;
recover+=0.5;
}
lose--;
recover++;
}
else if(get.attitude(player,players[i])<0){
if(players[i].hp<2){
lose++;
recover-=0.5;
}
lose++;
recover--;
}
}
else{
if(get.attitude(player,players[i])>0){
lose--;
}
else if(get.attitude(player,players[i])<0){
lose++;
}
}
}
var prompt=get.prompt('qinyin')+'(剩余'+get.cnNumber(event.count)+'次)';
player.chooseControl('失去体力','回复体力','cancel2',
ui.create.dialog(get.prompt('qinyin'),'hidden')).ai=function(){
if(lose>recover&&lose>0) return 0;
if(lose<recover&&recover>0) return 1;
return 2;
}
"step 1"
if(result.control=='cancel2'){
event.finish();
}
else{
player.logSkill('qinyin');
event.bool=(result.control=='回复体力');
event.num=0;
event.players=game.filterPlayer();
}
"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();
}
"step 3"
if(event.count>1){
event.count--;
event.goto(0);
}
},
ai:{
expose:0.1,
threaten:2
}
},
lianpo:{
audio:true,
trigger:{source:'dieAfter'},
forced:true,
filter:function(event,player){
return !player.hasSkill('lianpo2');
},
content:function(){
player.addSkill('lianpo2');
}
},
lianpo2:{
trigger:{global:'phaseAfter'},
forced:true,
priority:-50,
content:function(){
player.removeSkill('lianpo2');
player.insertPhase();
}
},
baonu:{
trigger:{source:'damageEnd',player:'damageEnd'},
forced:true,
mark:true,
audio:2,
filter:function(event){
return event.num>0;
},
init:function(player){
player.storage.baonu=2;
game.addVideo('storage',player,['baonu',player.storage.baonu]);
},
content:function(){
player.storage.baonu+=trigger.num;
game.addVideo('storage',player,['baonu',player.storage.baonu]);
},
intro:{
content:'mark'
}
},
shenfen:{
audio:2,
enable:'phaseUse',
filter:function(event,player){
return !player.storage.shenfen&&player.storage.baonu>=6;
},
init:function(player){
player.storage.shenfen=false;
},
skillAnimation:true,
animationColor:'metal',
mark:true,
content:function(){
"step 0"
player.awakenSkill('shenfen');
player.storage.shenfen=true;
player.storage.baonu-=6;
event.targets=game.filterPlayer();
event.targets.remove(player);
event.targets.sort(lib.sort.seat);
event.targets2=event.targets.slice(0);
player.line(event.targets,'green');
"step 1"
if(event.targets.length){
event.targets.shift().damage();
event.redo();
}
"step 2"
if(event.targets2.length){
var cur=event.targets2.shift();
if(cur&&cur.countCards('he')){
cur.chooseToDiscard('he',true,4);
}
event.redo();
}
},
intro:{
content:'limited'
},
ai:{
order:10,
result:{
player:function(player){
return game.countPlayer(function(current){
if(current!=player){
return get.sgn(get.damageEffect(current,player,player));
}
});
}
}
}
},
wuqian:{
audio:2,
enable:'phaseUse',
derivation:'wushuang',
filter:function(event,player){
return player.storage.baonu>=2&&!player.hasSkill('wushuang');
},
content:function(){
player.storage.baonu-=2;
player.addTempSkill('wushuang','phaseAfter');
},
ai:{
order:5,
result:{
player:function(player){
if(!player.storage.shenfen) return 0;
var cards=player.getCards('h','sha');
if(cards.length){
if(game.hasPlayer(function(current){
return (player.canUse('sha',current)&&
get.effect(current,cards[0],player,player)>0&&current.hasShan());
})){
return 1;
}
}
return 0;
}
}
}
},
renjie:{
audio:true,
trigger:{player:'damageEnd'},
forced:true,
unique:true,
group:'renjie2',
mark:true,
filter:function(event){
return event.num>0;
},
init:function(player){
player.storage.renjie=0;
game.addVideo('storage',player,['renjie',player.storage.renjie]);
},
content:function(){
player.storage.renjie+=trigger.num;
game.addVideo('storage',player,['renjie',player.storage.renjie]);
},
intro:{
content:'mark'
},
ai:{
maixie:true,
maixie_hp:true,
effect:{
target:function(card,player,target){
if(player.hasSkillTag('jueqing')) return [1,-2];
if(get.tag(card,'damage')){
if(target.hp==target.maxHp){
if(!target.hasSkill('jilue')){
return [0,1];
}
return [0.7,1];
}
return 0.7;
}
},
player:function(card,player){
if(_status.currentPhase!=player) return;
if(get.type(card)=='basic'||get.type(card,'trick')=='trick') return;
if(player.hp<=2) return;
if(!player.hasSkill('jilue')||player.storage.renjie==0){
return [0,0,0,0];
}
}
}
}
},
renjie2:{
audio:true,
trigger:{player:'phaseDiscardEnd'},
forced:true,
filter:function(event){
return event.cards&&event.cards.length>0;
},
content:function(){
player.storage.renjie+=trigger.cards.length;
game.addVideo('storage',player,['renjie',player.storage.renjie]);
}
},
sbaiyin:{
skillAnimation:'epic',
trigger:{player:'phaseBegin'},
forced:true,
unique:true,
audio:true,
filter:function(event,player){
return player.storage.renjie>=4;
},
content:function(){
player.loseMaxHp();
player.addSkill('jilue');
player.awakenSkill('sbaiyin');
}
},
jilue:{
unique:true,
group:['jilue_guicai','jilue_fangzhu','jilue_wansha','jilue_zhiheng','jilue_jizhi']
},
jilue_guicai:{
audio:true,
trigger:{global:'judge'},
direct:true,
filter:function(event,player){
return player.countCards('h')>0&&player.storage.renjie>0;
},
content:function(){
"step 0"
player.chooseCard('是否弃置一枚“忍”,并发动【鬼才】?').ai=function(card){
var trigger=_status.event.parent._trigger;
var player=_status.event.player;
var result=trigger.judge(card)-trigger.judge(trigger.player.judging[0]);
var attitude=get.attitude(player,trigger.player);
if(attitude==0||result==0) return 0;
if(attitude>0){
return result-get.value(card)/2;
}
else{
return -result-get.value(card)/2;
}
};
"step 1"
if(result.bool){
player.respond(result.cards,'highlight');
}
else{
event.finish();
}
"step 2"
if(result.bool){
player.logSkill('jilue_guicai');
player.storage.renjie--;
player.updateMarks();
if(trigger.player.judging[0].clone){
trigger.player.judging[0].clone.delete();
game.addVideo('deletenode',player,get.cardsInfo([trigger.player.judging[0].clone]));
}
ui.discardPile.appendChild(trigger.player.judging[0]);
trigger.player.judging[0]=result.cards[0];
trigger.position.appendChild(result.cards[0]);
game.log(trigger.player,'的判定牌改为',result.cards[0]);
game.delay(2);
}
},
ai:{
tag:{
rejudge:1,
}
}
},
jilue_fangzhu:{
audio:true,
trigger:{player:'damageEnd'},
direct:true,
priority:-1,
filter:function(event,player){
return player.storage.renjie>0;
},
content:function(){
"step 0"
player.chooseTarget('是否弃置一枚“忍”,并发动【放逐】?',function(card,player,target){
return player!=target
}).ai=function(target){
if(target.isTurnedOver()){
return get.attitude(player,target)-1;
}
else{
if(player.maxHp-player.hp==1){
return -get.attitude(player,target)-1;
}
}
return 0;
}
"step 1"
if(result.bool){
player.storage.renjie--;
player.updateMarks();
player.logSkill('jilue_fangzhu',result.targets);
result.targets[0].draw(player.maxHp-player.hp);
result.targets[0].turnOver();
}
},
},
jilue_wansha:{
audio:true,
enable:'phaseUse',
usable:1,
filter:function(event,player){
return player.storage.renjie>0;
},
content:function(){
player.storage.renjie--;
player.updateMarks();
player.addTempSkill('wansha','phaseAfter');
}
},
jilue_zhiheng:{
audio:true,
enable:'phaseUse',
usable:1,
filter:function(event,player){
return player.storage.renjie>0;
},
position:'he',
filterCard:true,
selectCard:[1,Infinity],
prompt:'弃置一枚“忍”,然后弃置任意张牌并摸等量的牌',
check:function(card){return 6-get.value(card)},
content:function(){
player.storage.renjie--;
player.updateMarks();
player.draw(cards.length);
},
ai:{
order:1,
result:{
player:function(player){
var num=0;
var cards=player.getCards('he');
for(var i=0;i<cards.length;i++){
if(get.value(cards[i])<6){
num++;
}
}
if(cards.length>2) return 1;
if(cards.length==2&&player.storage.jilue>1);
return 0;
}
},
threaten:1.5
},
},
jilue_jizhi:{
audio:true,
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(){
player.storage.renjie--;
player.updateMarks();
player.draw();
},
ai:{
threaten:1.4
}
},
wushen:{
mod:{
cardEnabled:function(card,player){
if(_status.event.skill!='wushen'&&card.name!='sha'&&get.suit(card)=='heart') return false;
},
cardUsable:function(card,player){
if(_status.event.skill!='wushen'&&card.name!='sha'&&get.suit(card)=='heart') return false;
},
cardRespondable:function(card,player){
if(_status.event.skill!='wushen'&&card.name!='sha'&&get.suit(card)=='heart') return false;
},
cardSavable:function(card,player){
if(_status.event.skill!='wushen'&&card.name!='sha'&&get.suit(card)=='heart') return false;
},
targetInRange:function(card){
if(get.suit(card)=='heart'||_status.event.skill=='wushen') return true;
}
},
audio:2,
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')&&current<0) return 0.6
}
},
respondSha:true,
order:4,
useful:-1,
value:-1
}
},
wuhun:{
trigger:{player:'dieBegin'},
forced:true,
popup:false,
filter:function(event){
return event.source!=undefined;
},
content:function(){
trigger.source.addSkill('wuhun2');
},
ai:{
threaten:function(player,target){
if(target.hp==1) return 0.5;
},
effect:{
target:function(card,player,target,current){
if(target.hp<=1&&get.tag(card,'damage')){
if(player.hasSkillTag('jueqing')) return [1,-5];
if(!target.hasFriend()) return;
if(player.hp>2&&get.attitude(player,target)<=0) return [0,2];
return [1,0,0,-player.hp];
}
}
}
}
},
wuhun2:{
audio:3,
trigger:{global:'dieAfter'},
forced:true,
content:function(){
if(player.hp<Infinity){
player.loseHp(player.hp);
}
player.removeSkill('wuhun2');
}
},
guixin:{
audio:2,
trigger:{player:'damageEnd'},
check:function(event,player){
if(player.isTurnedOver()) return true;
var num=game.countPlayer(function(current){
if(current.countCards('he')&&current!=player&&get.attitude(player,current)<=0){
return true;
}
if(current.countCards('j')&&current!=player&&get.attitude(player,current)>0){
return true;
}
});
return num>=2;
},
content:function(){
"step 0"
var targets=game.filterPlayer();
targets.remove(player);
targets.sort(lib.sort.seat);
event.targets=targets;
event.num=0;
player.line(targets,'green');
"step 1"
if(num<event.targets.length){
var hej=event.targets[num].getCards('hej')
if(hej.length){
var card=hej.randomGet();
player.gain(card,event.targets[num]);
if(get.position(card)=='h'){
event.targets[num].$giveAuto(card,player);
}
else{
event.targets[num].$give(card,player);
}
}
event.num++;
event.redo();
}
"step 2"
player.turnOver();
},
ai:{
maixie:true,
maixie_hp: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.hasSkillTag('jueqing')) return [1,-2];
if(target.hp==1) return 0.8;
if(target.isTurnedOver()) return [0,3];
var num=game.countPlayer(function(current){
if(current.countCards('he')&&current!=player&&get.attitude(player,current)<=0){
return true;
}
if(current.countCards('j')&&current!=player&&get.attitude(player,current)>0){
return true;
}
});
if(num>2) return [0,1];
if(num==2) return [0.5,1];
}
}
}
}
},
qixing:{
audio:2,
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"
if(player==game.me){
game.addVideo('delay',null);
}
player.chooseCard('选择七张牌作为星',7,true).ai=function(card){
return get.value(card);
};
"step 2"
player.lose(result.cards,ui.special)._triggered=null;
player.storage.qixing=result.cards;
game.addVideo('storage',player,['qixing',get.cardsInfo(player.storage.qixing),'cards']);
},
mark:true,
intro:{
mark:function(dialog,content,player){
if(content&&content.length){
if(player==game.me||player.isUnderControl()){
dialog.addAuto(content);
}
else{
return '共有'+get.cnNumber(content.length)+'张星';
}
}
},
content:function(content,player){
if(content&&content.length){
if(player==game.me||player.isUnderControl()){
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.countCards('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);
game.addVideo('storage',player,['qixing',get.cardsInfo(player.storage.qixing),'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')&&button.link!='du'){
return -get.value(button.link);
}
return 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]);
}
game.addVideo('storage',player,['qixing',get.cardsInfo(player.storage.qixing),'cards']);
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;
},
audio:2,
content:function(){
"step 0"
player.chooseTarget('选择角色获得大雾标记',
[1,Math.min(game.countPlayer(),player.storage.qixing.length)]).ai=function(target){
if(target.isMin()) return 0;
if(target.hasSkill('biantian2')) return 0;
var att=get.attitude(player,target);
if(att>=4){
if(target.hp==1&&target.maxHp>2) return att;
if(target.hp==2&&target.maxHp>3&&target.countCards('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');
}
player.logSkill('dawu',result.targets,'thunder');
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]);
}
if(player.storage.qixing.length==0){
player.unmarkSkill('qixing');
}
game.addVideo('storage',player,['qixing',get.cardsInfo(player.storage.qixing),'cards']);
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].hasSkill('dawu2')){
game.players[i].removeSkill('dawu2');
game.players[i].popup('dawu2');
}
if(game.players[i].hasSkill('kuangfeng2')){
game.players[i].removeSkill('kuangfeng2');
game.players[i].popup('kuangfeng2');
}
}
}
},
kuangfeng:{
unique:true,
audio:2,
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');
}
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]);
}
if(player.storage.qixing.length==0){
player.unmarkSkill('qixing');
}
game.addVideo('storage',player,['qixing',get.cardsInfo(player.storage.qixing),'cards']);
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',
audio:3,
animationColor:'fire',
skillAnimation:'legend',
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 (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;
},
complexCard: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.awakenSkill('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;
if(player.hasUnknown()) return 0;
return get.damageEffect(target,player);
}
}
}
},
longhun:{
group:['longhun1','longhun2','longhun3','longhun4'],
ai:{
skillTagFilter:function(player,tag){
switch(tag){
case 'respondSha':{
if(player.countCards('he',{suit:'diamond'})<Math.max(1,player.hp)) return false;
break;
}
case 'respondShan':{
if(player.countCards('he',{suit:'club'})<Math.max(1,player.hp)) return false;
break;
}
case 'save':{
if(player.countCards('he',{suit:'heart'})<Math.max(1,player.hp)) return false;
break;
}
}
},
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];
if(!target.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:{
audio:true,
enable:['chooseToUse','chooseToRespond'],
prompt:function(){
return '将'+get.cnNumber(Math.max(1,_status.event.player.hp))+'张红桃牌当作桃使用';
},
position:'he',
check:function(card,event){
if(_status.event.player.hp>1) return 0;
return 10-get.value(card);
},
selectCard:function(){
return Math.max(1,_status.event.player.hp);
},
viewAs:{name:'tao'},
filter:function(event,player){
return player.countCards('he',{suit:'heart'})>=player.hp;
},
filterCard:function(card){
return get.suit(card)=='heart';
}
},
longhun2:{
audio:true,
enable:['chooseToUse','chooseToRespond'],
prompt:function(){
return '将'+get.cnNumber(Math.max(1,_status.event.player.hp))+'张方片当作火杀使用或打出';
},
position:'he',
check:function(card,event){
if(_status.event.player.hp>1) return 0;
return 10-get.value(card);
},
selectCard:function(){
return Math.max(1,_status.event.player.hp);
},
viewAs:{name:'sha',nature:'fire'},
filter:function(event,player){
return player.countCards('he',{suit:'diamond'})>=player.hp;
},
filterCard:function(card){
return get.suit(card)=='diamond';
}
},
longhun3:{
audio:true,
enable:['chooseToUse','chooseToRespond'],
prompt:function(){
return '将'+get.cnNumber(Math.max(1,_status.event.player.hp))+'张黑桃牌当作无懈可击使用';
},
position:'he',
check:function(card,event){
if(_status.event.player.hp>1) return 0;
return 7-get.value(card);
},
selectCard:function(){
return Math.max(1,_status.event.player.hp);
},
viewAs:{name:'wuxie'},
viewAsFilter:function(player){
return player.countCards('he',{suit:'spade'})>=player.hp;
},
filterCard:function(card){
return get.suit(card)=='spade';
}
},
longhun4:{
audio:true,
enable:['chooseToUse','chooseToRespond'],
prompt:function(){
return '将'+get.cnNumber(Math.max(1,_status.event.player.hp))+'张梅花牌当作闪打出';
},
position:'he',
check:function(card,event){
if(_status.event.player.hp>1) return 0;
return 10-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;
}
},
audio:true,
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:{
audio:2,
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,'log');
if(cards2.length) player.$gain2(cards2);
for(var i=0;i<cards.length;i++){
ui.discardPile.appendChild(cards[i]);
}
game.delay(2);
},
ai:{
threaten:1.2
}
},
gongxin:{
audio:2,
enable:'phaseUse',
usable:1,
filterTarget:function(card,player,target){
return target!=player&&target.countCards('h');
},
content:function(){
"step 0"
event.videoId=lib.status.videoId++;
var cards=target.getCards('h');
if(player.isOnline2()){
player.send(function(cards,id){
ui.create.dialog('攻心',cards).videoId=id;
},cards,event.videoId);
}
event.dialog=ui.create.dialog('攻心',cards);
event.dialog.videoId=event.videoId;
if(!event.isMine()){
event.dialog.style.display='none';
}
player.chooseButton().set('filterButton',function(button){
return get.suit(button.link)=='heart';
}).set('dialog',event.videoId);
"step 1"
if(result.bool){
event.card=result.links[0];
var func=function(card,id){
var dialog=get.idDialog(id);
if(dialog){
for(var i=0;i<dialog.buttons.length;i++){
if(dialog.buttons[i].link==card){
dialog.buttons[i].classList.add('selectedx');
}
else{
dialog.buttons[i].classList.add('unselectable');
}
}
}
}
if(player.isOnline2()){
player.send(func,event.card,event.videoId);
}
else if(event.isMine()){
func(event.card,event.videoId);
}
player.chooseControl('gongxin_discard','gongxin_top');
}
else{
if(player.isOnline2()){
player.send('closeDialog',event.videoId);
}
event.dialog.close();
event.finish();
}
"step 2"
if(player.isOnline2()){
player.send('closeDialog',event.videoId);
}
event.dialog.close();
var card=event.card;
if(result.control=='gongxin_top'){
target.lose(card);
player.showCards(card,'置于牌堆顶');
}
else{
target.discard(card);
event.finish();
}
"step 3"
event.card.fix();
ui.cardPile.insertBefore(event.card,ui.cardPile.firstChild);
game.log(player,'将',event.card,'置于牌堆顶');
},
ai:{
threaten:1.5,
result:{
target:function(player,target){
return -target.countCards('h');
}
},
order:10,
expose:0.4,
}
}
},
translate:{
shen_zhaoyun:'神赵云',
shen_guanyu:'神关羽',
shen_lvmeng:'神吕蒙',
shen_simayi:'神司马懿',
shen_caocao:'神曹操',
shen_zhugeliang:'神诸葛亮',
shen_zhouyu:'神周瑜',
shen_lvbu:'神吕布',
longhun:'龙魂',
longhun1:'龙魂♥︎',
longhun2:'龙魂♦︎',
longhun3:'龙魂♠︎',
longhun4:'龙魂♣︎',
juejing:'绝境',
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',
wuhun2:'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,你可以改为从牌堆顶亮出五张牌,你获得不同花色的牌各一张',
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:'当你受到1次伤害后你可以随机获得每名其他角色区域里的一张牌然后你翻面',
qinyin_info:'弃牌阶段结束时若你于此阶段内弃置过你的至少两张手牌则你可以选择一项1. 所有角色各回复1点体力2. 所有角色各失去1点体力。',
// qinyin_info:'每当你于弃牌阶段内因你的弃置而失去第X张手牌时X至少为2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:'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_bg:'风',
// kuangfeng2_info:'已获得狂风标记',
kuangfeng3:'狂风',
kuangfeng_info:'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】直到回合结束',
},
});