4950 lines
162 KiB
JavaScript
Executable File
4950 lines
162 KiB
JavaScript
Executable File
'use strict';
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game.import('character',function(lib,game,ui,get,ai,_status){
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return {
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name:'extra',
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connect:true,
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connectBanned:['shen_diaochan'],
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characterSort:{
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extra:{
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extra_feng:['shen_guanyu','shen_lvmeng'],
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extra_huo:['shen_zhugeliang','shen_zhouyu'],
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extra_lin:['shen_caocao','shen_lvbu'],
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extra_shan:['shen_zhaoyun','shen_simayi'],
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extra_yin:['shen_liubei','shen_luxun'],
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extra_lei:['shen_ganning','shen_zhangliao'],
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extra_key:['key_kagari','key_shiki','db_key_hina'],
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extra_ol:['ol_zhangliao','shen_caopi','shen_zhenji'],
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extra_mobilezhi:['shen_guojia','shen_xunyu'],
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extra_mobilexin:['shen_taishici','shen_sunce'],
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extra_offline:['shen_diaochan','boss_zhaoyun'],
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},
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},
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character:{
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key_kagari:['female','shen',3,['kagari_zongsi'],['key']],
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key_shiki:['female','shen','3/5',['shiki_omusubi'],['key']],
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db_key_hina:['female','key',3,['hina_shenshi','hina_xingzhi'],['doublegroup:key:shen']],
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shen_sunce:['male','shen','1/6',['yingba','scfuhai','pinghe'],['wu']],
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shen_xunyu:['male','shen',3,['tianzuo','lingce','dinghan'],['wei']],
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shen_taishici:['male','shen',4,['dulie','tspowei'],['wu']],
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shen_guojia:['male','shen',3,['reshuishi','stianyi','resghuishi'],['wei']],
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shen_diaochan:['female','shen',3,['meihun','huoxin'],['qun']],
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shen_guanyu:['male','shen',5,['new_wuhun','wushen'],['shu']],
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shen_zhaoyun:['male','shen',2,['xinjuejing','relonghun'],['shu']],
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shen_zhugeliang:['male','shen',3,['qixing','kuangfeng','dawu'],['shu']],
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shen_lvmeng:['male','shen',3,['shelie','gongxin'],['wu']],
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shen_zhouyu:['male','shen',4,['yeyan','qinyin'],['wu']],
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shen_simayi:['male','shen',4,['renjie','sbaiyin','lianpo'],['wei']],
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shen_caocao:['male','shen',3,['new_guixin','feiying'],['wei']],
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shen_lvbu:['male','shen',5,['baonu','wumou','ol_wuqian','ol_shenfen'],['qun']],
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shen_liubei:["male","shen",6,["nzry_longnu","nzry_jieying"],["shu"]],
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shen_luxun:["male","shen",4,["nzry_junlve","nzry_cuike","nzry_dinghuo"],["wu"]],
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shen_zhangliao:["male","shen",4,["drlt_duorui","drlt_zhiti"],["wei"]],
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shen_ganning:["male","shen","3/6",["drlt_poxi","drlt_jieying"],["wu"]],
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ol_zhangliao:['male','shen',4,['olduorui','olzhiti'],['wei']],
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shen_caopi:['male','shen',5,['chuyuan','dengji'],['wei']],
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shen_zhenji:['female','shen',3,['shenfu','qixian'],['wei']],
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boss_zhaoyun:['male','shen',1,['boss_juejing','xinlonghun','zhanjiang'],['shu']],
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},
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characterIntro:{
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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。',
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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。',
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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。',
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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。',
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},
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characterReplace:{
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shen_zhangliao:['shen_zhangliao','ol_zhangliao'],
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shen_zhaoyun:['shen_zhaoyun','boss_zhaoyun'],
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},
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characterFilter:{
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shen_diaochan:function(mode){
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return mode=='identity'||mode=='doudizhu'||mode=='single'||(mode=='versus'&&_status.mode!='standard'&&_status.mode!='three');
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},
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},
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skill:{
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hina_shenshi:{
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groupSkill:true,
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trigger:{player:['phaseUseBegin','phaseUseEnd']},
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frequent:true,
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filter:function(event,player){
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return player.group=='shen';
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},
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content:function(){
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'step 0'
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player.draw(2).gaintag=['hina_shenshi'];
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player.addSkill('hina_shenshi_yingbian');
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'step 1'
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var cards=player.getCards('h',function(card){
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return card.hasGaintag('hina_shenshi');
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});
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if(!cards.length) event.finish();
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else if(cards.length==1) event._result={bool:true,cards:cards};
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else player.chooseCard('h',true,'将一张“神视”牌置于牌堆顶',function(card){
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return card.hasGaintag('hina_shenshi');
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});
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'step 2'
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if(result.bool){
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game.log(player,'将一张牌置于了牌堆顶');
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player.lose(result.cards,ui.cardPile,'insert');
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player.$throw(1,1000);
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}
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else event.finish();
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'step 3'
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game.delayx();
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},
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onremove:function(player){
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player.removeGaintag('hina_shenshi');
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},
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group:'hina_shenshi_yingbian',
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},
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hina_shenshi_yingbian:{
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trigger:{player:'useCard1'},
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forced:true,
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filter:function(event,player){
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return event.cards.length==1&&!event.card.yingbian&&player.hasHistory('lose',function(evt){
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if(evt.getParent()!=event) return false;
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for(var i in evt.gaintag_map){
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if(evt.gaintag_map[i].contains('hina_shenshi')) return true;
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}
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return false;
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})&&Array.isArray(get.info(event.card).yingbian_tags);
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},
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content:function(){
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if(!trigger.card.yingbian){
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trigger.card.yingbian=true;
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var info=get.info(trigger.card);
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trigger.card.cardtags=info.yingbian_tags.map(function(i){
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return 'yingbian_'+i;
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});
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if(info&&info.yingbian) info.yingbian(trigger);
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player.addTempSkill('yingbian_changeTarget');
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}
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},
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},
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hina_xingzhi:{
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groupSkill:true,
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trigger:{player:'useCard1'},
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usable:1,
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filter:function(event,player){
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return player.group=='key'&&!event.card.yingbian&&Array.isArray(get.info(event.card).yingbian_tags);
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},
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content:function(){
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'step 0'
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var info=get.info(trigger.card);
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trigger.card.cardtags=info.yingbian_tags.map(function(i){
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return 'yingbian_'+i;
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});
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event.card=trigger.card;
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event._global_waiting=true;
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event.send=function(player,card,source,targets,id,id2,skillState){
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if(skillState){
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player.applySkills(skillState);
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}
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var type=get.type2(card);
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var str=get.translation(source);
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if(targets&&targets.length){
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str+='对';
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str+=get.translation(targets);
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}
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str+='使用了';
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var next=player.chooseCard({
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filterCard:function(card){
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return get.type2(card)==type&&lib.filter.cardDiscardable.apply(this,arguments);
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},
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prompt:str+=(get.translation(card)+',是否弃置一张'+get.translation(type)+'为其助战?'),
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position:'h',
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_global_waiting:true,
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id:id,
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id2:id2,
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ai:function(cardx){
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var info=get.info(card),num=0;
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if(info&&info.ai&&info.ai.yingbian){
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var ai=info.ai.yingbian(card,source,targets,player);
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if(ai) num=ai;
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}
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if(get.attitude(player,source)<=0) return 0;
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return Math.max(ai,6)-get.value(cardx);
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},
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});
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if(game.online){
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_status.event._resultid=id;
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game.resume();
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}
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};
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'step 1'
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var type=get.type2(card);
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var list=game.filterPlayer(function(current){
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if(current==player) return false;
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if(!current.countCards('h')) return false;
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return _status.connectMode||current.countCards('h',function(cardx){
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return get.type2(cardx)==type;
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})
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});
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event.list=list;
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event.id=get.id();
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list.sort(function(a,b){
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return get.distance(event.source,a,'absolute')-get.distance(event.source,b,'absolute');
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});
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'step 2'
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if(event.list.length==0){
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event.finish();
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return;
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}
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else if(_status.connectMode&&(event.list[0].isOnline()||event.list[0]==game.me)){
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event.goto(4);
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}
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else{
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event.current=event.list.shift();
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event.send(event.current,event.card,player,trigger.targets,event.id,trigger.parent.id);
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}
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'step 3'
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if(result.bool){
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event.zhuzhanresult=event.current;
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event.zhuzhanresult2=result;
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if(event.current!=game.me) game.delayx();
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event.goto(8);
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}
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else{
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event.goto(2);
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}
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'step 4'
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var id=event.id;
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var sendback=function(result,player){
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if(result&&result.id==id&&!event.zhuzhanresult&&result.bool){
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event.zhuzhanresult=player;
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event.zhuzhanresult2=result;
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game.broadcast('cancel',id);
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if(_status.event.id==id&&_status.event.name=='chooseCard'&&_status.paused){
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return (function(){
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event.resultOL=_status.event.resultOL;
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ui.click.cancel();
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if(ui.confirm) ui.confirm.close();
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});
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}
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}
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else{
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if(_status.event.id==id&&_status.event.name=='chooseCard'&&_status.paused){
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return (function(){
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event.resultOL=_status.event.resultOL;
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});
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}
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}
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};
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var withme=false;
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var withol=false;
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var list=event.list;
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for(var i=0;i<list.length;i++){
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if(list[i].isOnline()){
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withol=true;
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list[i].wait(sendback);
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list[i].send(event.send,list[i],event.card,player,trigger.targets,event.id,trigger.parent.id,get.skillState(list[i]));
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list.splice(i--,1);
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}
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else if(list[i]==game.me){
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withme=true;
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event.send(list[i],event.card,player,trigger.targets,event.id,trigger.parent.id);
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list.splice(i--,1);
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}
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}
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if(!withme){
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event.goto(6);
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}
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if(_status.connectMode){
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if(withme||withol){
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for(var i=0;i<game.players.length;i++){
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if(game.players[i]!=player) game.players[i].showTimer();
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}
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}
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}
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event.withol=withol;
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'step 5'
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if(result&&result.bool&&!event.zhuzhanresult){
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game.broadcast('cancel',event.id);
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event.zhuzhanresult=game.me;
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event.zhuzhanresult2=result;
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}
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'step 6'
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if(event.withol&&!event.resultOL){
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game.pause();
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}
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'step 7'
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for(var i=0;i<game.players.length;i++){
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game.players[i].hideTimer();
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}
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'step 8'
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if(event.zhuzhanresult){
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var target=event.zhuzhanresult;
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target.line(player,'green');
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target.discard(event.zhuzhanresult2.cards);
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target.draw(2);
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target.popup('助战','wood');
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game.log(target,'响应了',player,'发起的助战');
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target.addExpose(0.2);
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}
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else event.finish();
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'step 9'
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if(!trigger.card.yingbian){
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trigger.card.yingbian=true;
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var info=get.info(trigger.card);
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if(info&&info.yingbian) info.yingbian(trigger);
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player.addTempSkill('yingbian_changeTarget');
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}
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},
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},
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yingba:{
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audio:2,
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enable:'phaseUse',
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usable:1,
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filter:(event,player)=>(game.hasPlayer((current)=>(current!=player&¤t.maxHp>1))),
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filterTarget:(card,player,target)=>(target!=player&&target.maxHp>1),
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content:function(){
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'step 0'
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target.loseMaxHp();
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'step 1'
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if(target.isIn()) target.addMark('yingba_mark',1);
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player.loseMaxHp();
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},
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locked:false,
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//global:'yingba_mark',
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mod:{
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targetInRange:function(card,player,target){
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if(target.hasMark('yingba_mark')) return true;
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},
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},
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ai:{
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combo:'scfuhai',
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threaten:3,
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order:2,
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result:{
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target:function(player,target){
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if(target.isHealthy()) return -2;
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return -1;
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},
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},
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},
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subSkill:{
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mark:{
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marktext:'定',
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intro:{
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name:'平定',
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content:'mark',
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onunmark:true,
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},
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mod:{
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maxHandcard:function(player,numx){
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var num=player.countMark('yingba_mark');
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if(num) return numx+num*game.countPlayer(function(current){
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return current.hasSkill('yingba');
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});
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},
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},
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},
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},
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},
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scfuhai:{
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audio:2,
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trigger:{player:'useCardToPlayered'},
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forced:true,
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filter:function(event,player){
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return event.target&&event.target.hasMark('yingba_mark');
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},
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logTarget:'target',
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content:function(){
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trigger.directHit.add(trigger.target);
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if(player.getHistory('gain',function(evt){
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return evt.getParent(2).name=='scfuhai';
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}).length<2) player.draw();
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},
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group:['scfuhai_die'],
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ai:{
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directHit_ai:true,
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skillTagFilter:function(player,tag,arg){
|
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return arg&&arg.target&&arg.target.hasMark('yingba_mark')
|
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},
|
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},
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subSkill:{
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||
usea:{
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||
trigger:{player:'useCardAfter'},
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||
forced:true,
|
||
filter:function(event,player){
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return lib.skill.scfuhai_usea.logTarget(event,player).length>0;
|
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},
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logTarget:function(event,player){
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return event.targets.filter(function(i){
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return i.hasMark('yingba_mark');
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});
|
||
},
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content:function(){
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||
var num=0;
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for(var i of trigger.targets){
|
||
var numx=i.countMark('yingba_mark');
|
||
if(numx){
|
||
num+=numx;
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||
i.removeMark('yingba_mark',numx);
|
||
}
|
||
}
|
||
if(num) player.gainMaxHp(num);
|
||
},
|
||
},
|
||
die:{
|
||
trigger:{global:'die'},
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||
forced:true,
|
||
filter:function(event,player){
|
||
return event.player.countMark('yingba_mark')>0;
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},
|
||
content:function(){
|
||
player.gainMaxHp(trigger.player.countMark('yingba_mark'));
|
||
player.draw(trigger.player.countMark('yingba_mark'));
|
||
},
|
||
},
|
||
},
|
||
},
|
||
pinghe:{
|
||
audio:2,
|
||
mod:{
|
||
maxHandcardBase:function(player){
|
||
return player.getDamagedHp();
|
||
},
|
||
},
|
||
trigger:{player:'damageBegin2'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return event.source&&event.source!=player&&player.maxHp>1&&player.countCards('h')>0;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.chooseCardTarget({
|
||
prompt:'请选择【冯河】的牌和目标',
|
||
prompt2:'将一张手牌交给一名其他角色并防止伤害'+(player.hasSkill('yingba')?',然后令伤害来源获得一个“平定”标记':''),
|
||
filterCard:true,
|
||
forced:true,
|
||
filterTarget:lib.filter.notMe,
|
||
ai1:function(card){
|
||
if(get.tag(card,'recover')&&!game.hasPlayer(function(current){
|
||
return get.attitude(current,player)>0&&!current.hasSkillTag('nogain');
|
||
})) return 0;
|
||
return 1/Math.max(0.1,get.value(card));
|
||
},
|
||
ai2:function(target){
|
||
var player=_status.event.player,att=get.attitude(player,target);
|
||
if(target.hasSkillTag('nogain')) att/=9;
|
||
return 4+att;
|
||
},
|
||
});
|
||
'step 1'
|
||
if(result.bool){
|
||
var target=result.targets[0];
|
||
//player.logSkill('pinghe',target);
|
||
player.line(target,'green');
|
||
target.gain(result.cards,player,'giveAuto');
|
||
trigger.cancel();
|
||
player.loseMaxHp();
|
||
if(player.hasSkill('yingba')){
|
||
trigger.source.addMark('yingba_mark',1);
|
||
}
|
||
}
|
||
},
|
||
},
|
||
tianzuo:{
|
||
audio:2,
|
||
trigger:{
|
||
global:'phaseBefore',
|
||
player:'enterGame',
|
||
},
|
||
forced:true,
|
||
locked:false,
|
||
filter:function(event,player){
|
||
return (event.name!='phase'||game.phaseNumber==0)&&!lib.inpile.contains('qizhengxiangsheng');
|
||
},
|
||
content:function(){
|
||
game.addGlobalSkill('tianzuo_global');
|
||
for(var i=2;i<10;i++){
|
||
var card=game.createCard2('qizhengxiangsheng',i%2?'club':'spade',i);
|
||
ui.cardPile.insertBefore(card,ui.cardPile.childNodes[get.rand(0,ui.cardPile.childNodes.length)]);
|
||
}
|
||
game.broadcastAll(function(){lib.inpile.add('qizhengxiangsheng')});
|
||
game.updateRoundNumber();
|
||
},
|
||
group:'tianzuo_remove',
|
||
subSkill:{
|
||
remove:{
|
||
audio:2,
|
||
trigger:{target:'useCardToBefore'},
|
||
forced:true,
|
||
priority:15,
|
||
filter:function(event,player){
|
||
return event.card&&event.card.name=='qizhengxiangsheng';
|
||
},
|
||
content:function(){
|
||
trigger.cancel();
|
||
},
|
||
ai:{
|
||
target:function(card,player,target){
|
||
if(card&&card.name=='qizhengxiangsheng') return 'zerotarget';
|
||
},
|
||
},
|
||
},
|
||
global:{
|
||
trigger:{player:'useCardToPlayered'},
|
||
forced:true,
|
||
popup:false,
|
||
filter:function(event,player){
|
||
return event.card.name=='qizhengxiangsheng';
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var target=trigger.target;
|
||
event.target=target;
|
||
player.chooseControl('奇兵','正兵').set('prompt','请选择'+get.translation(target)+'的标记').set('choice',function(){
|
||
var e1=1.5*get.sgn(get.damageEffect(target,player,target));
|
||
var e2=0;
|
||
if(target.countGainableCards(player,'h')>0&&!target.hasSkillTag('noh')) e2=-1;
|
||
var es=target.getGainableCards(player,'e');
|
||
if(es.length) e2=Math.min(e2,function(){
|
||
var max=0;
|
||
for(var i of es) max=Math.max(max,get.value(i,target))
|
||
return -max/4;
|
||
}());
|
||
if(Math.abs(e1-e2)<=0.3) return Math.random()<0.5?'奇兵':'正兵';
|
||
if(e1<e2) return '奇兵';
|
||
return '正兵';
|
||
}()).set('ai',function(){
|
||
return _status.event.choice;
|
||
});
|
||
'step 1'
|
||
var map=trigger.getParent().customArgs,id=target.playerid;
|
||
if(!map[id]) map[id]={};
|
||
map[id].qizheng_name=result.control;
|
||
},
|
||
},
|
||
rewrite:{
|
||
audio:'tianzuo',
|
||
trigger:{global:'useCardToTargeted'},
|
||
filter:function(event,player){
|
||
return event.card.name=='qizhengxiangsheng';
|
||
},
|
||
logTarget:'target',
|
||
prompt2:'观看其手牌并修改“奇正相生”标记',
|
||
content:function(){
|
||
'step 0'
|
||
var target=trigger.target;
|
||
event.target=target;
|
||
if(player!=target&&target.countCards('h')>0) player.viewHandcards(target);
|
||
player.chooseControl('奇兵','正兵').set('prompt','请选择'+get.translation(target)+'的标记').set('choice',function(){
|
||
var shas=target.getCards('h','sha'),shans=target.getCards('h','shan');
|
||
var e1=1.5*get.sgn(get.damageEffect(target,player,target));
|
||
var e2=0;
|
||
if(target.countGainableCards(player,'h')>0&&!target.hasSkillTag('noh')) e2=-1;
|
||
var es=target.getGainableCards(player,'e');
|
||
if(es.length) e2=Math.min(e2,function(){
|
||
var max=0;
|
||
for(var i of es) max=Math.max(max,get.value(i,target))
|
||
return -max/4;
|
||
}());
|
||
if(get.attitude(player,target)>0){
|
||
if(shas.length>=Math.max(1,shans.length)) return '奇兵';
|
||
if(shans.length>shas.length) return '正兵';
|
||
return e1>e2?'奇兵':'正兵';
|
||
}
|
||
if(shas.length) e1=-0.5;
|
||
if(shans.length) e2=-0.7;
|
||
if(Math.abs(e1-e2)<=0.3) return Math.random()<0.5?'奇兵':'正兵';
|
||
var rand=Math.random();
|
||
if(e1<e2) return rand<0.1?'奇兵':'正兵';
|
||
return rand<0.1?'正兵':'奇兵';
|
||
}()).set('ai',()=>(_status.event.choice));
|
||
'step 1'
|
||
var map=trigger.getParent().customArgs,id=target.playerid;
|
||
if(!map[id]) map[id]={};
|
||
map[id].qizheng_name=result.control;
|
||
map[id].qizheng_aibuff=get.attitude(player,target)>0;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
lingce:{
|
||
audio:2,
|
||
trigger:{global:'useCard'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return (event.card.name=='qizhengxiangsheng'||get.zhinangs().contains(event.card.name)||player.getStorage('dinghan').contains(event.card.name))&&event.card.isCard&&event.cards.length==1;
|
||
},
|
||
content:function(){player.draw()},
|
||
},
|
||
dinghan:{
|
||
audio:2,
|
||
trigger:{target:'useCardToTarget'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return get.type2(event.card)=='trick'&&!player.getStorage('dinghan').contains(event.card.name);
|
||
},
|
||
content:function(){
|
||
player.markAuto('dinghan',[trigger.card.name]);
|
||
trigger.targets.remove(player);
|
||
trigger.getParent().triggeredTargets2.remove(player);
|
||
trigger.untrigger();
|
||
},
|
||
onremove:true,
|
||
intro:{content:'已记录牌名:$'},
|
||
group:'dinghan_add',
|
||
subSkill:{
|
||
add:{
|
||
trigger:{player:'phaseBegin'},
|
||
direct:true,
|
||
content:function(){
|
||
'step 0'
|
||
var dialog=[get.prompt('dinghan')];list1=player.getStorage('dinghan'),list2=lib.inpile.filter(function(i){
|
||
return get.type2(i,false)=='trick'&&!list1.contains(i);
|
||
});
|
||
if(list1.length){
|
||
dialog.push('<div class="text center">已记录</div>');
|
||
dialog.push([list1,'vcard']);
|
||
}
|
||
if(list2.length){
|
||
dialog.push('<div class="text center">未记录</div>');
|
||
dialog.push([list2,'vcard']);
|
||
}
|
||
player.chooseButton(dialog).set('ai',function(button){
|
||
var player=_status.event.player,name=button.link[2];
|
||
if(player.getStorage('dinghan').contains(name)){
|
||
return -get.effect(player,{name:name},player,player);
|
||
}
|
||
else{
|
||
return get.effect(player,{name:name},player,player)*(1+player.countCards('hs',name));
|
||
}
|
||
});
|
||
'step 1'
|
||
if(result.bool){
|
||
player.logSkill('dinghan');
|
||
var name=result.links[0][2];
|
||
if(player.getStorage('dinghan').contains(name)){
|
||
player.unmarkAuto('dinghan',[name]);
|
||
game.log(player,'从定汉记录中移除了','#y'+get.translation(name));
|
||
}
|
||
else{
|
||
player.markAuto('dinghan',[name]);
|
||
game.log(player,'向定汉记录中添加了','#y'+get.translation(name));
|
||
}
|
||
game.delayx();
|
||
}
|
||
},
|
||
},
|
||
},
|
||
},
|
||
dulie:{
|
||
audio:2,
|
||
trigger:{target:'useCardToTarget'},
|
||
forced:true,
|
||
logTarget:'player',
|
||
filter:function(event,player){
|
||
return event.card.name=='sha'&&event.player.hp>player.hp;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.judge(function(result){
|
||
if(get.suit(result)=='heart') return 2;
|
||
return -1;
|
||
}).judge2=function(result){
|
||
return result.bool;
|
||
};
|
||
'step 1'
|
||
if(result.bool){
|
||
trigger.targets.remove(player);
|
||
trigger.getParent().triggeredTargets2.remove(player);
|
||
trigger.untrigger();
|
||
}
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player,target,current,isLink){
|
||
if(card.name=='sha'&&!isLink&&player.hp>target.hp) return 0.5;
|
||
},
|
||
},
|
||
},
|
||
marktext:'围',
|
||
intro:{
|
||
name:'破围(围)',
|
||
name2:'围',
|
||
content:'mark',
|
||
},
|
||
},
|
||
tspowei:{
|
||
audio:2,
|
||
dutySkill:true,
|
||
forced:true,
|
||
trigger:{global:'damageEnd'},
|
||
logTarget:'player',
|
||
filter:function(event,player){
|
||
return event.player&&event.player.isIn()&&event.player.hasMark('dulie');
|
||
},
|
||
content:function(){
|
||
trigger.player.removeMark('dulie',trigger.player.countMark('dulie'));
|
||
},
|
||
derivation:'shenzhu',
|
||
group:['tspowei_init','tspowei_move','tspowei_achieve','tspowei_fail','tspowei_use'],
|
||
subSkill:{
|
||
use:{
|
||
audio:'tspowei',
|
||
trigger:{global:'phaseBegin'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return event.player!=player&&event.player.hasMark('dulie')&&
|
||
(player.countCards('h')>0||player.hp>=event.player.hp&&event.player.countCards('h')>0);
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var list=[],target=trigger.player,choiceList=[
|
||
'弃置一张牌并对其造成1点伤害',
|
||
'获得其一张手牌',
|
||
];
|
||
event.target=target;
|
||
if(player.hasCard(function(card){
|
||
return lib.filter.cardDiscardable(card,player,'tspowei_use');
|
||
},'h')) list.push('选项一');
|
||
else choiceList[0]='<span style="opacity:0.5">'+choiceList[0]+'</span>';
|
||
if(player.hp>=target.hp&&target.countCards('h')>0) list.push('选项二');
|
||
else choiceList[1]='<span style="opacity:0.5">'+choiceList[1]+'</span>';
|
||
player.chooseControl(list,'cancel2').set('prompt',get.prompt('tspowei',target)).set('choiceList',choiceList).set('ai',function(){
|
||
var evt=_status.event.getParent();
|
||
if(evt.player.hasCard(function(card){
|
||
return lib.filter.cardDiscardable(card,evt.player,'tspowei_use')&&get.value(card,evt.player)<7;
|
||
},'h')&&get.damageEffect(evt.target,evt.player,evt.player)>0) return '选项一';
|
||
if(evt.player.hp>=evt.target.hp&&evt.target.countCards('h')>0&&get.attitude(evt.player,evt.target)<=0&&!evt.target.hasSkillTag('noh')) return '选项二';
|
||
return 'cancel2';
|
||
});
|
||
'step 1'
|
||
if(result.control!='cancel2'){
|
||
if(result.control=='选项二'){
|
||
player.logSkill('tspowei',target);
|
||
player.gainPlayerCard(target,'h',true);
|
||
event.goto(3);
|
||
}
|
||
}
|
||
else event.finish();
|
||
'step 2'
|
||
player.chooseToDiscard('h',true).logSkill=['tspowei_use',target];
|
||
target.damage();
|
||
'step 3'
|
||
player.addTempSkill('tspowei_inRange');
|
||
},
|
||
ai:{expose:0.2},
|
||
},
|
||
inRange:{
|
||
charlotte:true,
|
||
mod:{
|
||
inRangeOf:function(from,to){
|
||
if(from==_status.currentPhase) return true;
|
||
},
|
||
},
|
||
},
|
||
init:{
|
||
audio:'tspowei',
|
||
trigger:{
|
||
global:'phaseBefore',
|
||
player:'enterGame',
|
||
},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return event.name!='phase'||game.phaseNumber==0;
|
||
},
|
||
logTarget:function(event,player){
|
||
return game.filterPlayer((current)=>current!=player&&!current.hasMark('dulie'));
|
||
},
|
||
content:function(){
|
||
var list=game.filterPlayer((current)=>current!=player&&!current.hasMark('dulie')).sortBySeat();
|
||
for(var i of list) i.addMark('dulie',1,false);
|
||
},
|
||
},
|
||
move:{
|
||
audio:'tspowei',
|
||
trigger:{player:'phaseBegin'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return game.hasPlayer((current)=>current!=player&¤t.hasMark('dulie'));
|
||
},
|
||
content:function(){
|
||
var list=game.filterPlayer((current)=>current!=player&¤t.hasMark('dulie')).sortBySeat();
|
||
var map={};
|
||
for(var i of list){
|
||
var num=i.countMark('dulie');
|
||
i.removeMark('dulie',num);
|
||
map[i.playerid]=num;
|
||
}
|
||
for(var i of list){
|
||
var next=i.next;
|
||
if(next==player) next=next.next;
|
||
next.addMark('dulie',map[i.playerid]);
|
||
}
|
||
},
|
||
},
|
||
achieve:{
|
||
audio:'tspowei1',
|
||
trigger:{player:'phaseBegin'},
|
||
forced:true,
|
||
skillAnimation:true,
|
||
animationColor:'metal',
|
||
filter:function(event,player){
|
||
return !game.hasPlayer(function(current){
|
||
return current.hasMark('dulie');
|
||
});
|
||
},
|
||
content:function(){
|
||
game.log(player,'成功完成使命');
|
||
player.awakenSkill('tspowei');
|
||
player.addSkillLog('shenzhu');
|
||
},
|
||
},
|
||
fail:{
|
||
audio:'tspowei2',
|
||
trigger:{player:'dying'},
|
||
forced:true,
|
||
content:function(){
|
||
'step 0'
|
||
game.log(player,'使命失败');
|
||
player.awakenSkill('tspowei');
|
||
if(player.hp<1) player.recover(1-player.hp);
|
||
'step 1'
|
||
var num=player.countCards('e');
|
||
if(num>0) player.chooseToDiscard('e',true,num);
|
||
},
|
||
},
|
||
},
|
||
},
|
||
tspowei1:{audio:true},
|
||
tspowei2:{audio:true},
|
||
shenzhu:{
|
||
audio:2,
|
||
trigger:{player:'useCardAfter'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return event.card.name=='sha'&&event.card.isCard&&event.cards.length==1;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.chooseControl().set('choiceList',[
|
||
'摸一张牌,且本回合使用【杀】的次数上限+1',
|
||
'摸三张牌,且本回合不能再使用【杀】',
|
||
]).set('ai',()=>_status.event.player.hasSha()?0:1);
|
||
'step 1'
|
||
if(result.index==0){
|
||
player.draw();
|
||
player.addTempSkill('shenzhu_more');
|
||
player.addMark('shenzhu_more',1,false);
|
||
}
|
||
else{
|
||
player.draw(3);
|
||
player.addTempSkill('shenzhu_less');
|
||
}
|
||
},
|
||
subSkill:{
|
||
more:{
|
||
charlotte:true,
|
||
onremove:true,
|
||
mod:{
|
||
cardUsable:function(card,player,num){
|
||
if(card.name=='sha') return num+player.countMark('shenzhu_more');
|
||
},
|
||
},
|
||
},
|
||
less:{
|
||
charlotte:true,
|
||
mod:{
|
||
cardEnabled:function(card){
|
||
if(card.name=='sha') return false;
|
||
}
|
||
},
|
||
},
|
||
},
|
||
},
|
||
dangmo:{
|
||
audio:2,
|
||
trigger:{player:'useCard2'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
if(event.card.name!='sha'||player.hp<=1) return false;
|
||
var evt=event.getParent('phaseUse');
|
||
return evt&&evt.player==player&&player.getHistory('useCard',function(evtx){
|
||
return evtx.card.name=='sha'&&evtx.getParent('phaseUse')==evt;
|
||
})[0]==event&&game.hasPlayer(function(current){
|
||
return !event.targets.contains(current)&&lib.filter.filterTarget(event.card,player,current);
|
||
});
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var num=Math.min(player.hp-1,game.countPlayer(function(current){
|
||
return !trigger.targets.contains(current)&&lib.filter.filterTarget(trigger.card,player,current);
|
||
}));
|
||
player.chooseTarget(get.prompt('dangmo'),'为'+get.translation(trigger.card)+'增加至多'+get.translation(num)+'个目标',[1,num],function(card,player,target){
|
||
var evt=_status.event.getTrigger();
|
||
return !evt.targets.contains(target)&&lib.filter.filterTarget(evt.card,player,target);
|
||
}).set('ai',function(target){
|
||
var evt=_status.event.getTrigger(),eff=get.effect(target,evt.card,evt.player,evt.player);
|
||
if(player.hasSkill('tspowei')&&target.hasMark('dulie')) return 4*eff;
|
||
return eff;
|
||
});
|
||
'step 1'
|
||
if(result.bool){
|
||
if(player!=game.me&&!player.isOnline()) game.delayx();
|
||
event.targets=result.targets;
|
||
}
|
||
else event.finish();
|
||
'step 2'
|
||
player.logSkill('dangmo',targets);
|
||
trigger.targets.addArray(targets);
|
||
},
|
||
},
|
||
reshuishi:{
|
||
audio:'shuishi',
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filter:function(event,player){
|
||
return player.maxHp<10;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
event.cards=[];
|
||
event.suits=[];
|
||
'step 1'
|
||
player.judge(function(result){
|
||
var evt=_status.event.getParent('reshuishi');
|
||
if(evt&&evt.suits&&evt.suits.contains(get.suit(result))) return 0;
|
||
return 1;
|
||
}).set('callback',function(){
|
||
event.getParent().orderingCards.remove(event.judgeResult.card);
|
||
}).judge2=function(result){
|
||
return result.bool?true:false;
|
||
};
|
||
'step 2'
|
||
event.cards.push(result.card);
|
||
if(result.bool&&player.maxHp<10){
|
||
event.suits.push(result.suit);
|
||
player.gainMaxHp();
|
||
event.goto(1);
|
||
}
|
||
else{
|
||
cards=cards.filterInD();
|
||
if(cards.length) player.chooseTarget('将'+get.translation(cards)+'交给一名角色',true).set('ai',function(target){
|
||
var player=_status.event.player;
|
||
var att=get.attitude(player,target)/Math.sqrt(1+target.countCards('h'));
|
||
if(target.hasSkillTag('nogain')) att/=10;
|
||
return att;
|
||
});
|
||
else event.finish();
|
||
}
|
||
'step 3'
|
||
if(result.bool){
|
||
var target=result.targets[0];
|
||
event.target=target;
|
||
player.line(target,'green');
|
||
target.gain(cards,'gain2');
|
||
}
|
||
'step 4'
|
||
if(target.isMaxHandcard()) player.loseMaxHp();
|
||
},
|
||
ai:{
|
||
order:1,
|
||
result:{
|
||
player:1,
|
||
},
|
||
},
|
||
},
|
||
shuishi:{
|
||
audio:2,
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filter:function(event,player){
|
||
return player.maxHp<10;
|
||
},
|
||
filterTarget:true,
|
||
content:function(){
|
||
'step 0'
|
||
target.draw();
|
||
'step 1'
|
||
if(!result||!Array.isArray(result)||result.length!=1||get.itemtype(result[0])!='card'){
|
||
event.finish();
|
||
return;
|
||
}
|
||
var suit=get.suit(result[0]),hs=target.getCards('h');
|
||
for(var i of hs){
|
||
if(i!=result[0]&&get.suit(i,target)==suit){
|
||
player.loseMaxHp();
|
||
target.showHandcards();
|
||
event.finish();
|
||
return;
|
||
}
|
||
}
|
||
player.gainMaxHp();
|
||
'step 2'
|
||
if(player.maxHp<10){
|
||
player.chooseBool('是否继续发动【慧识】?');
|
||
}
|
||
else event.finish();
|
||
'step 3'
|
||
if(result.bool) event.goto(0);
|
||
},
|
||
ai:{
|
||
order:0.5,
|
||
result:{
|
||
target:0.2,
|
||
player:function(player,target){
|
||
var list=[],hs=target.getCards('h');
|
||
for(var i of hs) list.add(get.suit(i,target));
|
||
if(list.length==0) return 0;
|
||
if(list.length==1) return player.maxHp>2?0:-2;
|
||
if(list.length==2) return player.maxHp>3?0:-2;
|
||
return -2;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
stianyi:{
|
||
audio:2,
|
||
trigger:{player:'phaseZhunbeiBegin'},
|
||
forced:true,
|
||
juexingji:true,
|
||
skillAnimation:true,
|
||
animationColor:'gray',
|
||
filter:function(event,player){
|
||
return !game.hasPlayer(function(current){
|
||
return current.getAllHistory('damage').length==0;
|
||
});
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.awakenSkill('stianyi');
|
||
player.gainMaxHp(2);
|
||
player.recover();
|
||
'step 1'
|
||
player.chooseTarget(true,'令一名角色获得技能〖佐幸〗').set('ai',function(target){
|
||
return get.attitude(_status.event.player,target);
|
||
});
|
||
'step 2'
|
||
if(result.bool){
|
||
var target=result.targets[0];
|
||
player.line(target,'green');
|
||
target.storage.zuoxing=player;
|
||
target.addSkill('zuoxing');
|
||
}
|
||
},
|
||
derivation:'zuoxing',
|
||
},
|
||
zuoxing:{
|
||
audio:2,
|
||
trigger:{player:'phaseZhunbeiBegin'},
|
||
filter:function(event,player){
|
||
var target=player.storage.zuoxing;
|
||
return target&&target.isAlive()&&target.maxHp>1;
|
||
},
|
||
logTarget:function(event,player){
|
||
return player.storage.zuoxing;
|
||
},
|
||
check:function(event,player){
|
||
var target=player.storage.zuoxing;
|
||
if(get.attitude(player,target)<=0) return true;
|
||
return target.maxHp>3&&!player.hasJudge('lebu');
|
||
},
|
||
content:function(){
|
||
player.storage.zuoxing.loseMaxHp();
|
||
player.addTempSkill('zuoxing2');
|
||
},
|
||
},
|
||
zuoxing2:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filter:function(event,player){
|
||
for(var i of lib.inpile){
|
||
if(get.type(i)=='trick'&&event.filterCard({name:i,isCard:true},player,event)) return true;
|
||
}
|
||
return false;
|
||
},
|
||
chooseButton:{
|
||
dialog:function(event,player){
|
||
var list=[];
|
||
for(var i of lib.inpile){
|
||
if(get.type(i)=='trick'&&event.filterCard({name:i,isCard:true},player,event)) list.push(['锦囊','',i]);
|
||
}
|
||
return ui.create.dialog('佐幸',[list,'vcard']);
|
||
},
|
||
check:function(button){
|
||
return _status.event.player.getUseValue({name:button.link[2],isCard:true});
|
||
},
|
||
backup:function(links,player){
|
||
return {
|
||
viewAs:{
|
||
name:links[0][2],
|
||
isCard:true,
|
||
},
|
||
filterCard:()=>false,
|
||
selectCard:-1,
|
||
popname:true,
|
||
precontent:function(){
|
||
player.logSkill('zuoxing');
|
||
//delete event.result.skill;
|
||
},
|
||
}
|
||
},
|
||
prompt:function(links,player){
|
||
return '请选择'+get.translation(links[0][2])+'的目标';
|
||
},
|
||
},
|
||
ai:{order:1,result:{player:1}},
|
||
},
|
||
resghuishi:{
|
||
audio:'sghuishi',
|
||
inherit:'sghuishi',
|
||
filterTarget:true,
|
||
content:function(){
|
||
'step 0'
|
||
player.awakenSkill('resghuishi');
|
||
var list=target.getSkills(null,false,false).filter(function(skill){
|
||
var info=lib.skill[skill];
|
||
return info&&info.juexingji&&!target.awakenedSkills.contains(skill);
|
||
});
|
||
if(player.maxHp>=game.players.length&&list.length>0){
|
||
if(list.length==1) event._result={control:list[0]};
|
||
else player.chooseControl(list).set('prompt','选择一个觉醒技,令'+get.translation(target)+'可无视条件发动该技能');
|
||
}
|
||
else{
|
||
target.draw(4);
|
||
event.goto(2);
|
||
}
|
||
'step 1'
|
||
target.storage.resghuishi=result.control;
|
||
target.markSkill('resghuishi');
|
||
var info=lib.skill[result.control];
|
||
if(info.filter&&!info.charlotte&&!info.sghuishi_filter){
|
||
info.sghuishi_filter=info.filter;
|
||
info.filter=function(event,player){
|
||
if(player.storage.resghuishi) return true;
|
||
return this.sghuishi_filter.apply(this,arguments);
|
||
}
|
||
}
|
||
'step 2'
|
||
player.loseMaxHp(2);
|
||
},
|
||
intro:{content:'发动【$】时无视条件'},
|
||
ai:{
|
||
order:0.1,
|
||
expose:0.2,
|
||
result:{
|
||
target:function(player,target){
|
||
if(target!=player&&player.hasUnknown()||player.maxHp<(player.getDamagedHp()>1?5:6)) return 0;
|
||
if(target==player&&player.hasSkill('resghuishi')&&game.hasPlayer(function(current){
|
||
return current.getAllHistory('damage').length==0;
|
||
})) return 4;
|
||
var list=target.getSkills(null,false,false).filter(function(skill){
|
||
var info=lib.skill[skill];
|
||
return info&&info.juexingji&&!target.awakenedSkills.contains(skill);
|
||
});
|
||
if(list.length||target.hasJudge('lebu')||target.hasSkillTag('nogain')) return 0;
|
||
return 4;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
sghuishi:{
|
||
audio:2,
|
||
enable:'phaseUse',
|
||
limited:true,
|
||
skillAnimation:true,
|
||
animationColor:'water',
|
||
filterTarget:lib.filter.notMe,
|
||
content:function(){
|
||
'step 0'
|
||
player.awakenSkill('sghuishi');
|
||
var list=target.getSkills(null,false,false).filter(function(skill){
|
||
var info=lib.skill[skill];
|
||
return info&&info.juexingji;
|
||
});
|
||
if(list.length){
|
||
target.addMark('sghuishi',1,false);
|
||
for(var i of list){
|
||
var info=lib.skill[i];
|
||
if(info.filter&&!info.charlotte&&!info.sghuishi_filter){
|
||
info.sghuishi_filter=info.filter;
|
||
info.filter=function(event,player){
|
||
if(player.hasMark('sghuishi')) return true;
|
||
return this.sghuishi_filter.apply(this,arguments);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
else target.draw(4);
|
||
player.loseMaxHp(2);
|
||
},
|
||
intro:{content:'发动非Charlotte觉醒技时无视条件'},
|
||
ai:{
|
||
order:0.1,
|
||
expose:0.2,
|
||
result:{
|
||
target:function(player,target){
|
||
if(player.hasUnknown()||player.maxHp<5) return 0;
|
||
var list=target.getSkills(null,false,false).filter(function(skill){
|
||
var info=lib.skill[skill];
|
||
return info&&info.juexingji;
|
||
});
|
||
if(list.length||target.hasJudge('lebu')||target.hasSkillTag('nogain')) return 0;
|
||
return 4;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
zhanjiang:{
|
||
trigger:{player:'phaseZhunbeiBegin'},
|
||
filter:function(event,player){
|
||
var players=game.filterPlayer();
|
||
for(var i=0;i<players.length;i++){
|
||
if(players[i]!=player&&players[i].getEquip('qinggang')){
|
||
return true;
|
||
}
|
||
}
|
||
},
|
||
content:function(){
|
||
var players=game.filterPlayer();
|
||
for(var i=0;i<players.length;i++){
|
||
if(players[i]!=player){
|
||
var e=players[i].getEquip('qinggang');
|
||
if(e){
|
||
player.line(players[i],'green');
|
||
players[i].give(e,player);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
boss_juejing:{
|
||
trigger:{player:'phaseDrawBefore'},
|
||
forced:true,
|
||
content:function(){
|
||
trigger.cancel();
|
||
},
|
||
ai:{
|
||
noh:true,
|
||
nogain:true,
|
||
},
|
||
group:'boss_juejing2'
|
||
},
|
||
boss_juejing2:{
|
||
trigger:{
|
||
player:'loseAfter',
|
||
global:['equipAfter','addJudgeAfter','gainAfter','loseAsyncAfter','addToExpansionAfter'],
|
||
},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
if(event.name=='gain'&&event.player==player) return player.countCards('h')>4;
|
||
var evt=event.getl(player);
|
||
if(!evt||!evt.hs||evt.hs.length==0||player.countCards('h')>=4) return false;
|
||
var evt=event;
|
||
for(var i=0;i<4;i++){
|
||
evt=evt.getParent('boss_juejing2');
|
||
if(evt.name!='boss_juejing2') return true;
|
||
}
|
||
return false;
|
||
},
|
||
content:function(){
|
||
var num=4-player.countCards('h');
|
||
if(num>0) player.draw(num);
|
||
else player.chooseToDiscard('h',true,-num);
|
||
},
|
||
},
|
||
meihun:{
|
||
audio:2,
|
||
trigger:{
|
||
player:'phaseJieshuBegin',
|
||
target:'useCardToTargeted',
|
||
},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
if(event.name!='phaseJieshu'&&event.card.name!='sha') return false;
|
||
return game.hasPlayer(function(current){
|
||
return current!=player&¤t.countCards('h');
|
||
});
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.chooseTarget(get.prompt2('meihun'),function(card,player,target){
|
||
return target!=player&&target.countCards('h')>0;
|
||
}).set('ai',function(target){
|
||
var player=_status.event.player;
|
||
var att=get.attitude(player,target);
|
||
if(att>0) return 0;
|
||
return 0.1-att/target.countCards('h');
|
||
});
|
||
'step 1'
|
||
if(result.bool){
|
||
var target=result.targets[0];
|
||
player.logSkill('meihun',target);
|
||
event.target=target;
|
||
player.chooseControl(lib.suit).set('prompt','请选择一种花色').set('ai',function(){
|
||
return lib.suit.randomGet();
|
||
})
|
||
}
|
||
else event.finish();
|
||
'step 2'
|
||
var suit=result.control;
|
||
player.chat(get.translation(suit+2));
|
||
game.log(player,'选择了','#y'+get.translation(suit+2))
|
||
if(target.countCards('h',{suit:suit})){
|
||
target.chooseCard('h','交给'+get.translation(player)+'一张'+get.translation(suit)+'花色的手牌',true,function(card,player){
|
||
return get.suit(card,player)==_status.event.suit;
|
||
}).set('suit',suit);
|
||
}
|
||
else{
|
||
player.discardPlayerCard(target,true,'h','visible');
|
||
event.finish();
|
||
}
|
||
'step 3'
|
||
if(result.bool&&result.cards&&result.cards.length) player.gain(result.cards,target,'give');
|
||
},
|
||
},
|
||
//Connect Mode support after Angel Beats! -2nd beat-
|
||
huoxin:{
|
||
audio:2,
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filter:function(event,player){
|
||
if(game.countPlayer()<3) return false;
|
||
for(var i of lib.suit){
|
||
if(player.countCards('h',{suit:i})>1) return true;
|
||
}
|
||
return false;
|
||
},
|
||
complexCard:true,
|
||
position:'h',
|
||
filterCard:function(card,player){
|
||
if(!ui.selected.cards.length){
|
||
var suit=get.suit(card);
|
||
return player.countCards('h',function(card2){
|
||
return card!=card2&&get.suit(card2,player)==suit;
|
||
})>0;
|
||
}
|
||
return get.suit(card,player)==get.suit(ui.selected.cards[0],player);
|
||
},
|
||
selectCard:2,
|
||
selectTarget:2,
|
||
filterTarget:lib.filter.notMe,
|
||
multitarget:true,
|
||
multiline:true,
|
||
delay:false,
|
||
check:function(card){
|
||
return 6-get.value(card);
|
||
},
|
||
targetprompt:['拼点发起人','拼点目标'],
|
||
content:function(){
|
||
'step 0'
|
||
player.showCards(cards);
|
||
'step 1'
|
||
var target=targets[0];
|
||
targets.sortBySeat();
|
||
if(target!=targets[0]) cards.reverse();
|
||
for(var i=0;i<targets.length;i++){
|
||
targets[i].gain(cards[i],player,'visible');
|
||
player.$give(cards[i],targets[i]);
|
||
}
|
||
'step 2'
|
||
if(targets[0].canCompare(targets[1])){
|
||
targets[0].chooseToCompare(targets[1]);
|
||
}
|
||
else event.finish();
|
||
'step 3'
|
||
if(result.winner!==targets[0]) targets[0].addMark('huoxin',1);
|
||
if(result.winner!==targets[1]) targets[1].addMark('huoxin',1);
|
||
},
|
||
marktext:'魅',
|
||
intro:{
|
||
name:'魅惑',
|
||
name2:'魅惑',
|
||
content:'mark',
|
||
},
|
||
group:'huoxin_control',
|
||
ai:{
|
||
order:1,
|
||
result:{
|
||
target:function(player,target){
|
||
if(target.hasMark('huoxin')) return -2;
|
||
return -1;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
huoxin_control:{
|
||
audio:'huoxin',
|
||
forced:true,
|
||
trigger:{global:'phaseBeginStart'},
|
||
filter:function(event,player){
|
||
return player!=event.player&&!event.player._trueMe&&event.player.countMark('huoxin')>1;
|
||
},
|
||
logTarget:'player',
|
||
skillAnimation:true,
|
||
animationColor:'key',
|
||
content:function(){
|
||
trigger.player.removeMark('huoxin',trigger.player.countMark('huoxin'));
|
||
trigger.player._trueMe=player;
|
||
game.addGlobalSkill('autoswap');
|
||
if(trigger.player==game.me){
|
||
game.notMe=true;
|
||
if(!_status.auto) ui.click.auto();
|
||
}
|
||
trigger.player.addSkill('huoxin2');
|
||
},
|
||
},
|
||
huoxin2:{
|
||
trigger:{
|
||
player:['phaseAfter','dieAfter'],
|
||
global:'phaseBefore',
|
||
},
|
||
lastDo:true,
|
||
charlotte:true,
|
||
forceDie:true,
|
||
forced:true,
|
||
silent:true,
|
||
content:function(){
|
||
player.removeSkill('huoxin2');
|
||
},
|
||
onremove:function(player){
|
||
if(player==game.me){
|
||
if(!game.notMe) game.swapPlayerAuto(player._trueMe)
|
||
else delete game.notMe;
|
||
if(_status.auto) ui.click.auto();
|
||
}
|
||
delete player._trueMe;
|
||
},
|
||
},
|
||
shiki_omusubi:{
|
||
audio:2,
|
||
trigger:{global:'roundStart'},
|
||
direct:true,
|
||
content:function(){
|
||
'step 0'
|
||
player.chooseTarget(get.prompt2('shiki_omusubi'),lib.filter.notMe).set('ai',function(target){
|
||
var player=_status.event.player;
|
||
if(player.isHealthy()) return 0;
|
||
if(player.hp<3&&player.getDamagedHp()<2) return 0;
|
||
var list=[];
|
||
if(lib.character[target.name]) list.addArray(lib.character[target.name][3]);
|
||
if(lib.character[target.name1]) list.addArray(lib.character[target.name1][3]);
|
||
if(lib.character[target.name2]) list.addArray(lib.character[target.name2][3]);
|
||
list=list.filter(function(i){
|
||
return !player.hasSkill(i);
|
||
});
|
||
if(!list.length) return 0;
|
||
return 1+Math.random();
|
||
});
|
||
'step 1'
|
||
if(result.bool){
|
||
var target=result.targets[0];
|
||
player.logSkill('shiki_omusubi',target);
|
||
player.loseMaxHp();
|
||
var list=[];
|
||
if(lib.character[target.name]) list.addArray(lib.character[target.name][3]);
|
||
if(lib.character[target.name1]) list.addArray(lib.character[target.name1][3]);
|
||
if(lib.character[target.name2]) list.addArray(lib.character[target.name2][3]);
|
||
player.addSkill(list);
|
||
game.broadcastAll(function(list){
|
||
lib.character.key_shiki[3].addArray(list);
|
||
game.expandSkills(list);
|
||
for(var i of list){
|
||
var info=lib.skill[i];
|
||
if(!info) continue;
|
||
if(!info.audioname2) info.audioname2={};
|
||
info.audioname2.key_shiki='shiki_omusubi';
|
||
}
|
||
},list);
|
||
}
|
||
},
|
||
},
|
||
kagari_zongsi:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
content:function(){
|
||
'step 0'
|
||
var controls=[];
|
||
if(ui.cardPile.hasChildNodes()) controls.push('选择牌堆中的一张牌');
|
||
if(ui.discardPile.hasChildNodes()) controls.push('选择弃牌堆中的一张牌');
|
||
if(game.hasPlayer(function(current){
|
||
return current.countCards('hej')>0;
|
||
})) controls.push('选择一名角色区域内的一张牌');
|
||
if(!controls.length){event.finish();return;}
|
||
event.controls=controls;
|
||
var next=player.chooseControl();
|
||
next.set('choiceList',controls)
|
||
next.set('prompt','请选择要移动的卡牌的来源');
|
||
next.ai=function(){return 0};
|
||
'step 1'
|
||
result.control=event.controls[result.index];
|
||
var list=['弃牌堆','牌堆','角色'];
|
||
for(var i=0;i<list.length;i++){
|
||
if(result.control.indexOf(list[i])!=-1){event.index=i;break;}
|
||
}
|
||
if(event.index==2){
|
||
player.chooseTarget('请选择要移动的卡牌的来源',true,function(card,kagari,target){
|
||
return target.countCards('hej')>0;
|
||
});
|
||
}
|
||
else{
|
||
var source=ui[event.index==0?'discardPile':'cardPile'].childNodes;
|
||
var list=[];
|
||
for(var i=0;i<source.length;i++) list.push(source[i]);
|
||
player.chooseButton(['请选择要移动的卡牌',list],true).ai=get.buttonValue;
|
||
}
|
||
'step 2'
|
||
if(event.index==2){
|
||
player.line(result.targets[0]);
|
||
event.target1=result.targets[0];
|
||
player.choosePlayerCard(result.targets[0],true,'hej').set('visible',true);
|
||
}
|
||
else{
|
||
event.card=result.links[0];
|
||
}
|
||
'step 3'
|
||
if(event.index==2) event.card=result.cards[0];
|
||
var controls=[
|
||
'将这张牌移动到牌堆的顶部或者底部',
|
||
'将这张牌移动到弃牌堆的顶部或者底部',
|
||
'将这张牌移动到一名角色对应的区域里',
|
||
];
|
||
event.controls=controls;
|
||
var next=player.chooseControl();
|
||
next.set('prompt','要对'+get.translation(event.card)+'做什么呢?');
|
||
next.set('choiceList',controls);
|
||
next.ai=function(){return 2};
|
||
'step 4'
|
||
result.control=event.controls[result.index];
|
||
var list=['弃牌堆','牌堆','角色'];
|
||
for(var i=0;i<list.length;i++){
|
||
if(result.control.indexOf(list[i])!=-1){event.index2=i;break;}
|
||
}
|
||
if(event.index2==2){
|
||
player.chooseTarget('要将'+get.translation(card)+'移动到哪一名角色的对应区域呢',true).ai=function(target){
|
||
return target==_status.event.player?1:0;
|
||
};
|
||
}
|
||
else{
|
||
player.chooseControl('顶部','底部').set('prompt','把'+get.translation(card)+'移动到'+(event.index2==0?'弃':'')+'牌堆的...');
|
||
}
|
||
'step 5'
|
||
if(event.index2!=2){
|
||
//if(event.target1) event.target1.lose(card,ui.special);
|
||
//else card.goto(ui.special);
|
||
event.way=result.control;
|
||
}
|
||
else{
|
||
event.target2=result.targets[0];
|
||
var list=['手牌区'];
|
||
if(lib.card[card.name].type=='equip'&&event.target2.isEmpty(lib.card[card.name].subtype)) list.push('装备区');
|
||
if(lib.card[card.name].type=='delay'&&!event.target2.storage._disableJudge&&!event.target2.hasJudge(card.name)) list.push('判定区');
|
||
if(list.length==1) event._result={control:list[0]};
|
||
else{
|
||
player.chooseControl(list).set('prompt','把'+get.translation(card)+'移动到'+get.translation(event.target2)+'的...').ai=function(){return 0};
|
||
}
|
||
}
|
||
'step 6'
|
||
if(event.index2!=2){
|
||
var node=ui[event.index==0?'discardPile':'cardPile'];
|
||
if(event.target1){
|
||
var next=event.target1.lose(card,event.position);
|
||
if(event.way=='顶部') next.insert_card=true;
|
||
}
|
||
else{
|
||
if(event.way=='底部') node.appendChild(card);
|
||
else node.insertBefore(card,node.firstChild);
|
||
}
|
||
game.updateRoundNumber();
|
||
event.finish();
|
||
}
|
||
else{
|
||
if(result.control=='手牌区'){
|
||
var next=event.target2.gain(card);
|
||
if(event.target1){
|
||
next.source=event.target1;
|
||
next.animate='giveAuto';
|
||
}
|
||
else next.animate='draw';
|
||
}
|
||
else if(result.control=='装备区'){
|
||
if(event.target1) event.target1.$give(card,event.target2);
|
||
event.target2.equip(card);
|
||
}
|
||
else{
|
||
if(event.target1) event.target1.$give(card,event.target2);
|
||
event.target2.addJudge(card);
|
||
}
|
||
}
|
||
'step 7'
|
||
game.updateRoundNumber();
|
||
},
|
||
ai:{
|
||
order:10,
|
||
result:{player:1},
|
||
},
|
||
},
|
||
|
||
caopi_xingdong:{
|
||
audio:'olfangquan',
|
||
audioname:['shen_caopi'],
|
||
subSkill:{
|
||
mark:{
|
||
mark:true,
|
||
marktext:'令',
|
||
intro:{
|
||
content:'跳过下个回合的判定阶段和摸牌阶段',
|
||
},
|
||
},
|
||
},
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filter:function(event,player){
|
||
return player.countCards('h',lib.skill.caopi_xingdong.filterCard);
|
||
},
|
||
filterCard:function(card){
|
||
return card.name=='sha'||get.type(card)=='trick';
|
||
},
|
||
check:function(card){return 1},
|
||
filterTarget:lib.filter.notMe,
|
||
discard:false,
|
||
lose:false,
|
||
delay:0,
|
||
content:function(){
|
||
'step 0'
|
||
target.gain(cards,player,'give');
|
||
'step 1'
|
||
target.chooseUseTarget(cards[0],game.filterPlayer(function(current){
|
||
return current!=player;
|
||
}),'请使用得到的牌,或者跳过下回合的判定阶段和摸牌阶段');
|
||
'step 2'
|
||
if(result.bool) game.asyncDraw([player,target]);
|
||
else{
|
||
target.addTempSkill('caopi_xingdong_mark','phaseJudgeSkipped');
|
||
target.skip('phaseJudge');
|
||
target.skip('phaseDraw');
|
||
event.finish();
|
||
}
|
||
'step 3'
|
||
game.delay();
|
||
},
|
||
ai:{
|
||
order:12,
|
||
result:{
|
||
target:function(player,target){
|
||
var card=ui.selected.cards[0];
|
||
if(target.hasSkill('pingkou')) return 1;
|
||
if(!card) return 0;
|
||
var info=get.info(card);
|
||
if(info.selectTarget==-1){
|
||
var eff=0;
|
||
game.countPlayer(function(current){
|
||
if(current!=player&&target.canUse(card,current)) eff+=get.effect(current,card,target,target)>0
|
||
});
|
||
if(eff>0||get.value(card)<3) return eff;
|
||
return 0;
|
||
}
|
||
else if(game.hasPlayer(function(current){
|
||
return current!=player&&target.canUse(card,current)&&get.effect(current,card,target,target)>0
|
||
})) return 1.5;
|
||
else if(get.value(card)<3) return -1;
|
||
return 0;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
shenfu:{
|
||
audio:2,
|
||
trigger:{player:'phaseEnd'},
|
||
direct:true,
|
||
content:function(){
|
||
'step 0'
|
||
event.logged=false;
|
||
event.targets=[];
|
||
event.goto(player.countCards('h')%2==1?1:4);
|
||
'step 1'
|
||
player.chooseTarget(get.prompt('shenfu'),'对一名其他角色造成1点雷属性伤害',lib.filter.notMe).set('ai',function(target){
|
||
var player=_status.event.player;
|
||
return get.damageEffect(target,player,player,'thunder')*(target.hp==1?2:1);
|
||
});
|
||
'step 2'
|
||
if(result.bool){
|
||
var target=result.targets[0];
|
||
event.target=target;
|
||
if(!event.logged){
|
||
event.logged=true;
|
||
player.logSkill('shenfu',target,'thunder');
|
||
}
|
||
else player.line(target,'thunder');
|
||
target.damage('thunder');
|
||
}
|
||
else event.finish();
|
||
'step 3'
|
||
if(target.isDead()) event.goto(1);
|
||
else event.finish();
|
||
'step 4'
|
||
player.chooseTarget(get.prompt('shenfu'),'令一名角色摸一张牌或弃置其一张手牌',function(card,player,target){
|
||
return !_status.event.getParent().targets.contains(target);
|
||
}).set('ai',function(target){
|
||
var att=get.attitude(_status.event.player,target);
|
||
var delta=target.hp-target.countCards('h');
|
||
if(Math.abs(delta)==1&&get.sgn(delta)==get.sgn(att)) return 3*Math.abs(att);
|
||
if(att>0||target.countCards('h')>0) return Math.abs(att);
|
||
return 0;
|
||
});
|
||
'step 5'
|
||
if(result.bool){
|
||
var target=result.targets[0];
|
||
event.target=target;
|
||
if(!event.logged){
|
||
event.logged=true;
|
||
player.logSkill('shenfu',target);
|
||
}
|
||
else player.line(target,'green');
|
||
targets.push(target);
|
||
if(!target.countCards('h')) event._result={bool:false};
|
||
else player.discardPlayerCard(target,'h','弃置'+get.translation(target)+'一张手牌,或点【取消】令其摸一张牌。');
|
||
}
|
||
else event.finish();
|
||
'step 6'
|
||
if(!result.bool) target.draw();
|
||
'step 7'
|
||
if(target.hp==target.countCards('h')) event.goto(4);
|
||
},
|
||
ai:{expose:0.25},
|
||
},
|
||
qixian:{
|
||
mod:{
|
||
maxHandcardBase:function(player,num){
|
||
return 7;
|
||
},
|
||
},
|
||
},
|
||
chuyuan:{
|
||
audio:2,
|
||
trigger:{global:'damageEnd'},
|
||
filter:function(event,player){
|
||
return event.player.isAlive()&&player.getExpansions('chuyuan').length<player.maxHp;
|
||
},
|
||
logTarget:'player',
|
||
locked:false,
|
||
content:function(){
|
||
'step 0'
|
||
trigger.player.draw();
|
||
'step 1'
|
||
if(!trigger.player.countCards('h')) event.finish();
|
||
else trigger.player.chooseCard('h',true,'选择一张牌置于'+get.translation(player)+'的武将牌上作为「储」');
|
||
'step 2'
|
||
player.addToExpansion(result.cards,trigger.player,'give').gaintag.add('chuyuan');
|
||
},
|
||
intro:{
|
||
content:'expansion',
|
||
markcount:'expansion',
|
||
},
|
||
onremove:function(player,skill){
|
||
var cards=player.getExpansions(skill);
|
||
if(cards.length) player.loseToDiscardpile(cards);
|
||
},
|
||
ai:{combo:'dengji'},
|
||
},
|
||
dengji:{
|
||
audio:2,
|
||
derivation:['tianxing','new_rejianxiong','rerende','rezhiheng','olluanji','caopi_xingdong'],
|
||
trigger:{player:'phaseZhunbeiBegin'},
|
||
forced:true,
|
||
unique:true,
|
||
juexingji:true,
|
||
skillAnimation:true,
|
||
animationColor:'water',
|
||
filter:function(event,player){
|
||
return player.getExpansions('chuyuan').length>=3;
|
||
},
|
||
content:function(){
|
||
player.awakenSkill(event.name);
|
||
player.addSkill('tianxing');
|
||
player.addSkill('new_rejianxiong');
|
||
player.loseMaxHp();
|
||
player.gain(player.getExpansions('chuyuan'),'gain2','fromStorage');
|
||
},
|
||
},
|
||
tianxing:{
|
||
audio:2,
|
||
trigger:{player:'phaseZhunbeiBegin'},
|
||
forced:true,
|
||
unique:true,
|
||
juexingji:true,
|
||
skillAnimation:true,
|
||
animationColor:'thunder',
|
||
filter:function(event,player){
|
||
return player.getExpansions('chuyuan').length>=3;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.awakenSkill(event.name);
|
||
player.loseMaxHp();
|
||
player.gain(player.getExpansions('chuyuan'),'gain2','fromStorage');
|
||
"step 1"
|
||
player.removeSkill('chuyuan');
|
||
player.chooseControl('rerende','rezhiheng','olluanji','caopi_xingdong').set('prompt','选择获得一个技能').set('ai',function(){
|
||
var player=_status.event.player;
|
||
if(!player.hasSkill('luanji')&&!player.hasSkill('olluanji')&&player.getUseValue({name:'wanjian'})>4) return 'olluanji';
|
||
if(!player.hasSkill('rezhiheng')) return 'rezhiheng';
|
||
if(!player.hasSkill('caopi_xingdong')) return 'caopi_xingdong';
|
||
return 'rerende';
|
||
});
|
||
'step 2'
|
||
player.addSkillLog(result.control);
|
||
},
|
||
},
|
||
olzhiti:{
|
||
audio:'drlt_zhiti',
|
||
global:'olzhiti2',
|
||
mod:{
|
||
maxHandcard:function(player,num){
|
||
if(game.hasPlayer(function(current){
|
||
return current.isDamaged();
|
||
})) return num+1;
|
||
},
|
||
},
|
||
trigger:{player:['phaseDrawBegin2','phaseEnd']},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
var num=event.name=='phase'?5:3;
|
||
if(num==3?event.numFixed:!game.hasPlayer(function(current){
|
||
return current.countDisabled()<5;
|
||
})) return false;
|
||
return game.countPlayer(function(current){
|
||
return current.isDamaged();
|
||
})>=num;
|
||
},
|
||
direct:true,
|
||
content:function(){
|
||
'step 0'
|
||
if(trigger.name=='phaseDraw'){
|
||
player.logSkill('olzhiti');
|
||
trigger.num++;
|
||
event.finish();
|
||
}
|
||
else{
|
||
player.chooseTarget(get.prompt('olzhiti'),'废除一名角色的一个随机装备栏',function(card,player,target){
|
||
return target.countDisabled()<5;
|
||
}).set('ai',function(target){
|
||
return -get.attitude(_status.event.player,target)*(target.countCards('e')+1)
|
||
});
|
||
}
|
||
'step 1'
|
||
if(result.bool){
|
||
var target=result.targets[0];
|
||
player.logSkill('olzhiti',target);
|
||
var list=[];
|
||
for(var i=1;i<6;i++){
|
||
if(!target.isDisabled(i)) list.add((i==3||i==4)?6:i);
|
||
}
|
||
var num=list.randomGet();
|
||
if(num!=6) target.disableEquip(num);
|
||
else{
|
||
target.disableEquip(3);
|
||
target.disableEquip(4);
|
||
}
|
||
}
|
||
},
|
||
},
|
||
olzhiti2:{
|
||
mod:{
|
||
maxHandcard:function(player,num){
|
||
if(player.isDamaged()) return num-game.countPlayer(function(current){
|
||
return current.hasSkill('olzhiti')&¤t.inRange(player);
|
||
})
|
||
},
|
||
},
|
||
},
|
||
olduorui:{
|
||
audio:'drlt_duorui',
|
||
trigger:{
|
||
source:'damageSource'
|
||
},
|
||
filter:function(event,player){
|
||
if(!player.isPhaseUsing()||event.player.isDead()) return false;
|
||
for(var i in event.player.disabledSkills){
|
||
if(event.player.disabledSkills[i].contains('olduorui2')) return false;
|
||
}
|
||
var list=[];
|
||
var listm=[];
|
||
var listv=[];
|
||
if(event.player.name1!=undefined) listm=lib.character[event.player.name1][3];
|
||
else listm=lib.character[event.player.name][3];
|
||
if(event.player.name2!=undefined) listv=lib.character[event.player.name2][3];
|
||
listm=listm.concat(listv);
|
||
var func=function(skill){
|
||
var info=get.info(skill);
|
||
if(!info||info.charlotte) return false;
|
||
return true;
|
||
};
|
||
for(var i=0;i<listm.length;i++){
|
||
if(func(listm[i])) list.add(listm[i]);
|
||
}
|
||
return list.length>0;
|
||
},
|
||
check:function(event,player){
|
||
if(get.attitude(player,event.player)>=0) return false;
|
||
if(event.getParent('phaseUse').skipped) return true;
|
||
var nd=player.needsToDiscard();
|
||
return player.countCards('h',function(card){
|
||
return player.getUseValue(card,null,true)>0&&(nd?true:get.tag(card,'damage')>0);
|
||
})==0;
|
||
},
|
||
logTarget:'player',
|
||
content:function(){
|
||
'step 0'
|
||
var list=[];
|
||
var listm=[];
|
||
var listv=[];
|
||
if(trigger.player.name1!=undefined) listm=lib.character[trigger.player.name1][3];
|
||
else listm=lib.character[trigger.player.name][3];
|
||
if(trigger.player.name2!=undefined) listv=lib.character[trigger.player.name2][3];
|
||
listm=listm.concat(listv);
|
||
var func=function(skill){
|
||
var info=get.info(skill);
|
||
if(!info||info.charlotte) return false;
|
||
return true;
|
||
};
|
||
for(var i=0;i<listm.length;i++){
|
||
if(func(listm[i])) list.add(listm[i]);
|
||
}
|
||
event.skills=list;
|
||
player.chooseControl(list).set('prompt','选择'+get.translation(trigger.player)+'武将牌上的一个技能并令其失效');
|
||
'step 1'
|
||
trigger.player.disableSkill('olduorui2',result.control);
|
||
trigger.player.addTempSkill('olduorui2',{player:'phaseAfter'});
|
||
game.log(player,'选择了',trigger.player,'的技能','#g【'+get.translation(result.control)+'】');
|
||
event.getParent('phaseUse').skipped=true;
|
||
},
|
||
},
|
||
olduorui2:{
|
||
onremove:function(player,skill){
|
||
player.enableSkill(skill);
|
||
},
|
||
locked:true,
|
||
mark:true,
|
||
charlotte:true,
|
||
intro:{
|
||
content:function(storage,player,skill){
|
||
var list=[];
|
||
for(var i in player.disabledSkills){
|
||
if(player.disabledSkills[i].contains(skill)) list.push(i);
|
||
};
|
||
if(list.length){
|
||
var str='失效技能:';
|
||
for(var i=0;i<list.length;i++){
|
||
if(lib.translate[list[i]+'_info']) str+=get.translation(list[i])+'、';
|
||
};
|
||
return str.slice(0,str.length-1);
|
||
};
|
||
},
|
||
},
|
||
},
|
||
wuhun21:{audio:true},
|
||
wuhun22:{
|
||
audio:true,
|
||
skillAnimation:true,
|
||
animationColor:'soil',
|
||
},
|
||
wuhun23:{
|
||
audio:true,
|
||
skillAnimation:true,
|
||
animationColor:'soil',
|
||
},
|
||
"new_wuhun":{
|
||
audio:"wuhun21",
|
||
group:["new_wuhun_mark","new_wuhun_die","wuhun22","wuhun23"],
|
||
trigger:{
|
||
player:"damageEnd",
|
||
},
|
||
forced:true,
|
||
filter:function (event,player){
|
||
return event.source!=undefined;
|
||
},
|
||
content:function (){
|
||
trigger.source.addMark('new_wuhun_mark',trigger.num);
|
||
},
|
||
subSkill:{
|
||
die:{
|
||
//audio:"wuhun2",
|
||
skillAnimation:true,
|
||
animationColor:'soil',
|
||
trigger:{
|
||
player:"die",
|
||
},
|
||
forced:true,
|
||
forceDie:true,
|
||
direct:true,
|
||
filter:function (event,player){
|
||
return game.hasPlayer(function(current){
|
||
return current!=player&¤t.hasMark('new_wuhun_mark');
|
||
});
|
||
},
|
||
content:function (){
|
||
"step 0"
|
||
var num=0;
|
||
for(var i=0;i<game.players.length;i++){
|
||
var current=game.players[i];
|
||
if(current!=player&¤t.countMark('new_wuhun_mark')>num){
|
||
num=current.countMark('new_wuhun_mark');
|
||
}
|
||
}
|
||
player.chooseTarget(true,'请选择【武魂】的目标',function(card,player,target){
|
||
return target!=player&&target.countMark('new_wuhun_mark')==_status.event.num;
|
||
}).set('ai',function(target){
|
||
return -get.attitude(_status.event.player,target);
|
||
}).set('forceDie',true).set('num',num);
|
||
"step 1"
|
||
if(result.bool&&result.targets&&result.targets.length){
|
||
var target=result.targets[0];
|
||
event.target=target;
|
||
player.logSkill(Math.random()<0.5?'wuhun22':'wuhun23',target);
|
||
player.line(target,{color:[255, 255, 0]});
|
||
game.delay(2);
|
||
}
|
||
"step 2"
|
||
target.judge(function(card){
|
||
if(['tao','taoyuan'].contains(card.name)) return 10;
|
||
return -10;
|
||
}).judge2=function(result){
|
||
return result.bool==false?true:false;
|
||
};
|
||
"step 3"
|
||
if(!result.bool){
|
||
lib.element.player.die.apply(target,[]);
|
||
}
|
||
},
|
||
sub:true,
|
||
},
|
||
mark:{
|
||
marktext:"魇",
|
||
intro:{
|
||
name:"梦魇",
|
||
content:"mark",
|
||
},
|
||
sub:true,
|
||
},
|
||
},
|
||
ai:{
|
||
threaten:0.01,
|
||
notemp:true,
|
||
},
|
||
},
|
||
"new_guixin":{
|
||
audio:"guixin",
|
||
trigger:{
|
||
player:"damageEnd",
|
||
},
|
||
check:function (event,player){
|
||
if(player.isTurnedOver()||event.num>1) return true;
|
||
var num=game.countPlayer(function(current){
|
||
if(current.countCards('he')&¤t!=player&&get.attitude(player,current)<=0){
|
||
return true;
|
||
}
|
||
if(current.countCards('j')&¤t!=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.count=trigger.num;
|
||
"step 1"
|
||
event.num=0;
|
||
player.line(targets,'green');
|
||
player.chooseControl('手牌区','装备区','判定区').set('ai',function(){
|
||
if(game.hasPlayer(function(current){
|
||
return current.countCards('j')&¤t!=player&&get.attitude(player,current)>0;
|
||
})) return 2;
|
||
return Math.floor(Math.random()*3);
|
||
}).set('prompt','请选择优先获得的区域');
|
||
"step 2"
|
||
event.range={
|
||
手牌区:['h','e','j'],
|
||
装备区:['e','h','j'],
|
||
判定区:['j','h','e'],
|
||
}[result.control||'手牌区'];
|
||
"step 3"
|
||
if(num<event.targets.length){
|
||
var target=event.targets[num];
|
||
var range=event.range;
|
||
for(var i=0;i<range.length;i++){
|
||
var cards=target.getCards(range[i]);
|
||
if(cards.length){
|
||
var card=cards.randomGet();
|
||
player.gain(card,target,'giveAuto','bySelf');
|
||
break;
|
||
}
|
||
}
|
||
event.num++;
|
||
}
|
||
"step 4"
|
||
if(num<event.targets.length) event.goto(3);
|
||
"step 5"
|
||
player.turnOver();
|
||
"step 6"
|
||
event.count--;
|
||
if(event.count){
|
||
player.chooseBool(get.prompt2('new_guixin')).ai=function(){
|
||
return lib.skill.new_guixin.check({num:event.count},player);
|
||
};
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 7"
|
||
if(event.count&&result.bool){
|
||
player.logSkill('new_guixin');
|
||
event.goto(1);
|
||
}
|
||
},
|
||
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',false,target)) 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')&¤t!=player&&get.attitude(player,current)<=0){
|
||
return true;
|
||
}
|
||
if(current.countCards('j')&¤t!=player&&get.attitude(player,current)>0){
|
||
return true;
|
||
}
|
||
});
|
||
if(num>2) return [0,1];
|
||
if(num==2) return [0.5,1];
|
||
}
|
||
},
|
||
},
|
||
},
|
||
},
|
||
ol_shenfen:{
|
||
audio:2,
|
||
enable:'phaseUse',
|
||
filter:function(event,player){
|
||
return player.countMark('baonu')>=6;
|
||
},
|
||
usable:1,
|
||
skillAnimation:true,
|
||
animationColor:'metal',
|
||
content:function(){
|
||
"step 0"
|
||
event.delay=false;
|
||
player.removeMark('baonu',6);
|
||
event.targets=game.filterPlayer();
|
||
event.targets.remove(player);
|
||
event.targets.sort(lib.sort.seat);
|
||
player.line(event.targets,'green');
|
||
event.targets2=event.targets.slice(0);
|
||
event.targets3=event.targets.slice(0);
|
||
"step 1"
|
||
if(event.targets2.length){
|
||
event.targets2.shift().damage('nocard');
|
||
event.redo();
|
||
}
|
||
"step 2"
|
||
if(event.targets.length){
|
||
event.current=event.targets.shift()
|
||
if(event.current.countCards('e')) event.delay=true;
|
||
event.current.discard(event.current.getCards('e')).delay=false;
|
||
}
|
||
"step 3"
|
||
if(event.delay) game.delay(0.5);
|
||
event.delay=false;
|
||
if(event.targets.length) event.goto(2);
|
||
"step 4"
|
||
if(event.targets3.length){
|
||
var target=event.targets3.shift();
|
||
target.chooseToDiscard(4,'h',true).delay=false;
|
||
if(target.countCards('h')) event.delay=true;
|
||
}
|
||
"step 5"
|
||
if(event.delay) game.delay(0.5);
|
||
event.delay=false;
|
||
if(event.targets3.length) event.goto(4);
|
||
"step 6"
|
||
player.turnOver();
|
||
},
|
||
ai:{
|
||
combo:'baonu',
|
||
order:10,
|
||
result:{
|
||
player:function(player){
|
||
return game.countPlayer(function(current){
|
||
if(current!=player){
|
||
return get.sgn(get.damageEffect(current,player,player));
|
||
}
|
||
});
|
||
}
|
||
}
|
||
}
|
||
},
|
||
ol_wuqian:{
|
||
audio:2,
|
||
enable:'phaseUse',
|
||
derivation:'wushuang',
|
||
filter:function(event,player){
|
||
return player.countMark('baonu')>=2;
|
||
},
|
||
filterTarget:function(card,player,target){
|
||
return target!=player&&!target.hasSkill('ol_wuqian_targeted');
|
||
},
|
||
content:function(){
|
||
player.removeMark('baonu',2);
|
||
player.addTempSkill('wushuang');
|
||
player.storage.ol_wuqian_target=target;
|
||
player.addTempSkill('ol_wuqian_target');
|
||
target.addTempSkill('ol_wuqian_targeted');
|
||
},
|
||
subSkill:{
|
||
equip:{
|
||
ai:{
|
||
unequip:true,
|
||
skillTagFilter:function(player,tag,arg){
|
||
if(arg&&arg.target&&arg.target.hasSkill('ol_wuqian_targeted')) return true;
|
||
return false;
|
||
}
|
||
}
|
||
},
|
||
targeted:{ai:{unequip2:true}},
|
||
target:{
|
||
mark:'character',
|
||
onremove:true,
|
||
intro:{
|
||
content:'获得无双且$防具失效直到回合结束'
|
||
},
|
||
}
|
||
}
|
||
},
|
||
wumou:{
|
||
audio:2,
|
||
trigger:{player:'useCard'},
|
||
forced:true,
|
||
filter:function(event){
|
||
return get.type(event.card)=='trick';
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
if(player.hasMark('baonu')){
|
||
player.chooseControlList([
|
||
'移去一枚【暴怒】标记',
|
||
'失去一点体力'
|
||
],true).set('ai',function(event,player){
|
||
if(player.storage.baonu>6) return 0;
|
||
if(player.hp+player.num('h','tao')>3) return 1;
|
||
return 0;
|
||
});
|
||
}
|
||
else{
|
||
player.loseHp();
|
||
event.finish();
|
||
}
|
||
'step 1'
|
||
if(result.index==0){
|
||
player.removeMark('baonu',1);
|
||
}
|
||
else{
|
||
player.loseHp();
|
||
}
|
||
},
|
||
ai:{
|
||
effect:{
|
||
player_use:function(card,player){
|
||
if (get.type(card)=='trick'&&get.value(card)<6){
|
||
return [0,-2];
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
qinyin:{
|
||
audio:2,
|
||
trigger:{player:'phaseDiscardEnd'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
var cards=[];
|
||
player.getHistory('lose',function(evt){
|
||
if(evt.type=='discard'&&evt.getParent('phaseDiscard')==event) cards.addArray(evt.cards2);
|
||
});
|
||
return cards.length>1;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
event.forceDie=true;
|
||
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:2,
|
||
trigger:{global:'phaseAfter'},
|
||
frequent:true,
|
||
filter:function(event,player){
|
||
return player.getStat('kill')>0;
|
||
},
|
||
content:function(){
|
||
player.insertPhase();
|
||
}
|
||
},
|
||
baonu:{
|
||
audio:2,
|
||
marktext:'暴',
|
||
unique:true,
|
||
trigger:{
|
||
source:'damageSource',
|
||
player:['damageEnd','enterGame'],
|
||
global:'phaseBefore',
|
||
},
|
||
forced:true,
|
||
filter:function(event){
|
||
return (event.name!='damage'&&(event.name!='phase'||game.phaseNumber==0))||event.num>0;
|
||
},
|
||
content:function(){
|
||
player.addMark('baonu',trigger.name=='damage'?trigger.num:2);
|
||
},
|
||
intro:{
|
||
name:'暴怒',
|
||
content:'mark'
|
||
},
|
||
ai:{
|
||
combo:'ol_shenfen',
|
||
maixie:true,
|
||
maixie_hp:true
|
||
}
|
||
},
|
||
shenfen:{
|
||
audio:2,
|
||
unique:true,
|
||
enable:'phaseUse',
|
||
filter:function(event,player){
|
||
return player.storage.baonu>=6;
|
||
},
|
||
skillAnimation:true,
|
||
animationColor:'metal',
|
||
limited:true,
|
||
content:function(){
|
||
"step 0"
|
||
player.awakenSkill('shenfen');
|
||
player.storage.baonu-=6;
|
||
player.markSkill('baonu');
|
||
player.syncStorage('baonu');
|
||
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();
|
||
}
|
||
},
|
||
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');
|
||
},
|
||
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&¤t.hasShan());
|
||
})){
|
||
return 1;
|
||
}
|
||
}
|
||
return 0;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
renjie:{
|
||
audio:'renjie2',
|
||
trigger:{player:'damageEnd'},
|
||
forced:true,
|
||
unique:true,
|
||
group:'renjie2',
|
||
notemp:true,
|
||
//mark:true,
|
||
filter:function(event){
|
||
return event.num>0;
|
||
},
|
||
content:function(){
|
||
player.addMark('renjie',trigger.num);
|
||
},
|
||
intro:{
|
||
name2:'忍',
|
||
content:'mark'
|
||
},
|
||
ai:{
|
||
maixie:true,
|
||
maixie_hp:true,
|
||
combo:'sbaiyin',
|
||
/*effect:{
|
||
target:function(card,player,target){
|
||
if(player.hasSkillTag('jueqing',false,target)) 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(_status.event.name!='chooseToUse'||_status.event.player!=player) return;
|
||
if(get.type(card)=='basic') return;
|
||
if(get.tag(card,'gain')) return;
|
||
if(get.value(card,player,'raw')>=7) return;
|
||
if(player.hp<=2) return;
|
||
if(!player.hasSkill('jilue')||player.storage.renjie==0){
|
||
return 'zeroplayertarget';
|
||
}
|
||
}
|
||
}*/
|
||
}
|
||
},
|
||
renjie2:{
|
||
audio:2,
|
||
trigger:{player:'loseAfter'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
if(event.type!='discard'||!event.cards2) return false;
|
||
var evt=event.getParent('phaseDiscard');
|
||
return evt&&evt.name=='phaseDiscard'&&evt.player==player;
|
||
},
|
||
content:function(){
|
||
player.addMark('renjie',trigger.cards2.length);
|
||
}
|
||
},
|
||
sbaiyin:{
|
||
skillAnimation:'epic',
|
||
animationColor:'thunder',
|
||
juexingji:true,
|
||
trigger:{player:'phaseZhunbeiBegin'},
|
||
forced:true,
|
||
unique:true,
|
||
audio:2,
|
||
filter:function(event,player){
|
||
return player.countMark('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_jizhi_clear']
|
||
},
|
||
jilue_guicai:{
|
||
audio:1,
|
||
trigger:{global:'judge'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return player.countCards('he')>0&&player.hasMark('renjie');
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseCard('是否弃置一枚“忍”,并发动〖鬼才〗?','he',function(card){
|
||
var player=_status.event.player;
|
||
var mod2=game.checkMod(card,player,'unchanged','cardEnabled2',player);
|
||
if(mod2!='unchanged') return mod2;
|
||
var mod=game.checkMod(card,player,'unchanged','cardRespondable',player);
|
||
if(mod!='unchanged') return mod;
|
||
return true;
|
||
}).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','jilue_guicai','noOrdering');
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 2"
|
||
if(result.bool){
|
||
player.removeMark('renjie',1);
|
||
if(trigger.player.judging[0].clone){
|
||
trigger.player.judging[0].clone.delete();
|
||
game.addVideo('deletenode',player,get.cardsInfo([trigger.player.judging[0].clone]));
|
||
}
|
||
game.cardsDiscard(trigger.player.judging[0]);
|
||
trigger.player.judging[0]=result.cards[0];
|
||
trigger.orderingCards.addArray(result.cards);
|
||
game.log(trigger.player,'的判定牌改为',result.cards[0]);
|
||
game.delay(2);
|
||
}
|
||
},
|
||
ai:{
|
||
rejudge:true,
|
||
tag:{
|
||
rejudge:1,
|
||
}
|
||
}
|
||
},
|
||
jilue_fangzhu:{
|
||
audio:1,
|
||
trigger:{player:'damageEnd'},
|
||
direct:true,
|
||
//priority:-1,
|
||
filter:function(event,player){
|
||
return player.hasMark('renjie');
|
||
},
|
||
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.hasSkillTag('noturn')) return 0;
|
||
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.removeMark('renjie',1);
|
||
player.logSkill('jilue_fangzhu',result.targets);
|
||
result.targets[0].draw(player.maxHp-player.hp);
|
||
result.targets[0].turnOver();
|
||
}
|
||
},
|
||
},
|
||
jilue_wansha:{
|
||
audio:'wansha',
|
||
audioname:['shen_simayi'],
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filter:function(event,player){
|
||
return player.hasMark('renjie');
|
||
},
|
||
content:function(){
|
||
player.removeMark('renjie',1);
|
||
player.addTempSkill('rewansha');
|
||
}
|
||
},
|
||
jilue_zhiheng:{
|
||
audio:1,
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filter:function(event,player){
|
||
return player.hasMark('renjie');
|
||
},
|
||
position:'he',
|
||
filterCard:lib.filter.cardDiscardable,
|
||
discard:false,
|
||
lose:false,
|
||
delay:false,
|
||
selectCard:[1,Infinity],
|
||
prompt:'弃置一枚“忍”,然后弃置任意张牌并摸等量的牌。若弃置了所有的手牌,则可以多摸一张牌。',
|
||
check:function(card){
|
||
var player=_status.event.player;
|
||
if(get.position(card)=='h'&&!player.countCards('h',function(card){
|
||
return get.value(card)>=8;
|
||
})){
|
||
return 8-get.value(card);
|
||
}
|
||
return 6-get.value(card)
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.removeMark('renjie',1);
|
||
player.discard(cards);
|
||
event.num=1;
|
||
var hs=player.getCards('h');
|
||
if(!hs.length) event.num=0;
|
||
for(var i=0;i<hs.length;i++){
|
||
if(!cards.contains(hs[i])){
|
||
event.num=0;break;
|
||
}
|
||
}
|
||
'step 1'
|
||
player.draw(event.num+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:1,
|
||
trigger:{player:'useCard'},
|
||
filter:function(event,player){
|
||
return (get.type(event.card,'trick')=='trick'&&event.card.isCard&&player.hasMark('renjie'));
|
||
},
|
||
init:function(player){
|
||
player.storage.jilue_jizhi=0;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.removeMark('renjie',1);
|
||
player.draw();
|
||
'step 1'
|
||
event.card=result[0];
|
||
if(get.type(event.card)=='basic'){
|
||
player.chooseBool('是否弃置'+get.translation(event.card)+'并令本回合手牌上限+1?').set('ai',function(evt,player){
|
||
return _status.currentPhase==player&&player.needsToDiscard(-3)&&_status.event.value<6;
|
||
}).set('value',get.value(event.card,player));
|
||
}
|
||
'step 2'
|
||
if(result.bool){
|
||
player.discard(event.card);
|
||
player.storage.jilue_jizhi++;
|
||
if(_status.currentPhase==player){
|
||
player.markSkill('jilue_jizhi');
|
||
}
|
||
}
|
||
},
|
||
ai:{
|
||
threaten:1.4
|
||
},
|
||
mod:{
|
||
maxHandcard:function(player,num){
|
||
return num+player.storage.jilue_jizhi;
|
||
}
|
||
},
|
||
intro:{
|
||
content:'本回合手牌上限+#',
|
||
},
|
||
subSkill:{
|
||
clear:{
|
||
trigger:{global:'phaseAfter'},
|
||
silent:true,
|
||
content:function(){
|
||
player.storage.jilue_jizhi=0;
|
||
player.unmarkSkill('jilue_jizhi');
|
||
}
|
||
}
|
||
}
|
||
},
|
||
wushen:{
|
||
mod:{
|
||
cardname:function(card,player,name){
|
||
if(get.suit(card)=='heart') return 'sha';
|
||
},
|
||
cardnature:function(card,player){
|
||
if(get.suit(card)=='heart') return false;
|
||
},
|
||
targetInRange:function(card){
|
||
if(get.suit(card)=='heart') return true;
|
||
},
|
||
cardUsable:function(card){
|
||
if(card.name=='sha'&&get.suit(card)=='heart') return Infinity;
|
||
}
|
||
},
|
||
audio:2,
|
||
trigger:{player:'useCard'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return event.card.name=='sha'&&get.suit(event.card)=='heart';
|
||
},
|
||
content:function(){
|
||
trigger.directHit.addArray(game.players);
|
||
if(trigger.addCount!==false){
|
||
trigger.addCount=false;
|
||
if(player.stat[player.stat.length-1].card.sha>0){
|
||
player.stat[player.stat.length-1].card.sha--;
|
||
}
|
||
}
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player,target,current){
|
||
if(get.tag(card,'respondSha')&¤t<0) return 0.6
|
||
}
|
||
},
|
||
directHit_ai:true,
|
||
skillTagFilter:function(player,tag,arg){
|
||
return arg.card.name=='sha'&&get.suit(arg.card)=='heart';
|
||
},
|
||
}
|
||
},
|
||
wuhun:{
|
||
trigger:{
|
||
player:"damageEnd",
|
||
},
|
||
//alter:true,
|
||
filter:function (event,player){
|
||
if(event.source==undefined) return false;
|
||
if(!get.is.altered('wuhun')) return false
|
||
return true;
|
||
},
|
||
forced:true,
|
||
content:function (){
|
||
if(!trigger.source.storage.wuhun_mark){
|
||
trigger.source.storage.wuhun_mark=0;
|
||
}
|
||
trigger.source.storage.wuhun_mark+=trigger.num;
|
||
trigger.source.syncStorage('wuhun_mark');
|
||
trigger.source.markSkill('wuhun_mark');
|
||
},
|
||
global:["wuhun_mark"],
|
||
subSkill:{
|
||
mark:{
|
||
marktext:"魇",
|
||
intro:{
|
||
content:"mark",
|
||
},
|
||
sub:true,
|
||
},
|
||
},
|
||
group:["wuhun2","wuhun4","wuhun5"],
|
||
},
|
||
wuhun2:{
|
||
trigger:{
|
||
player:'dieBegin',
|
||
},
|
||
forced:true,
|
||
popup:false,
|
||
filter:function (event,player){
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].storage.wuhun_mark) return true;
|
||
}
|
||
return false;
|
||
},
|
||
content:function (){
|
||
"step 0"
|
||
player.chooseTarget(true,get.prompt('wuhun2'),function(card,player,target){
|
||
if(player==target) return false;
|
||
if(!target.storage.wuhun_mark) return false;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].storage.wuhun_mark>target.storage.wuhun_mark){
|
||
return false;
|
||
}
|
||
}
|
||
return true;
|
||
}).set('ai',function(target){
|
||
return -ai.get.attitude(_status.event.player,target);
|
||
});
|
||
"step 1"
|
||
player.line(result.targets[0],'fire');
|
||
result.targets[0].addSkill('wuhun3')
|
||
},
|
||
ai:{
|
||
threaten:0.5,
|
||
effect:{
|
||
target:function (card,player,target,current){
|
||
if(get.tag(card,'damage')){
|
||
if(player.hasSkill('jueqing')) return [1,-5];
|
||
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(player.hp>2&&ai.get.attitude(player,target)<=0) return [0,2];
|
||
return [1,0,0,-player.hp];
|
||
}
|
||
},
|
||
},
|
||
},
|
||
},
|
||
wuhun3:{
|
||
audio:3,
|
||
trigger:{
|
||
global:'dieAfter',
|
||
},
|
||
forced:true,
|
||
content:function (){
|
||
"step 0"
|
||
player.judge(function(card){
|
||
if(card.name=='tao'||card.name=='taoyuan') return 2;
|
||
return -2;
|
||
})
|
||
"step 1"
|
||
if(result.judge==-2){
|
||
player.die();
|
||
}
|
||
player.removeSkill('wuhun3');
|
||
},
|
||
},
|
||
wuhun4:{
|
||
trigger:{
|
||
player:'dieAfter',
|
||
},
|
||
forced:true,
|
||
popup:false,
|
||
content:function (){
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].storage.wuhun_mark){
|
||
game.players[i].storage.wuhun_mark=0;
|
||
game.players[i].unmarkSkill('wuhun_mark');
|
||
}
|
||
}
|
||
},
|
||
},
|
||
wuhun5:{
|
||
trigger:{player:'dieBegin'},
|
||
forced:true,
|
||
popup:false,
|
||
filter:function(event){
|
||
if(event.source!=player&&event.source!=undefined&&!get.is.altered('wuhun')) return true
|
||
return false;
|
||
},
|
||
content:function(){
|
||
trigger.source.addSkill('wuhun6');
|
||
},
|
||
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',false,target)) 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];
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
wuhun6:{
|
||
audio:3,
|
||
trigger:{global:'dieAfter'},
|
||
forced:true,
|
||
content:function(){
|
||
if(player.hp<Infinity){
|
||
player.loseHp(player.hp);
|
||
}
|
||
player.removeSkill('wuhun6');
|
||
}
|
||
},
|
||
guixin:{
|
||
audio:2,
|
||
// alter:true,
|
||
trigger:{player:'damageEnd'},
|
||
check:function(event,player){
|
||
if(player.isTurnedOver()||event.num>1) return true;
|
||
var num=game.countPlayer(function(current){
|
||
if(current.countCards('he')&¤t!=player&&get.attitude(player,current)<=0){
|
||
return true;
|
||
}
|
||
if(current.countCards('j')&¤t!=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.count=trigger.num;
|
||
"step 1"
|
||
event.num=0;
|
||
player.line(targets,'green');
|
||
"step 2"
|
||
if(num<event.targets.length){
|
||
if(!get.is.altered('guixin')){
|
||
if(event.targets[num].countGainableCards(player,'hej')){
|
||
player.gainPlayerCard(event.targets[num],true,'hej');
|
||
}
|
||
}
|
||
else{
|
||
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 3"
|
||
player.turnOver();
|
||
"step 4"
|
||
event.count--;
|
||
if(event.count){
|
||
player.chooseBool(get.prompt2('guixin'));
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 5"
|
||
if(event.count&&result.bool){
|
||
event.goto(1);
|
||
}
|
||
},
|
||
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',false,target)) 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')&¤t!=player&&get.attitude(player,current)<=0){
|
||
return true;
|
||
}
|
||
if(current.countCards('j')&¤t!=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:'phaseBefore',
|
||
player:'enterGame',
|
||
},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return (event.name!='phase'||game.phaseNumber==0);
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.addToExpansion(get.cards(7),'gain2').gaintag.add('qixing');
|
||
"step 1"
|
||
var cards=player.getExpansions('qixing');
|
||
if(!cards.length||!player.countCards('h')){
|
||
event.finish();
|
||
return;
|
||
}
|
||
var next=player.chooseToMove('七星:是否交换“星”和手牌?');
|
||
next.set('list',[
|
||
[get.translation(player)+'(你)的星',cards],
|
||
['手牌区',player.getCards('h')],
|
||
]);
|
||
next.set('filterMove',function(from,to){
|
||
return typeof to!='number';
|
||
});
|
||
next.set('processAI',function(list){
|
||
var player=_status.event.player,cards=list[0][1].concat(list[1][1]).sort(function(a,b){
|
||
return get.useful(a)-get.useful(b);
|
||
}),cards2=cards.splice(0,player.getExpansions('qixing').length);
|
||
return [cards2,cards];
|
||
});
|
||
"step 2"
|
||
if(result.bool){
|
||
var pushs=result.moved[0],gains=result.moved[1];
|
||
pushs.removeArray(player.getExpansions('qixing'));
|
||
gains.removeArray(player.getCards('h'));
|
||
if(!pushs.length||pushs.length!=gains.length) return;
|
||
player.addToExpansion(pushs,player,'giveAuto').gaintag.add('qixing');
|
||
game.log(player,'将',pushs,'作为“星”置于武将牌上');
|
||
player.gain(gains,'gain2');
|
||
}
|
||
},
|
||
intro:{
|
||
markcount:'expansion',
|
||
mark:function(dialog,content,player){
|
||
var content=player.getExpansions('qixing');
|
||
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){
|
||
var content=player.getExpansions('qixing');
|
||
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'],
|
||
ai:{combo:'dawu'},
|
||
},
|
||
qixing2:{
|
||
trigger:{player:'phaseDrawAfter'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return player.getExpansions('qixing').length>0&&player.countCards('h')>0;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
var cards=player.getExpansions('qixing');
|
||
if(!cards.length||!player.countCards('h')){
|
||
event.finish();
|
||
return;
|
||
}
|
||
var next=player.chooseToMove('七星:是否交换“星”和手牌?');
|
||
next.set('list',[
|
||
[get.translation(player)+'(你)的星',cards],
|
||
['手牌区',player.getCards('h')],
|
||
]);
|
||
next.set('filterMove',function(from,to){
|
||
return typeof to!='number';
|
||
});
|
||
next.set('processAI',function(list){
|
||
var player=_status.event.player,cards=list[0][1].concat(list[1][1]).sort(function(a,b){
|
||
return get.value(a)-get.value(b);
|
||
}),cards2=cards.splice(0,player.getExpansions('qixing').length);
|
||
return [cards2,cards];
|
||
});
|
||
"step 1"
|
||
if(result.bool){
|
||
var pushs=result.moved[0],gains=result.moved[1];
|
||
pushs.removeArray(player.getExpansions('qixing'));
|
||
gains.removeArray(player.getCards('h'));
|
||
if(!pushs.length||pushs.length!=gains.length) return;
|
||
player.logSkill('qixing2');
|
||
player.addToExpansion(pushs,player,'giveAuto').gaintag.add('qixing');
|
||
game.log(player,'将',pushs,'作为“星”置于武将牌上');
|
||
player.gain(gains,'gain2');
|
||
}
|
||
},
|
||
},
|
||
dawu:{
|
||
trigger:{player:'phaseJieshuBegin'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return player.getExpansions('qixing').length;
|
||
},
|
||
audio:2,
|
||
content:function(){
|
||
"step 0"
|
||
var num=Math.min(game.countPlayer(),player.getExpansions('qixing').length);
|
||
player.chooseTarget(get.prompt('dawu'),'令至多'+get.cnNumber(num)+'名角色获得“大雾”标记',
|
||
[1,num]).set('ai',function(target){
|
||
if(target.isMin()) return 0;
|
||
if(target.hasSkill('biantian2')) return 0;
|
||
var att=get.attitude(player,target);
|
||
if(att>=4){
|
||
if(_status.event.allUse) return att;
|
||
if(target.hp==1) return att;
|
||
if(target.hp==2&&target.countCards('he')<=2) return att*0.7;
|
||
return 0;
|
||
}
|
||
return -1;
|
||
}).set('allUse',player.getExpansions('qixing').length>=game.countPlayer(function(current){
|
||
return get.attitude(player,current)>4;
|
||
})*2);
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('dawu',result.targets,'thunder');
|
||
var length=result.targets.length;
|
||
for(var i=0;i<length;i++){
|
||
result.targets[i].addSkill('dawu2');
|
||
}
|
||
player.chooseCardButton('选择弃置'+get.cnNumber(length)+'张“星”',length,player.getExpansions('qixing'),true);
|
||
player.addSkill('dawu3');
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 2"
|
||
player.loseToDiscardpile(result.links);
|
||
},
|
||
ai:{combo:'qixing'},
|
||
},
|
||
dawu2:{
|
||
trigger:{player:'damageBegin4'},
|
||
filter:function(event){
|
||
if(event.nature!='thunder') return true;
|
||
return false;
|
||
},
|
||
mark:true,
|
||
forced:true,
|
||
charlotte:true,
|
||
content:function(){
|
||
trigger.cancel();
|
||
},
|
||
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:{
|
||
markcount:()=>1,
|
||
content:'共有1个标记',
|
||
}
|
||
},
|
||
dawu3:{
|
||
trigger:{player:['phaseBegin','dieBegin']},
|
||
silent:true,
|
||
charlotte:true,
|
||
content:function(){
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].hasSkill('dawu2')){
|
||
game.players[i].removeSkill('dawu2');
|
||
}
|
||
if(game.players[i].hasSkill('kuangfeng2')){
|
||
game.players[i].removeSkill('kuangfeng2');
|
||
}
|
||
}
|
||
player.removeSkill('dawu3');
|
||
}
|
||
},
|
||
kuangfeng:{
|
||
unique:true,
|
||
audio:2,
|
||
trigger:{player:'phaseJieshuBegin'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return player.getExpansions('qixing').length;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseTarget(get.prompt('kuangfeng'),'令一名角色获得“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.getExpansions('qixing'),true);
|
||
player.addSkill('dawu3');
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 2"
|
||
player.loseToDiscardpile(result.links);
|
||
},
|
||
ai:{combo:'qixing'},
|
||
},
|
||
kuangfeng2:{
|
||
trigger:{player:'damageBegin3'},
|
||
filter:function(event){
|
||
if(event.nature=='fire') return true;
|
||
return false;
|
||
},
|
||
mark:true,
|
||
intro:{
|
||
markcount:()=>1,
|
||
content:'共有1个标记'
|
||
},
|
||
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,
|
||
forceDie:true,
|
||
enable:'phaseUse',
|
||
audio:3,
|
||
animationColor:'metal',
|
||
skillAnimation:'legend',
|
||
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,
|
||
limited:true,
|
||
selectCard:[0,4],
|
||
line:'fire',
|
||
check:function (){return -1},
|
||
selectTarget:function (){
|
||
if(ui.selected.cards.length==4) return [1,2];
|
||
if(ui.selected.cards.length==0) return [1,3];
|
||
game.uncheck('target');
|
||
return [1,3];
|
||
},
|
||
multitarget:true,
|
||
multiline:true,
|
||
content:function (){
|
||
"step 0"
|
||
player.awakenSkill('yeyan');
|
||
event.num=0;
|
||
targets.sortBySeat();
|
||
"step 1"
|
||
if(cards.length==4) event.goto(2);
|
||
else {
|
||
if(event.num<targets.length){
|
||
targets[event.num].damage('fire',1,'nocard');
|
||
event.num++;
|
||
}
|
||
if(event.num==targets.length) event.finish();
|
||
else event.redo();
|
||
}
|
||
"step 2"
|
||
player.loseHp(3);
|
||
if(targets.length==1) event.goto(4);
|
||
else{
|
||
player.chooseTarget('请选择受到2点伤害的角色',true,function(card,player,target){
|
||
return _status.event.targets.contains(target)
|
||
}).set('ai',function(target){
|
||
return 1;
|
||
}).set('forceDie',true).set('targets',targets);
|
||
}
|
||
"step 3"
|
||
if(event.num<targets.length){
|
||
var dnum=1;
|
||
if(result.bool&&result.targets&&targets[event.num]==result.targets[0]) dnum=2;
|
||
targets[event.num].damage('fire',dnum,'nocard');
|
||
event.num++;
|
||
}
|
||
if(event.num==targets.length) event.finish();
|
||
else event.redo();
|
||
"step 4"
|
||
player.chooseControl("2点","3点").set('prompt','请选择伤害点数').set('ai',function(){
|
||
return "3点";
|
||
}).set('forceDie',true);
|
||
"step 5"
|
||
targets[0].damage('fire',result.control=="2点"?2:3,'nocard');
|
||
},
|
||
ai:{
|
||
order:1,
|
||
fireAttack:true,
|
||
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:{
|
||
audio:4,
|
||
group:['longhun1','longhun2','longhun3','longhun4'],
|
||
ai:{
|
||
fireAttack:true,
|
||
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;
|
||
}
|
||
default:return true;break;
|
||
}
|
||
},
|
||
maixie: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:'hes',
|
||
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'},
|
||
viewAsFilter:function(player){
|
||
return player.countCards('hes',{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:'hes',
|
||
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'},
|
||
viewAsFilter:function(player){
|
||
return player.countCards('hes',{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:'hes',
|
||
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('hes',{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))+'张梅花牌当作闪使用或打出';
|
||
},
|
||
position:'hes',
|
||
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);
|
||
},
|
||
viewAsFilter:function(player){
|
||
return player.countCards('hes',{suit:'club'})>=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:'phaseDrawBegin2'},
|
||
//priority:-5,
|
||
filter:function(event,player){
|
||
return !event.numFixed&&player.hp<player.maxHp;
|
||
},
|
||
forced:true,
|
||
content:function(){
|
||
trigger.num+=(player.getDamagedHp());
|
||
}
|
||
},
|
||
relonghun:{
|
||
audio:2,
|
||
//技能发动时机
|
||
enable:['chooseToUse','chooseToRespond'],
|
||
//发动时提示的技能描述
|
||
prompt:'将♦牌当做杀,♥牌当做桃,♣牌当做闪,♠牌当做无懈可击使用或打出',
|
||
//动态的viewAs
|
||
viewAs:function(cards,player){
|
||
var name=false;
|
||
var nature=null;
|
||
//根据选择的卡牌的花色 判断要转化出的卡牌是闪还是火杀还是无懈还是桃
|
||
switch(get.suit(cards[0],player)){
|
||
case 'club':name='shan';break;
|
||
case 'diamond':name='sha';nature='fire';break;
|
||
case 'spade':name='wuxie';break;
|
||
case 'heart':name='tao';break;
|
||
}
|
||
//返回判断结果
|
||
if(name) return {name:name,nature:nature};
|
||
return null;
|
||
},
|
||
//AI选牌思路
|
||
check:function(card){
|
||
if(ui.selected.cards.length) return 0;
|
||
var player=_status.event.player;
|
||
if(_status.event.type=='phase'){
|
||
var max=0;
|
||
var name2;
|
||
var list=['sha','tao'];
|
||
var map={sha:'diamond',tao:'heart'}
|
||
for(var i=0;i<list.length;i++){
|
||
var name=list[i];
|
||
if(player.countCards('hes',function(card){
|
||
return (name!='sha'||get.value(card)<5)&&get.suit(card,player)==map[name];
|
||
})>0&&player.getUseValue({name:name,nature:name=='sha'?'fire':null})>0){
|
||
var temp=get.order({name:name,nature:name=='sha'?'fire':null});
|
||
if(temp>max){
|
||
max=temp;
|
||
name2=map[name];
|
||
}
|
||
}
|
||
}
|
||
if(name2==get.suit(card,player)) return (name2=='diamond'?(5-get.value(card)):20-get.value(card));
|
||
return 0;
|
||
}
|
||
return 1;
|
||
},
|
||
//选牌数量
|
||
selectCard:[1,2],
|
||
//确保选择第一张牌后 重新检测第二张牌的合法性 避免选择两张花色不同的牌
|
||
complexCard:true,
|
||
//选牌范围:手牌区和装备区和木马
|
||
position:'hes',
|
||
//选牌合法性判断
|
||
filterCard:function(card,player,event){
|
||
//如果已经选了一张牌 那么第二张牌和第一张花色相同即可
|
||
if(ui.selected.cards.length) return get.suit(card,player)==get.suit(ui.selected.cards[0],player);
|
||
event=event||_status.event;
|
||
//获取当前时机的卡牌选择限制
|
||
var filter=event._backup.filterCard;
|
||
//获取卡牌花色
|
||
var name=get.suit(card,player);
|
||
//如果这张牌是梅花并且当前时机能够使用/打出闪 那么这张牌可以选择
|
||
if(name=='club'&&filter({name:'shan',cards:[card]},player,event)) return true;
|
||
//如果这张牌是方片并且当前时机能够使用/打出火杀 那么这张牌可以选择
|
||
if(name=='diamond'&&filter({name:'sha',cards:[card],nature:'fire'},player,event)) return true;
|
||
//如果这张牌是黑桃并且当前时机能够使用/打出无懈 那么这张牌可以选择
|
||
if(name=='spade'&&filter({name:'wuxie',cards:[card]},player,event)) return true;
|
||
//如果这张牌是红桃并且当前时机能够使用/打出桃 那么这张牌可以选择
|
||
if(name=='heart'&&filter({name:'tao',cards:[card]},player,event)) return true;
|
||
//上述条件都不满足 那么就不能选择这张牌
|
||
return false;
|
||
},
|
||
//判断当前时机能否发动技能
|
||
filter:function(event,player){
|
||
//获取当前时机的卡牌选择限制
|
||
var filter=event.filterCard;
|
||
//如果当前时机能够使用/打出火杀并且角色有方片 那么可以发动技能
|
||
if(filter({name:'sha',nature:'fire'},player,event)&&player.countCards('hes',{suit:'diamond'})) return true;
|
||
//如果当前时机能够使用/打出闪并且角色有梅花 那么可以发动技能
|
||
if(filter({name:'shan'},player,event)&&player.countCards('hes',{suit:'club'})) return true;
|
||
//如果当前时机能够使用/打出桃并且角色有红桃 那么可以发动技能
|
||
if(filter({name:'tao'},player,event)&&player.countCards('hes',{suit:'heart'})) return true;
|
||
//如果当前时机能够使用/打出无懈可击并且角色有黑桃 那么可以发动技能
|
||
if(filter({name:'wuxie'},player,event)&&player.countCards('hes',{suit:'spade'})) return true;
|
||
return false;
|
||
},
|
||
ai:{
|
||
respondSha:true,
|
||
respondShan:true,
|
||
//让系统知道角色“有杀”“有闪”
|
||
skillTagFilter:function(player,tag){
|
||
var name;
|
||
switch(tag){
|
||
case 'respondSha':name='diamond';break;
|
||
case 'respondShan':name='club';break;
|
||
case 'save':name='heart';break;
|
||
}
|
||
if(!player.countCards('hes',{suit:name})) return false;
|
||
},
|
||
//AI牌序
|
||
order:function(item,player){
|
||
if(player&&_status.event.type=='phase'){
|
||
var max=0;
|
||
var list=['sha','tao'];
|
||
var map={sha:'diamond',tao:'heart'}
|
||
for(var i=0;i<list.length;i++){
|
||
var name=list[i];
|
||
if(player.countCards('hes',function(card){
|
||
return (name!='sha'||get.value(card)<5)&&get.suit(card,player)==map[name];
|
||
})>0&&player.getUseValue({name:name,nature:name=='sha'?'fire':null})>0){
|
||
var temp=get.order({name:name,nature:name=='sha'?'fire':null});
|
||
if(temp>max) max=temp;
|
||
}
|
||
}
|
||
max/=1.1;
|
||
return max;
|
||
}
|
||
return 2;
|
||
},
|
||
},
|
||
//让系统知道玩家“有无懈”“有桃”
|
||
hiddenCard:function(player,name){
|
||
if(name=='wuxie'&&_status.connectMode&&player.countCards('hs')>0) return true;
|
||
if(name=='wuxie') return player.countCards('hes',{suit:'spade'})>0;
|
||
if(name=='tao') return player.countCards('hes',{suit:'heart'})>0;
|
||
},
|
||
group:['relonghun_num','relonghun_discard'],
|
||
subSkill:{
|
||
num:{
|
||
trigger:{player:'useCard'},
|
||
forced:true,
|
||
popup:false,
|
||
filter:function(event){
|
||
var evt=event;
|
||
return ['sha','tao'].contains(evt.card.name)&&evt.skill=='relonghun'&&evt.cards&&evt.cards.length==2;
|
||
},
|
||
content:function(){
|
||
trigger.baseDamage++;
|
||
}
|
||
},
|
||
discard:{
|
||
trigger:{player:['useCardAfter','respondAfter']},
|
||
forced:true,
|
||
popup:false,
|
||
logTarget:function(){
|
||
return _status.currentPhase;
|
||
},
|
||
autodelay:function(event){
|
||
return event.name=='respond'?0.5:false;
|
||
},
|
||
filter:function(evt,player){
|
||
return ['shan','wuxie'].contains(evt.card.name)&&evt.skill=='relonghun'&&
|
||
evt.cards&&evt.cards.length==2&&_status.currentPhase&&_status.currentPhase!=player&&_status.currentPhase.countDiscardableCards(player,'he');
|
||
},
|
||
content:function(){
|
||
player.line(_status.currentPhase,'green');
|
||
player.discardPlayerCard(_status.currentPhase,'he',true);
|
||
}
|
||
}
|
||
}
|
||
},
|
||
xinlonghun:{
|
||
audio:'longhun',
|
||
enable:['chooseToUse','chooseToRespond'],
|
||
prompt:'将♦牌当做杀,♥牌当做桃,♣牌当做闪,♠牌当做无懈可击使用或打出',
|
||
viewAs:function(cards,player){
|
||
var name=false;
|
||
var nature=null;
|
||
switch(get.suit(cards[0],player)){
|
||
case 'club':name='shan';break;
|
||
case 'diamond':name='sha';nature='fire';break;
|
||
case 'spade':name='wuxie';break;
|
||
case 'heart':name='tao';break;
|
||
}
|
||
if(name) return {name:name,nature:nature};
|
||
return null;
|
||
},
|
||
check:function(card){
|
||
var player=_status.event.player;
|
||
if(_status.event.type=='phase'){
|
||
var max=0;
|
||
var name2;
|
||
var list=['sha','tao'];
|
||
var map={sha:'diamond',tao:'heart'}
|
||
for(var i=0;i<list.length;i++){
|
||
var name=list[i];
|
||
if(player.countCards('hs',function(card){
|
||
return (name!='sha'||get.value(card)<5)&&get.suit(card,player)==map[name];
|
||
})>0&&player.getUseValue({name:name,nature:name=='sha'?'fire':null})>0){
|
||
var temp=get.order({name:name,nature:name=='sha'?'fire':null});
|
||
if(temp>max){
|
||
max=temp;
|
||
name2=map[name];
|
||
}
|
||
}
|
||
}
|
||
if(name2==get.suit(card,player)) return (name2=='diamond'?(5-get.value(card)):20-get.value(card));
|
||
return 0;
|
||
}
|
||
return 1;
|
||
},
|
||
position:'hs',
|
||
filterCard:function(card,player,event){
|
||
event=event||_status.event;
|
||
var filter=event._backup.filterCard;
|
||
var name=get.suit(card,player);
|
||
if(name=='club'&&filter({name:'shan',cards:[card]},player,event)) return true;
|
||
if(name=='diamond'&&filter({name:'sha',cards:[card],nature:'fire'},player,event)) return true;
|
||
if(name=='spade'&&filter({name:'wuxie',cards:[card]},player,event)) return true;
|
||
if(name=='heart'&&filter({name:'tao',cards:[card]},player,event)) return true;
|
||
return false;
|
||
},
|
||
filter:function(event,player){
|
||
var filter=event.filterCard;
|
||
if(filter({name:'sha',nature:'fire'},player,event)&&player.countCards('hs',{suit:'diamond'})) return true;
|
||
if(filter({name:'shan'},player,event)&&player.countCards('hs',{suit:'club'})) return true;
|
||
if(filter({name:'tao'},player,event)&&player.countCards('hs',{suit:'heart'})) return true;
|
||
if(filter({name:'wuxie'},player,event)&&player.countCards('hs',{suit:'spade'})) return true;
|
||
return false;
|
||
},
|
||
ai:{
|
||
respondSha:true,
|
||
respondShan:true,
|
||
skillTagFilter:function(player,tag){
|
||
var name;
|
||
switch(tag){
|
||
case 'respondSha':name='diamond';break;
|
||
case 'respondShan':name='club';break;
|
||
case 'save':name='heart';break;
|
||
}
|
||
if(!player.countCards('hs',{suit:name})) return false;
|
||
},
|
||
order:function(item,player){
|
||
if(player&&_status.event.type=='phase'){
|
||
var max=0;
|
||
var list=['sha','tao'];
|
||
var map={sha:'diamond',tao:'heart'}
|
||
for(var i=0;i<list.length;i++){
|
||
var name=list[i];
|
||
if(player.countCards('hs',function(card){
|
||
return (name!='sha'||get.value(card)<5)&&get.suit(card,player)==map[name];
|
||
})>0&&player.getUseValue({name:name,nature:name=='sha'?'fire':null})>0){
|
||
var temp=get.order({name:name,nature:name=='sha'?'fire':null});
|
||
if(temp>max) max=temp;
|
||
}
|
||
}
|
||
max/=1.1;
|
||
return max;
|
||
}
|
||
return 2;
|
||
},
|
||
},
|
||
hiddenCard:function(player,name){
|
||
if(name=='wuxie'&&_status.connectMode&&player.countCards('hs')>0) return true;
|
||
if(name=='wuxie') return player.countCards('hs',{suit:'spade'})>0;
|
||
if(name=='tao') return player.countCards('hs',{suit:'heart'})>0;
|
||
},
|
||
},
|
||
xinjuejing:{
|
||
mod:{
|
||
maxHandcard:function(player,num){
|
||
return 2+num;
|
||
}
|
||
},
|
||
audio:2,
|
||
trigger:{player:['dying','dyingAfter']},
|
||
forced:true,
|
||
content:function(){
|
||
player.draw();
|
||
}
|
||
},
|
||
shelie:{
|
||
audio:2,
|
||
trigger:{player:'phaseDrawBegin1'},
|
||
filter:function(event,player){
|
||
return !event.numFixed;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
trigger.changeToZero();
|
||
event.cards=get.cards(5);
|
||
game.cardsGotoOrdering(event.cards);
|
||
event.videoId=lib.status.videoId++;
|
||
game.broadcastAll(function(player,id,cards){
|
||
var str;
|
||
if(player==game.me&&!_status.auto){
|
||
str='涉猎:获取花色各不相同的牌';
|
||
}
|
||
else{
|
||
str='涉猎';
|
||
}
|
||
var dialog=ui.create.dialog(str,cards);
|
||
dialog.videoId=id;
|
||
},player,event.videoId,event.cards);
|
||
event.time=get.utc();
|
||
game.addVideo('showCards',player,['涉猎',get.cardsInfo(event.cards)]);
|
||
game.addVideo('delay',null,2);
|
||
"step 1"
|
||
var next=player.chooseButton([0,5],true);
|
||
next.set('dialog',event.videoId);
|
||
next.set('filterButton',function(button){
|
||
for(var i=0;i<ui.selected.buttons.length;i++){
|
||
if(get.suit(ui.selected.buttons[i].link)==get.suit(button.link)) return false;
|
||
}
|
||
return true;
|
||
});
|
||
next.set('ai',function(button){
|
||
return get.value(button.link,_status.event.player);
|
||
});
|
||
"step 2"
|
||
if(result.bool&&result.links){
|
||
event.cards2=result.links;
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
var time=1000-(get.utc()-event.time);
|
||
if(time>0){
|
||
game.delay(0,time);
|
||
}
|
||
"step 3"
|
||
game.broadcastAll('closeDialog',event.videoId);
|
||
var cards2=event.cards2;
|
||
player.gain(cards2,'log','gain2');
|
||
},
|
||
ai:{
|
||
threaten:1.2
|
||
}
|
||
},
|
||
gongxin:{
|
||
audio:2,
|
||
audioname:['re_lvmeng','gexuan'],
|
||
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'){
|
||
player.showCards(card,'置于牌堆顶');
|
||
target.lose(card,ui.cardPile,'insert','visible');
|
||
game.log(player,'将',event.card,'置于牌堆顶');
|
||
}
|
||
else{
|
||
target.discard(card);
|
||
}
|
||
},
|
||
ai:{
|
||
threaten:1.5,
|
||
result:{
|
||
target:function(player,target){
|
||
return -target.countCards('h');
|
||
}
|
||
},
|
||
order:10,
|
||
expose:0.4,
|
||
}
|
||
},
|
||
"nzry_longnu":{
|
||
mark:true,
|
||
locked:true,
|
||
zhuanhuanji:true,
|
||
marktext:'☯',
|
||
intro:{
|
||
content:function(storage,player,skill){
|
||
if(player.storage.nzry_longnu==true) return '锁定技,出牌阶段开始时,你减1点体力上限并摸一张牌,然后本阶段内你的锦囊牌均视为雷杀且无使用次数限制';
|
||
return '锁定技,出牌阶段开始时,你流失一点体力并摸一张牌,然后本阶段内你的红色手牌均视为火杀且无距离限制';
|
||
},
|
||
},
|
||
audio:2,
|
||
trigger:{
|
||
player:'phaseUseBegin'
|
||
},
|
||
forced:true,
|
||
content:function(){
|
||
'step 0'
|
||
player.changeZhuanhuanji('nzry_longnu');
|
||
if(player.storage.nzry_longnu!=true){
|
||
player.loseMaxHp();
|
||
}
|
||
else{
|
||
player.loseHp();
|
||
}
|
||
player.draw();
|
||
'step 1'
|
||
if(player.storage.nzry_longnu!=true){
|
||
player.addTempSkill('nzry_longnu_2','phaseUseAfter');
|
||
}
|
||
else{
|
||
player.addTempSkill('nzry_longnu_1','phaseUseAfter');
|
||
};
|
||
},
|
||
subSkill:{
|
||
'1':{
|
||
mod:{
|
||
cardname:function(card,player){
|
||
if(get.color(card)=='red') return 'sha';
|
||
},
|
||
cardnature:function(card,player){
|
||
if(get.color(card)=='red') return 'fire';
|
||
},
|
||
targetInRange:function(card){
|
||
if(get.color(card)=='red') return true;
|
||
},
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player,target,current){
|
||
if(get.tag(card,'respondSha')&¤t<0) return 0.6
|
||
}
|
||
},
|
||
respondSha:true,
|
||
},
|
||
},
|
||
'2':{
|
||
mod:{
|
||
cardname:function(card,player){
|
||
if(['trick','delay'].contains(lib.card[card.name].type)) return 'sha';
|
||
},
|
||
cardnature:function(card,player){
|
||
if(['trick','delay'].contains(lib.card[card.name].type)) return 'thunder';
|
||
},
|
||
cardUsable:function(card,player){
|
||
if(card.name=='sha'&&card.nature=='thunder') return Infinity;
|
||
},
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player,target,current){
|
||
if(get.tag(card,'respondSha')&¤t<0) return 0.6
|
||
}
|
||
},
|
||
respondSha:true,
|
||
},
|
||
},
|
||
},
|
||
ai:{
|
||
fireAttack:true,
|
||
halfneg:true,
|
||
threaten:1.05,
|
||
},
|
||
},
|
||
"nzry_jieying":{
|
||
audio:2,
|
||
locked:true,
|
||
global:"g_nzry_jieying",
|
||
ai:{
|
||
effect:{
|
||
target:function(card){
|
||
if(card.name=='tiesuo') return 'zeroplayertarget';
|
||
},
|
||
},
|
||
},
|
||
group:["nzry_jieying_1","nzry_jieying_2"],
|
||
subSkill:{
|
||
'1':{
|
||
audio:2,
|
||
trigger:{
|
||
player:['linkBefore','enterGame'],
|
||
global:'phaseBefore',
|
||
},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
if(event.name=='link') return player.isLinked();
|
||
return (event.name!='phase'||game.phaseNumber==0)&&!player.isLinked();
|
||
},
|
||
content:function(){
|
||
if(trigger.name!='link') player.link(true);
|
||
else trigger.cancel();
|
||
},
|
||
},
|
||
'2':{
|
||
audio:2,
|
||
trigger:{
|
||
player:'phaseJieshuBegin',
|
||
},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return game.hasPlayer(function(current){
|
||
return current!=player&&!current.isLinked();
|
||
});
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseTarget(true,'请选择【结营】的目标',function(card,player,target){
|
||
return target!=player&&!target.isLinked();
|
||
}).ai=function(target){
|
||
return 1+Math.random();
|
||
};
|
||
"step 1"
|
||
if(result.bool){
|
||
player.line(result.targets);
|
||
player.logSkill('nzry_jieying');
|
||
result.targets[0].link(true);
|
||
}else{
|
||
event.finish();
|
||
};
|
||
},
|
||
},
|
||
},
|
||
},
|
||
"g_nzry_jieying":{
|
||
mod:{
|
||
maxHandcard:function (player,num){
|
||
if(game.countPlayer(function(current){return current.hasSkill('nzry_jieying')})>0&&player.isLinked()) return num+2;
|
||
},
|
||
},
|
||
},
|
||
"nzry_junlve":{
|
||
audio:2,
|
||
//marktext:"军",
|
||
intro:{
|
||
content:'当前有#个标记',
|
||
},
|
||
//mark:true,
|
||
trigger:{
|
||
player:"damageAfter",
|
||
source:"damageSource",
|
||
},
|
||
forced:true,
|
||
content:function(){
|
||
player.addMark('nzry_junlve',trigger.num);
|
||
},
|
||
},
|
||
"nzry_cuike":{
|
||
audio:2,
|
||
trigger:{
|
||
player:"phaseUseBegin",
|
||
},
|
||
direct:true,
|
||
content:function(){
|
||
'step 0'
|
||
if(player.countMark('nzry_junlve')%2==1){
|
||
player.chooseTarget('是否发动【摧克】,对一名角色造成一点伤害?').ai=function(target){
|
||
return -get.attitude(player,target);
|
||
};
|
||
}
|
||
else{
|
||
player.chooseTarget('是否发动【摧克】,横置一名角色并弃置其区域内的一张牌?').ai=function(target){
|
||
return -get.attitude(player,target);
|
||
};
|
||
}
|
||
'step 1'
|
||
if(result.bool){
|
||
player.logSkill('nzry_cuike',result.targets);
|
||
if(player.countMark('nzry_junlve')%2==1){
|
||
result.targets[0].damage();
|
||
}
|
||
else{
|
||
result.targets[0].link(true);
|
||
player.discardPlayerCard(result.targets[0],1,'hej',true);
|
||
};
|
||
};
|
||
'step 2'
|
||
if(player.countMark('nzry_junlve')>7){
|
||
player.chooseBool().set('ai',function(){
|
||
return true;
|
||
}).set('prompt','是否弃置所有“军略”标记并对所有其他角色造成一点伤害?');
|
||
}else{
|
||
event.finish();
|
||
};
|
||
'step 3'
|
||
if(result.bool){
|
||
var players=game.players.slice(0).sortBySeat();
|
||
player.line(players);
|
||
player.removeMark('nzry_junlve',player.countMark('nzry_junlve'));
|
||
for(var i=0;i<players.length;i++){
|
||
if(players[i]!=player) players[i].damage();
|
||
};
|
||
};
|
||
},
|
||
},
|
||
"nzry_dinghuo":{
|
||
audio:2,
|
||
limited:true,
|
||
init:function (player){
|
||
player.storage.nzry_dinghuo=false;
|
||
},
|
||
intro:{
|
||
content:"limited",
|
||
},
|
||
unique:true,
|
||
mark:true,
|
||
skillAnimation:true,
|
||
animationColor:'metal',
|
||
enable:'phaseUse',
|
||
filter:function (event,player){
|
||
return !player.storage.nzry_dinghuo&&player.countMark('nzry_junlve')>0;
|
||
},
|
||
check:function (event,player){
|
||
var num=game.countPlayer(function(current){return get.attitude(player,current)<0&¤t.isLinked()});
|
||
return player.storage.nzry_junlve>=num&&num==game.countPlayer(function(current){return get.attitude(player,current)<0});
|
||
},
|
||
filterTarget:function(card,player,target){
|
||
return target.isLinked();
|
||
},
|
||
selectTarget:function(){
|
||
return [1,_status.event.player.countMark('nzry_junlve')];
|
||
},
|
||
multiline:true,
|
||
multitarget:true,
|
||
content:function (){
|
||
'step 0'
|
||
player.awakenSkill('nzry_dinghuo');
|
||
player.storage.nzry_dinghuo=true;
|
||
'step 1'
|
||
player.removeMark('nzry_junlve',player.countMark('nzry_junlve'));
|
||
for(var i=0;i<targets.length;i++){
|
||
targets[i].discard(targets[i].getCards('e'));
|
||
}
|
||
player.chooseTarget(true,'对一名目标角色造成1点火焰伤害',function(card,player,target){
|
||
return _status.event.targets.contains(target);
|
||
}).set('targets',targets).ai=function(){return 1};
|
||
'step 2'
|
||
if(result.bool){
|
||
result.targets[0].damage('fire','nocard');
|
||
}
|
||
},
|
||
ai:{
|
||
order:1,
|
||
fireAttack:true,
|
||
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)-target.countCards('e');
|
||
}
|
||
}
|
||
}
|
||
},
|
||
|
||
"drlt_duorui":{
|
||
audio:2,
|
||
init:function(player,skill){
|
||
if(!player.storage.drlt_duorui) player.storage.drlt_duorui=[];
|
||
},
|
||
trigger:{
|
||
source:'damageSource'
|
||
},
|
||
filter:function(event,player){
|
||
if(player.storage.drlt_duorui.length) return false;
|
||
return player!=event.player&&event.player.isAlive()&&_status.currentPhase==player;
|
||
},
|
||
check:function(event,player){
|
||
if(player.countDisabled()<5&&player.isDisabled(5)) return false;
|
||
return true;
|
||
},
|
||
bannedList:[
|
||
'bifa','buqu','gzbuqu','songci','funan','xinfu_guhuo','reguhuo','huashen','rehuashen','old_guhuo','shouxi','xinpojun','taoluan','xintaoluan','yinbing','xinfu_yingshi','zhenwei','zhengnan','xinzhengnan','zhoufu',
|
||
],
|
||
content:function(){
|
||
'step 0'
|
||
var list=[];
|
||
var listm=[];
|
||
var listv=[];
|
||
if(trigger.player.name1!=undefined) listm=lib.character[trigger.player.name1][3];
|
||
else listm=lib.character[trigger.player.name][3];
|
||
if(trigger.player.name2!=undefined) listv=lib.character[trigger.player.name2][3];
|
||
listm=listm.concat(listv);
|
||
var func=function(skill){
|
||
var info=get.info(skill);
|
||
if(!info||info.charlotte||info.hiddenSkill||info.zhuSkill||info.juexingji||info.limited||info.dutySkill||(info.unique&&!info.gainable)||lib.skill.drlt_duorui.bannedList.contains(skill)) return false;
|
||
return true;
|
||
};
|
||
for(var i=0;i<listm.length;i++){
|
||
if(func(listm[i])) list.add(listm[i]);
|
||
}
|
||
event.skills=list;
|
||
if(player.countDisabled()<5){
|
||
player.chooseToDisable().ai=function(event,player,list){
|
||
if(list.contains('equip5')) return 'equip5';
|
||
return list.randomGet();
|
||
};
|
||
}
|
||
'step 1'
|
||
if(event.skills.length>0){
|
||
player.chooseControl(event.skills).set('prompt','请选择要获得的技能').set('ai',function(){return event.skills.randomGet()});
|
||
}
|
||
else event.finish();
|
||
'step 2'
|
||
player.addTempSkill(result.control,{player:'dieAfter'});
|
||
player.popup(result.control,'thunder');
|
||
player.storage.drlt_duorui=[result.control];
|
||
player.storage.drlt_duorui_player=trigger.player;
|
||
trigger.player.storage.drlt_duorui=[result.control];
|
||
trigger.player.addTempSkill('drlt_duorui1',{player:'phaseAfter'});
|
||
game.log(player,'获得了技能','#g【'+get.translation(result.control)+'】')
|
||
},
|
||
group:['duorui_clear'],
|
||
},
|
||
"duorui_clear":{
|
||
trigger:{global:['phaseAfter','dieAfter'],},
|
||
filter:function(event,player){
|
||
if(!player.storage.drlt_duorui_player||!player.storage.drlt_duorui) return false;
|
||
return player.storage.drlt_duorui_player==event.player&&player.storage.drlt_duorui.length;
|
||
},
|
||
silent:true,
|
||
forced:true,
|
||
popup:false,
|
||
content:function(){
|
||
player.removeSkill(player.storage.drlt_duorui[0]);
|
||
delete player.storage.drlt_duorui_player;
|
||
player.storage.drlt_duorui=[];
|
||
},
|
||
},
|
||
"drlt_duorui1":{
|
||
init:function(player,skill){
|
||
player.disableSkill(skill,player.storage.drlt_duorui);
|
||
},
|
||
onremove:function(player,skill){
|
||
player.enableSkill(skill);
|
||
},
|
||
locked:true,
|
||
mark:true,
|
||
charlotte:true,
|
||
intro:{
|
||
content:function(storage,player,skill){
|
||
var list=[];
|
||
for(var i in player.disabledSkills){
|
||
if(player.disabledSkills[i].contains(skill)) list.push(i);
|
||
};
|
||
if(list.length){
|
||
var str='失效技能:';
|
||
for(var i=0;i<list.length;i++){
|
||
if(lib.translate[list[i]+'_info']) str+=get.translation(list[i])+'、';
|
||
};
|
||
return str.slice(0,str.length-1);
|
||
};
|
||
},
|
||
},
|
||
},
|
||
drlt_zhiti:{
|
||
audio:2,
|
||
locked:true,
|
||
group:["drlt_zhiti_1","drlt_zhiti_2","drlt_zhiti_3","drlt_zhiti_4","drlt_zhiti_5"],
|
||
global:'g_drlt_zhiti',
|
||
subSkill:{
|
||
'1':{
|
||
audio:"drlt_zhiti",
|
||
trigger:{
|
||
global:'juedouAfter'
|
||
},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return event.targets&&event.targets.contains(player)&&event.turn!=player&&player.storage.disableEquip!=undefined&&player.storage.disableEquip.length>0;
|
||
},
|
||
content:function(){
|
||
player.chooseToEnable();
|
||
},
|
||
},
|
||
'2':{
|
||
audio:"drlt_zhiti",
|
||
trigger:{
|
||
player:'juedouAfter',
|
||
},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return event.turn!=player&&player.storage.disableEquip!=undefined&&player.storage.disableEquip.length>0;
|
||
},
|
||
content:function(){
|
||
player.chooseToEnable();
|
||
},
|
||
},
|
||
'3':{
|
||
audio:"drlt_zhiti",
|
||
trigger:{
|
||
player:'chooseToCompareAfter'
|
||
},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return event.result.bool==true&&player.storage.disableEquip!=undefined&&player.storage.disableEquip.length>0;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.chooseToEnable();
|
||
},
|
||
},
|
||
'4':{
|
||
audio:"drlt_zhiti",
|
||
trigger:{
|
||
global:'chooseToCompareAfter'
|
||
},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return (event.targets!=undefined&&event.targets.contains(player)||event.target==player)&&event.result.bool==false&&player.storage.disableEquip!=undefined&&player.storage.disableEquip.length>0;
|
||
},
|
||
content:function(){
|
||
player.chooseToEnable();
|
||
},
|
||
},
|
||
'5':{
|
||
audio:"drlt_zhiti",
|
||
trigger:{
|
||
player:['damageEnd']
|
||
},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return player.storage.disableEquip!=undefined&&player.storage.disableEquip.length>0;
|
||
},
|
||
content:function(){
|
||
player.chooseToEnable();
|
||
},
|
||
},
|
||
},
|
||
},
|
||
g_drlt_zhiti:{
|
||
mod:{
|
||
maxHandcard:function (player,num){
|
||
if(player.maxHp>player.hp&&game.countPlayer(function(current){
|
||
return current!=player&¤t.hasSkill('drlt_zhiti')&¤t.inRange(player);
|
||
})) return num-1;
|
||
},
|
||
},
|
||
},
|
||
'drlt_poxi':{
|
||
audio:2,
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filterTarget:function(card,player,target){
|
||
return target!=player&&target.countCards('h')>0;
|
||
//return target!=player;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
event.list1=[];
|
||
event.list2=[];
|
||
if(player.countCards('h')>0){
|
||
var chooseButton=player.chooseButton(4,['你的手牌',player.getCards('h'),get.translation(target.name)+'的手牌',target.getCards('h')]);
|
||
}
|
||
else{
|
||
var chooseButton=player.chooseButton(4,[get.translation(target.name)+'的手牌',target.getCards('h')]);
|
||
}
|
||
chooseButton.set('target',target);
|
||
chooseButton.set('ai',function(button){
|
||
var player=_status.event.player;
|
||
var target=_status.event.target;
|
||
var ps=[];
|
||
var ts=[];
|
||
for(var i=0;i<ui.selected.buttons.length;i++){
|
||
var card=ui.selected.buttons[i].link;
|
||
if(target.getCards('h').contains(card)) ts.push(card);
|
||
else ps.push(card);
|
||
}
|
||
var card=button.link;
|
||
var owner=get.owner(card);
|
||
var val=get.value(card)||1;
|
||
if(owner==target){
|
||
if(ts.length>1) return 0;
|
||
if(ts.length==0||player.hp>3) return val;
|
||
return 2*val;
|
||
}
|
||
return 7-val;
|
||
});
|
||
chooseButton.set('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 1'
|
||
if(result.bool){
|
||
var list=result.links;
|
||
for(var i=0;i<list.length;i++){
|
||
if(get.owner(list[i])==player){
|
||
event.list1.push(list[i]);
|
||
}else{
|
||
event.list2.push(list[i]);
|
||
};
|
||
};
|
||
if(event.list1.length&&event.list2.length){
|
||
target.discard(event.list2).delay=false;
|
||
player.discard(event.list1);
|
||
}
|
||
else if(event.list2.length){
|
||
target.discard(event.list2);
|
||
}
|
||
else player.discard(event.list1);
|
||
};
|
||
'step 2'
|
||
if(event.list1.length+event.list2.length==4){
|
||
if(event.list1.length==0) player.loseMaxHp();
|
||
if(event.list1.length==1){
|
||
var evt=_status.event;
|
||
for(var i=0;i<10;i++){
|
||
if(evt&&evt.getParent)evt=evt.getParent();
|
||
if(evt.name=='phaseUse'){
|
||
evt.skipped=true;
|
||
break;
|
||
};
|
||
};
|
||
player.addTempSkill('drlt_poxi1',{player:'phaseAfter'});
|
||
};
|
||
if(event.list1.length==3) player.recover();
|
||
if(event.list1.length==4) player.draw(4);
|
||
};
|
||
},
|
||
ai:{
|
||
order:13,
|
||
result:{
|
||
target:function(target,player){
|
||
return -1;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
'drlt_poxi1':{
|
||
mod:{
|
||
maxHandcard:function (player,num){
|
||
return num-1;
|
||
},
|
||
},
|
||
},
|
||
drlt_jieying_mark:{
|
||
marktext:"营",
|
||
intro:{
|
||
name:'营',
|
||
content:'mark',
|
||
},
|
||
mod:{
|
||
cardUsable:function (card,player,num){
|
||
if(player.hasMark('drlt_jieying_mark')&&card.name=='sha') return num+game.countPlayer(function(current){
|
||
return current.hasSkill('drlt_jieying');
|
||
});
|
||
},
|
||
maxHandcard:function (player,num){
|
||
if(player.hasMark('drlt_jieying_mark')) return num+game.countPlayer(function(current){
|
||
return current.hasSkill('drlt_jieying');
|
||
});
|
||
},
|
||
},
|
||
audio:'drlt_jieying',
|
||
trigger:{
|
||
player:'phaseDrawBegin2'
|
||
},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return !event.numFixed&&player.hasMark('drlt_jieying_mark')&&game.hasPlayer(function(current){
|
||
return current.hasSkill('drlt_jieying');
|
||
});
|
||
},
|
||
content:function(){
|
||
trigger.num+=game.countPlayer(function(current){
|
||
return current.hasSkill('drlt_jieying');
|
||
});
|
||
},
|
||
ai:{
|
||
nokeep:true,
|
||
skillTagFilter:function(player){
|
||
if(!player.hasMark('drlt_jieying_mark')) return false;
|
||
},
|
||
},
|
||
},
|
||
'drlt_jieying':{
|
||
audio:2,
|
||
locked:false,
|
||
global:'drlt_jieying_mark',
|
||
group:["drlt_jieying_1","drlt_jieying_2","drlt_jieying_3"],
|
||
subSkill:{
|
||
'1':{
|
||
audio:'drlt_jieying',
|
||
trigger:{
|
||
player:'phaseZhunbeiBegin'
|
||
},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return !game.hasPlayer(function(current){
|
||
return current.hasMark('drlt_jieying_mark');
|
||
});
|
||
},
|
||
content:function(){
|
||
player.addMark('drlt_jieying_mark',1);
|
||
},
|
||
},
|
||
'2':{
|
||
audio:'drlt_jieying',
|
||
trigger:{
|
||
player:"phaseJieshuBegin",
|
||
},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return player.hasMark('drlt_jieying_mark');
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.chooseTarget(get.prompt('drlt_jieying'),"将“营”交给一名角色;其摸牌阶段多摸一张牌,出牌阶段使用【杀】的次数上限+1且手牌上限+1。该角色回合结束后,其移去“营”标记,然后你获得其所有手牌。",function(card,player,target){
|
||
return target!=player;
|
||
}).ai=function(target){
|
||
if(get.attitude(player,target)>0)
|
||
return 0.1;
|
||
if(get.attitude(player,target)<1&&(target.isTurnedOver()||target.countCards('h')<1))
|
||
return 0.2;
|
||
if(get.attitude(player,target)<1&&target.countCards('h')>0&&target.countCards('j',{name:'lebu'})>0)
|
||
return target.countCards('h')*0.8+target.getHandcardLimit()*0.7+2;
|
||
if(get.attitude(player,target)<1&&target.countCards('h')>0)
|
||
return target.countCards('h')*0.8+target.getHandcardLimit()*0.7;
|
||
return 1;
|
||
};
|
||
'step 1'
|
||
if(result.bool){
|
||
var target=result.targets[0];
|
||
player.line(target);
|
||
player.logSkill('drlt_jieying',target);
|
||
var mark=player.countMark('drlt_jieying_mark');
|
||
player.removeMark('drlt_jieying_mark',mark);
|
||
target.addMark('drlt_jieying_mark',mark);
|
||
};
|
||
},
|
||
},
|
||
'3':{
|
||
audio:'drlt_jieying',
|
||
trigger:{
|
||
global:'phaseEnd',
|
||
},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return player!=event.player&&event.player.hasMark('drlt_jieying_mark')&&event.player.isAlive();
|
||
},
|
||
logTarget:'player',
|
||
content:function(){
|
||
if(trigger.player.countCards('h')>0){
|
||
trigger.player.give(trigger.player.getCards('h'),player);
|
||
}
|
||
trigger.player.removeMark('drlt_jieying_mark',trigger.player.countMark('drlt_jieying_mark'));
|
||
},
|
||
},
|
||
},
|
||
},
|
||
},
|
||
card:{
|
||
qizhengxiangsheng:{
|
||
enable:true,
|
||
type:'trick',
|
||
fullskin:true,
|
||
derivation:'shen_xunyu',
|
||
filterTarget:lib.filter.notMe,
|
||
content:function(){
|
||
'step 0'
|
||
if(!event.qizheng_name){
|
||
if(player.isAlive()) player.chooseControl('奇兵','正兵').set('prompt','请选择'+get.translation(target)+'的标记').set('choice',function(){
|
||
var e1=1.5*get.sgn(get.damageEffect(target,player,target));
|
||
var e2=0;
|
||
if(target.countGainableCards(player,'h')>0&&!target.hasSkillTag('noh')) e2=-1;
|
||
var es=target.getGainableCards(player,'e');
|
||
if(es.length) e2=Math.min(e2,function(){
|
||
var max=0;
|
||
for(var i of es) max=Math.max(max,get.value(i,target))
|
||
return -max/4;
|
||
}());
|
||
if(Math.abs(e1-e2)<=0.3) return Math.random()<0.5?'奇兵':'正兵';
|
||
if(e1<e2) return '奇兵';
|
||
return '正兵';
|
||
}()).set('ai',function(){
|
||
return _status.event.choice;
|
||
});
|
||
else event.finish();
|
||
}
|
||
'step 1'
|
||
if(!event.qizheng_name&&result&&result.control) event.qizheng_name=result.control;
|
||
if(event.directHit) event._result={bool:false};
|
||
else target.chooseToRespond('请打出一张杀或闪响应奇正相生',function(card,player){
|
||
var name=get.name(card);
|
||
return name=='sha'||name=='shan';
|
||
}).set('ai',function(card){
|
||
if(_status.event.choice=='all'){
|
||
var rand=get.rand('qizhengxiangsheng');
|
||
if(rand>0.5) return 0;
|
||
return 1+Math.random();
|
||
}
|
||
if(get.name(card)==_status.event.choice) return get.order(card);
|
||
return 0;
|
||
}).set('choice',function(){
|
||
if(target.hasSkillTag('useShan')) return 'shan';
|
||
if(typeof event.qizheng_aibuff=='boolean'){
|
||
var shas=target.getCards('h','sha'),shans=target.getCards('h','shan');
|
||
if(event.qizheng_aibuff){
|
||
if(shas.length>=Math.max(1,shans.length)) return 'shan';
|
||
if(shans.length>shas.length) return 'sha';
|
||
return false;
|
||
}
|
||
if(!shas.length||!shans.length) return false;
|
||
}
|
||
var e1=1.5*get.sgn(get.damageEffect(target,player,target));
|
||
var e2=0;
|
||
if(target.countGainableCards(player,'h')>0&&!target.hasSkillTag('noh')) e2=-1;
|
||
var es=target.getGainableCards(player,'e');
|
||
if(es.length) e2=Math.min(e2,function(){
|
||
var max=0;
|
||
for(var i of es) max=Math.max(max,get.value(i,target))
|
||
return -max/4;
|
||
}());
|
||
if(e1-e2>=0.3) return 'shan';
|
||
if(e2-e1>=0.3) return 'sha';
|
||
return 'all';
|
||
}());
|
||
'step 2'
|
||
var name=result.bool?result.card.name:null,require=event.qizheng_name;
|
||
if(require=='奇兵'&&name!='sha') target.damage();
|
||
else if(require=='正兵'&&name!='shan'&&target.countGainableCards(player,'he')>0) player.gainPlayerCard(target,true,'he');
|
||
},
|
||
ai:{
|
||
order:5,
|
||
tag:{
|
||
damage:0.5,
|
||
gain:0.5,
|
||
loseCard:1,
|
||
respondShan:1,
|
||
respondSha:1,
|
||
},
|
||
result:{
|
||
target:function(player,target){
|
||
var e1=1.5*get.sgn(get.damageEffect(target,player,target));
|
||
var e2=0;
|
||
if(target.countGainableCards(player,'h')>0&&!target.hasSkillTag('noh')) e2=-1;
|
||
var es=target.getGainableCards(player,'e');
|
||
if(es.length) e2=Math.min(e2,function(){
|
||
var max=0;
|
||
for(var i of es) max=Math.max(max,get.value(i,target))
|
||
return -max/4;
|
||
}());
|
||
if(game.hasPlayer(function(current){
|
||
return current.hasSkill('tianzuo')&&get.attitude(current,player)<=0;
|
||
})) return Math.max(e1,e2);
|
||
return Math.min(e1,e2);
|
||
},
|
||
},
|
||
},
|
||
},
|
||
},
|
||
dynamicTranslate:{
|
||
nzry_longnu:function(player){
|
||
if(player.hasSkill('nzry_longnu_2')) return '转换技,锁定技,阴:出牌阶段开始时,你失去1点体力并摸一张牌,然后本阶段内你的红色手牌均视为火【杀】且无距离限制。<span class="legendtext">阳:出牌阶段开始时,你减1点体力上限并摸一张牌,然后本阶段内你的锦囊牌均视为雷【杀】且无使用次数限制。</span>';
|
||
if(player.hasSkill('nzry_longnu_1')) return '转换技,锁定技,<span class="legendtext">阴:出牌阶段开始时,你失去1点体力并摸一张牌,然后本阶段内你的红色手牌均视为火【杀】且无距离限制。</span>阳:出牌阶段开始时,你减1点体力上限并摸一张牌,然后本阶段内你的锦囊牌均视为雷【杀】且无使用次数限制。';
|
||
if(player.storage.nzry_longnu==true) return '转换技,锁定技,阴:出牌阶段开始时,你失去1点体力并摸一张牌,然后本阶段内你的红色手牌均视为火【杀】且无距离限制。<span class="bluetext">阳:出牌阶段开始时,你减1点体力上限并摸一张牌,然后本阶段内你的锦囊牌均视为雷【杀】且无使用次数限制。</span>';
|
||
return '转换技,锁定技,<span class="bluetext">阴:出牌阶段开始时,你失去1点体力并摸一张牌,然后本阶段内你的红色手牌均视为火【杀】且无距离限制。</span>阳:出牌阶段开始时,你减1点体力上限并摸一张牌,然后本阶段内你的锦囊牌均视为雷【杀】且无使用次数限制。';
|
||
},
|
||
},
|
||
translate:{
|
||
"shen_luxun":"神陆逊",
|
||
"nzry_junlve":"军略",
|
||
"nzry_junlve_info":"锁定技,当你受到或造成伤害后,你获得X个“军略”标记(X为伤害点数)",
|
||
"nzry_cuike":"摧克",
|
||
"nzry_cuike_info":"出牌阶段开始时,若“军略”标记的数量为奇数,你可以对一名角色造成一点伤害;若“军略”标记的数量为偶数,你可以横置一名角色并弃置其区域内的一张牌。然后,若“军略”标记的数量超过7个,你可以移去全部“军略”标记并对所有其他角色造成一点伤害",
|
||
"nzry_dinghuo":"绽火",
|
||
"nzry_dinghuo_info":"限定技,出牌阶段,你可以移去全部“军略”标记,令至多等量的已横置角色弃置所有装备区内的牌。然后,你对其中一名角色造成1点火焰伤害。",
|
||
"shen_liubei":"神刘备",
|
||
"nzry_longnu":"龙怒",
|
||
"nzry_longnu_info":"转换技,锁定技,阴:出牌阶段开始时,你失去1点体力并摸一张牌,然后本阶段内你的红色手牌均视为火【杀】且无距离限制。阳:出牌阶段开始时,你减1点体力上限并摸一张牌,然后本阶段内你的锦囊牌均视为雷【杀】且无使用次数限制。",
|
||
"nzry_jieying":"结营",
|
||
"nzry_jieying_info":"锁定技,游戏开始时或当你的武将牌重置时,你横置;所有已横置的角色手牌上限+2;结束阶段,你横置一名其他角色。",
|
||
|
||
"shen_ganning":"神甘宁",
|
||
"shen_zhangliao":"神张辽",
|
||
|
||
"drlt_poxi":"魄袭",
|
||
"drlt_poxi_info":"出牌阶段限一次,你可以观看一名其他角色的手牌,然后你可以弃置你与其手牌中的四张花色不同的牌。若如此做,根据此次弃置你的牌的数量执行以下效果:零张,扣减一点体力上限;一张,你结束出牌阶段且本回合手牌上限-1;三张,你回复一点体力;四张,你摸四张牌",
|
||
"drlt_jieying":"劫营",
|
||
"drlt_jieying_info":"回合开始时,若场上没有拥有“营”标记的角色,你获得1个“营”标记;结束阶段,你可以将你的一个“营”标记交给一名角色;有“营”标记的角色摸牌阶段多摸一张牌,出牌阶段使用【杀】的次数上限+1,手牌上限+1。有“营”的其他角色回合结束时,其移去“营”标记,然后你获得其所有手牌。",
|
||
drlt_jieying_mark:"劫营",
|
||
"drlt_duorui1":"失效技能",
|
||
"drlt_duorui1_bg":"锐",
|
||
"drlt_duorui":"夺锐",
|
||
"drlt_duorui_info":"当你于出牌阶段内对一名其他角色造成伤害后,你可以废除你装备区内的一个装备栏(若已全部废除则可以跳过此步骤),然后获得该角色的一个技能直到其的下回合结束或其死亡(觉醒技,限定技,主公技,隐匿技,使命技等特殊技能除外)。若如此做,该角色该技能失效且你不能再发动〖夺锐〗直到你失去以此法获得的技能。",
|
||
"drlt_zhiti":"止啼",
|
||
"drlt_zhiti_info":"锁定技,你攻击范围内已受伤的其他角色手牌上限-1;当你拼点或【决斗】胜利,或受到伤害后,你恢复一个装备栏",
|
||
|
||
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',
|
||
xinjuejing:'绝境',
|
||
xinjuejing_info:'锁定技,你的手牌上限+2;当你进入或脱离濒死状态时,你摸一张牌。',
|
||
relonghun:'龙魂',
|
||
relonghun_info:'你可以将同花色的一至两张牌按下列规则使用或打出:红桃当【桃】,方块当火【杀】,梅花当【闪】,黑桃当普【无懈可击】。若你以此法使用了两张红色牌,则此牌回复值或伤害值+1。若你以此法使用了两张黑色牌,则你弃置当前回合角色一张牌。',
|
||
xinlonghun:'龙魂',
|
||
xinlonghun_info:'你可以将你的手牌按下列规则使用或打出:红桃当【桃】,方块当火【杀】,梅花当【闪】,黑桃当普【无懈可击】。',
|
||
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,你的红桃手牌均视为【杀】;锁定技,你使用红桃【杀】无距离和次数限制且不可被响应。',
|
||
wuhun:'武魂',
|
||
wuhun21:'武魂',
|
||
wuhun22:'武魂',
|
||
wuhun23:'武魂',
|
||
wuhun2:'武魂',
|
||
wuhun3:'武魂',
|
||
wuhun_info_alter:'锁定技,当你受到1点伤害后,你令伤害来源获得1枚“梦魇”标记;当你死亡时,你令拥有最多“梦魇”标记的一名其他角色判定,若结果不为【桃】或【桃园结义】,则该角色死亡。',
|
||
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,当你受到1点伤害后,你获得一枚“忍”标记;锁定技,当你于弃牌阶段内弃置牌后,你获得等同于失去的牌数量的“忍”标记。',
|
||
sbaiyin:'拜印',
|
||
sbaiyin_info:'觉醒技,准备阶段开始时,若你的“忍”标记数不小于4,你减1点体力上限,然后获得〖极略〗',
|
||
jilue:'极略',
|
||
jilue_info:'当一名角色的判定牌生效前,你可以弃1枚“忍”标记并发动〖鬼才〗;每当你受到伤害后,你可以弃1枚“忍”标记并发动〖放逐〗;当你使用锦囊牌时,你可以弃1枚“忍”标记并发动〖集智〗;出牌阶段限一次,你可以弃1枚“忍”标记并发动〖制衡〗;出牌阶段,你可以弃1枚“忍”标记并获得〖完杀〗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',
|
||
lianpo_info:'一名角色的回合结束时,若你本回合内杀死过角色,则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,然后选择获得不同花色的牌各一张。',
|
||
gongxin_info:'出牌阶段限一次,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。',
|
||
guixin_info:'当你受到1点伤害后,你可以获得每名其他角色区域里的一张牌,然后你翻面',
|
||
guixin_info_alter:'当你受到1点伤害后,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两张或更多的牌,则你可以选择一项: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。',
|
||
// 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:'游戏开始时,你将牌堆顶的七张牌置于你的武将牌上,称之为“星”。然后/摸牌阶段结束后,你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,你可以弃置X张“星”并指定等量的角色:直到你的下回合开始,当这些角色受到非雷电伤害时,防止此伤害。',
|
||
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,你可以弃置1张“星”并指定一名角色:直到你的下回合开始,该角色受到火焰伤害时,此伤害+1。',
|
||
baonu:'狂暴',
|
||
baonu_bg:'暴',
|
||
baonu_info:'锁定技,游戏开始时,你获得两枚“暴怒”标记;锁定技,当你造成/受到1点伤害后,你获得1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',
|
||
wumou:'无谋',
|
||
wumou_info:'锁定技,当你使用普通锦囊牌时,你选择一项:1.弃置1枚“暴怒”标记;2.失去1点体力。',
|
||
ol_wuqian:'无前',
|
||
ol_wuqian_info:'出牌阶段,你可以弃置2枚“暴怒”标记并选择一名本回合内未选择过的其他角色,你获得技能〖无双〗并令其防具无效直到回合结束。',
|
||
ol_shenfen:'神愤',
|
||
ol_shenfen_info:'出牌阶段限一次,你可以弃置6枚“暴怒”标记并选择所有其他角色,对这些角色各造成1点伤害。然后这些角色先各弃置其装备区里的牌,再各弃置四张手牌。最后你将你的武将牌翻面。',
|
||
"new_wuhun":"武魂",
|
||
"new_wuhun_info":"锁定技,当你受到伤害后,伤害来源获得X个“梦魇”标记(X为伤害点数)。锁定技,当你死亡时,你选择一名“梦魇”标记数量最多的其他角色。该角色进行判定:若判定结果不为【桃】或【桃园结义】,则该角色死亡。",
|
||
"new_guixin":"归心",
|
||
"new_guixin_info":"当你受到1点伤害后,你可以按照你选择的区域优先度随机获得每名其他角色区域里的一张牌,然后你翻面。",
|
||
ol_zhangliao:'OL神张辽',
|
||
olduorui:'夺锐',
|
||
olduorui2:'夺锐',
|
||
olduorui_info:'当你于出牌阶段内对一名角色造成伤害后,你可以选择该角色武将牌上的一个技能。若如此做,你结束出牌阶段,且你令此技能于其下个回合结束之前无效。',
|
||
olzhiti:'止啼',
|
||
olzhiti_info:'锁定技,你攻击范围内已受伤角色的手牌上限-1。若场上已受伤的角色数:不小于1,你的手牌上限+1;不小于3,你于摸牌阶段开始时令额定摸牌数+1;不小于5,回合结束时,你废除一名角色的一个随机装备栏。',
|
||
shen_caopi:'神曹丕',
|
||
chuyuan:'储元',
|
||
chuyuan_info:'一名角色受到伤害后,若你武将牌上「储」的数量小于体力上限,你可以令其摸一张牌。然后其将一张手牌置于你的武将牌上,称为「储」。',
|
||
//chuyuan_info:'一名角色受到伤害后,你可以令其摸一张牌。然后其将一张手牌置于你的武将牌上,称为「储」。你的手牌上限+X(X为你武将牌上的「储」数)。',
|
||
dengji:'登极',
|
||
dengji_info:'觉醒技,准备阶段,若你武将牌上的「储」数不小于3,则你减1点体力上限并获得所有「储」,然后获得技能〖天行〗和〖奸雄〗',
|
||
tianxing:'天行',
|
||
tianxing_info:'觉醒技,准备阶段,若你武将牌上的「储」数不小于3,则你减1点体力上限并获得所有「储」,然后失去技能〖储元〗,选择获得以下技能中的一个:〖仁德〗/〖制衡〗/〖乱击〗/〖行动〗',
|
||
shen_zhenji:'神甄姬',
|
||
shenfu:'神赋',
|
||
shenfu_info:'回合结束时,若你的手牌数为:奇数,你可对一名其他角色造成1点伤害。若其死亡,你可重复此流程。偶数,你可选择一名本回合内未选择过的角色,你令其摸一张牌或弃置其一张手牌。若其手牌数等于体力值,你可重复此流程。',
|
||
qixian:'七弦',
|
||
qixian_info:'锁定技,你的手牌上限视为7。',
|
||
caopi_xingdong:'行动',
|
||
caopi_xingdong_info:'出牌阶段限一次,你可以将一张【杀】或普通锦囊牌交给一名其他角色,然后该角色选择一项:对除你以外的角色使用此牌并在此牌结算完成后和你各摸一张牌;或跳过下回合的判定阶段和摸牌阶段。',
|
||
shen_diaochan:'神貂蝉',
|
||
meihun:'魅魂',
|
||
meihun_info:'结束阶段或当你成为【杀】的目标后,你可以令一名其他角色交给你一张你声明的花色的手牌,若其没有则你观看其手牌然后弃置其中一张。',
|
||
huoxin_control:'惑心',
|
||
huoxin:'惑心',
|
||
huoxin_info:'出牌阶段限一次,你可以展示两张花色相同的手牌并分别交给两名其他角色,然后令这两名角色拼点,没赢的角色获得1个“魅惑”标记。拥有2个或更多“魅惑”的角色回合即将开始时,该角色移去其所有“魅惑”,此回合改为由你操控。',
|
||
boss_zhaoyun:'高达一号',
|
||
boss_zhaoyun_ab:'神赵云',
|
||
boss_juejing:'绝境',
|
||
boss_juejing2:'绝境',
|
||
boss_juejing_info:'锁定技,摸牌阶段开始前,你跳过此阶段。当你获得牌/失去手牌后,若你的手牌数大于4/小于4,则你将手牌摸至4张/弃置至4张。',
|
||
zhanjiang:'斩将',
|
||
zhanjiang_info:'准备阶段开始时,如果其他角色的装备区内有【青釭剑】,你可以获得之',
|
||
shen_guojia:'神郭嘉',
|
||
shuishi:'慧识',
|
||
shuishi_info:'出牌阶段限一次,若你的体力上限小于10,则你可选择一名角色。你令其摸一张牌,若其以此法获得的牌:与该角色的其他手牌花色均不相同,则你加1点体力上限,若你的体力上限小于10,则你可以重复此流程;否则你减1点体力上限,且其展示所有手牌。',
|
||
stianyi:'天翊',
|
||
stianyi_info:'觉醒技,准备阶段,若场上的所有存活角色均于本局游戏内受到过伤害,则你加2点体力上限并回复1点体力,然后令一名角色获得技能〖佐幸〗。',
|
||
zuoxing:'佐幸',
|
||
zuoxing2:'佐幸',
|
||
zuoxing_info:'准备阶段,若令你获得〖佐幸〗的角色存活且体力上限大于1,则你可以令其减1点体力上限,然后你获得如下效果:出牌阶段限一次,你可以获得一张普通锦囊牌。',
|
||
sghuishi:'辉逝',
|
||
sghuishi_info:'限定技,出牌阶段,你可以选择一名其他角色:若其有未发动过的觉醒技,则你令其发动这些觉醒技时无视原有条件;否则其摸四张牌。然后你减2点体力上限。',
|
||
shen_taishici:'神太史慈',
|
||
dulie:'笃烈',
|
||
dulie_info:'锁定技。当你成为【杀】的目标时,若使用者的体力值大于你,则你进行判定。若结果为红桃,则取消此目标。',
|
||
tspowei:'破围',
|
||
tspowei_info:'使命技。①游戏开始时,你令所有其他角色获得一个“围”。②一名角色受到伤害后,若其有“围”,则其移去“围”。③回合开始时,你选择所有有“围”的角色。这些角色失去“围”,然后这些角色的第一个不为你的下家获得等量的“围”。④一名其他角色的回合开始时,若其有“围”,则你可以选择一项:⒈弃置一张手牌并对其造成1点伤害。⒉若其体力值不大于你,则你获得其一张手牌。选择完成后,你视为在其攻击范围内直到回合结束。⑤使命:回合开始时,若场上没有“围”,则你获得技能〖神著〗。⑥失败:当你进入濒死状态时,你将体力值回复至1点,然后弃置装备区的所有牌。',
|
||
shenzhu:'神著',
|
||
shenzhu_info:'锁定技,当你使用有对应实体牌的非转化【杀】结算结束后,你选择一项:①摸一张牌,且本回合使用【杀】的次数上限+1。②摸三张牌,且本回合不能再使用【杀】。',
|
||
dangmo:'荡魔',
|
||
dangmo_info:'当你于出牌阶段内使用第一张【杀】选择目标后,你可以为此牌增加至多Y-1个目标(Y为你的体力值)。',
|
||
reshuishi:'慧识',
|
||
reshuishi_info:'出牌阶段限一次,若你的体力上限小于10,你可进行判定牌不置入弃牌堆的判定。若判定结果与本次发动技能时的其他判定结果的花色均不相同且你的体力上限小于10,则你加1点体力上限并重复此流程。然后你将所有位于处理区的判定牌交给一名角色。若其手牌数为全场最多,则你减1点体力上限。',
|
||
resghuishi:'辉逝',
|
||
resghuishi_info:'限定技,出牌阶段,你可选择一名角色。若你的体力上限不小于存活人数且其有未发动的觉醒技,则你令其中一个技能无视发动条件;否则其摸四张牌。然后你减2点体力上限。',
|
||
qizhengxiangsheng:'奇正相生',
|
||
qizhengxiangsheng_info:'出牌阶段,对一名其他角色使用。你将目标角色标记为“奇兵”或“正兵”(对其他角色不可见)。然后目标角色可以打出一张【杀】或【闪】。若其是“奇兵”且未打出【杀】,则你对其造成1点伤害;若其是“正兵”且未打出【闪】,则你获得其一张牌。',
|
||
shen_xunyu:'神荀彧',
|
||
tianzuo:'天佐',
|
||
tianzuo_info:'锁定技。①游戏开始时,你将8张【奇正相生】加入牌堆。②【奇正相生】对你无效。',
|
||
lingce:'灵策',
|
||
lingce_info:'锁定技。当有【奇正相生】或智囊或〖定汉①〗记录过的锦囊牌被使用时,若此牌不为转化牌且对应实体牌数量为1,则你摸一张牌。',
|
||
dinghan:'定汉',
|
||
dinghan_info:'①当你成为未记录过的锦囊牌的目标时,你记录此牌名并取消之。②准备阶段,你可在〖定汉①〗的记录中添加或减少一种锦囊牌的牌名。',
|
||
shen_sunce:'神孙策',
|
||
yingba:'英霸',
|
||
yingba_info:'①出牌阶段限一次,你可令一名体力上限大于1的其他角色减少1点体力上限并获得“平定”标记,然后你减少1点体力上限。②你对拥有“平定”标记的角色使用牌没有距离限制。',
|
||
scfuhai:'覆海',
|
||
scfuhai_info:'锁定技。①当你使用牌指定目标后,若目标角色有“平定”标记,则其不可响应此牌。若你本回合内以此法获得的牌数小于2,则你摸一张牌。②拥有“平定”标记的角色死亡时,你增加X点体力上限并摸X张牌。(X为其拥有的“平定”标记数)。',
|
||
pinghe:'冯河',
|
||
pinghe_info:'锁定技。①你的手牌上限基数等于你已损失的体力值。②当你受到其他角色造成的伤害时,若你有牌且你的体力上限大于1,则你防止此伤害,减一点体力上限并将一张手牌交给一名其他角色。然后若你拥有〖英霸〗,则伤害来源获得一个“平定”标记。',
|
||
|
||
key_kagari:'篝',
|
||
kagari_zongsi:'纵丝',
|
||
kagari_zongsi_info:'出牌阶段限一次,你可以选择一张不在游戏外的牌,然后将其置于牌堆/弃牌堆的顶部/底部或一名角色的对应区域内。',
|
||
key_shiki:'神山识',
|
||
key_shiki_ab:'神山识',
|
||
shiki_omusubi:'御结',
|
||
shiki_omusubi_info:'一轮游戏开始时,你可以减1点体力上限,然后将一名其他角色武将牌上的技能加入到你的武将牌上。',
|
||
shiki_omusubi_append:'<span style="font-family: yuanli">来吧,羽依里。用你的手,让我变成那只真正的鬼吧!</span>',
|
||
db_key_hina:'佐藤雏',
|
||
hina_shenshi:'神视',
|
||
hina_shenshi_yingbian:'神视',
|
||
hina_shenshi_info:'神势力技。出牌阶段开始时/结束时,你可摸两张牌,然后将其中一张牌置于牌堆顶。你以此法获得的牌视为拥有全部应变效果,且可以无条件发动。',
|
||
hina_xingzhi:'幸凪',
|
||
hina_xingzhi_info:'键势力技。每回合限一次,你可以通过“助战”触发一张牌的全部应变效果,且响应助战的角色摸两张牌。',
|
||
|
||
extra_feng:'神话再临·风',
|
||
extra_huo:'神话再临·火',
|
||
extra_lin:'神话再临·林',
|
||
extra_shan:'神话再临·山',
|
||
extra_yin:'神话再临·阴',
|
||
extra_lei:'神话再临·雷',
|
||
extra_key:'论外',
|
||
extra_ol:'神话再临OL',
|
||
extra_mobilezhi:'始计篇·智',
|
||
extra_mobilexin:'始计篇·信',
|
||
extra_offline:'神话再临·线下',
|
||
},
|
||
};
|
||
});
|