5727 lines
160 KiB
JavaScript
Executable File
5727 lines
160 KiB
JavaScript
Executable File
'use strict';
|
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character.sp={
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character:{
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||
yangxiu:['male','wei',3,['jilei','danlao']],
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||
chenlin:['male','wei',3,['bifa','songci']],
|
||
caohong:['male','wei',4,['yuanhu']],
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||
xiahouba:['male','shu',4,['baobian']],
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||
gongsunzan:['male','qun',4,['yicong']],
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||
yuanshu:['male','qun',4,['yongsi']],
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sp_diaochan:['female','qun',3,['lihun','biyue']],
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sp_zhaoyun:['male','qun',3,['longdan','chongzhen']],
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jsp_zhaoyun:['male','qun',3,['chixin','yicong','suiren']],
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liuxie:['male','qun',3,['tianming','mizhao']],
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zhugejin:['male','wu',3,['hongyuan','huanshi','mingzhe']],
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||
zhugeke:['male','wu',3,['aocai','duwu']],
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guanyinping:['female','shu',3,['huxiao','xueji','wuji']],
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simalang:['male','wei',3,['junbing','quji']],
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zhangxingcai:['female','shu',3,['shenxian','qiangwu']],
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fuwan:['male','qun',4,['moukui']],
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sp_sunshangxiang:['female','shu',3,['liangzhu','xiaoji']],
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caoang:['male','wei',4,['kaikang']],
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re_yuanshu:['male','qun',4,['wangzun','tongji']],
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sp_caoren:['male','wei',4,['kuiwei','yanzheng']],
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zhangbao:['male','qun',3,['zhoufu','yingbin']],
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zhangliang:['male','qun',3,['fulu','fuji']],
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maliang:['male','shu',3,['xiemu','naman']],
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sp_pangtong:['male','qun',3,['manjuan','zuixiang']],
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zhugedan:['male','wei',4,['gongao','juyi']],
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sp_jiangwei:['male','shu',4,['kunfen','fengliang']],
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sp_machao:['male','qun',4,['zhuiji','cihuai']],
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sunhao:['male','wu',5,['canshi','chouhai']],
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shixie:['male','qun',3,['biluan','lixia']],
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mayunlu:['female','shu',4,['fengpo','mashu']],
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zhanglu:['male','qun',3,['yishe','bushi','midao']],
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wutugu:['male','qun',15,['ranshang','hanyong']],
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sp_caiwenji:['female','wei',3,['chenqing','mozhi']],
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zhugeguo:['female','shu',3,['yuhua','qirang']],
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liuzan:['male','wu',4,['fenyin']],
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lingcao:['male','wu',4,['dujin']],
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sunru:['female','wu',3,['shixin','qingyi']],
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lingju:['female','qun',3,['jieyuan','fenxin']],
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lifeng:['male','shu',3,['tunchu','shuliang']],
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cuiyan:['male','wei',3,['yawang','xunzhi']],
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sp_zhangfei:['male','shu',4,['jie','dahe']],
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jsp_guanyu:['male','wei',4,['wusheng','danji']],
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jsp_huangyueying:['female','qun',3,['jiqiao','linglong']],
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sunluyu:['female','wu',3,['meibu','mumu']],
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hanba:['female','qun',4,['fentian','zhiri']],
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zumao:['male','wu',4,['yinbing','juedi']],
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wenpin:['male','wei',4,['zhenwei']],
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daxiaoqiao:['female','wu',3,['xingwu','luoyan']],
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sp_daqiao:['female','wu',3,['yanxiao','anxian']],
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sp_ganning:['male','wu',4,['yinling','junwei']],
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sp_xiahoudun:['male','wei',4,['fenyong','xuehen']],
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sp_lvmeng:['male','wu',4,['tanhu','mouduan']],
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wangji:['male','wei',3,['qizhi','jinqu']],
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},
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perfectPair:{
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zhugejin:['zhugeke'],
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guanyinping:['guanyu'],
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zhangxingcai:['liushan'],
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fuwan:['fuhuanghou'],
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sunshangxiang:['liubei'],
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caoang:['caocao'],
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zhangbao:['zhangliang','zhangjiao'],
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zhangliang:['zhangjiao'],
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maliang:['masu'],
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lingcao:['lingtong'],
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lingju:['diaochan','lvbu'],
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jiangqing:['zhoutai'],
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dingfeng:['xusheng'],
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caohong:['caoren'],
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daxiaoqiao:['zhouyu','sunce'],
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cuiyan:['caocao'],
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},
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skill:{
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qizhi:{
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trigger:{player:'useCard'},
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direct:true,
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filter:function(event,player){
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if(!event.targets) return false;
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if(_status.currentPhase!=player) return false;
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var type=get.type(event.card,'trick');
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if(type!='basic'&&type!='trick') return false;
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return game.hasPlayer(function(target){
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return !event.targets.contains(target)&&target.num('he')>0;
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});
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},
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content:function(){
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'step 0'
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player.chooseTarget('是否发动【奇制】?',function(card,player,target){
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return !trigger.targets.contains(target)&&target.num('he')>0;
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}).ai=function(target){
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if(target==player) return 2;
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if(ai.get.attitude(player,target)<=0){
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return 1
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}
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return 0.5;
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};
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'step 1'
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if(result.bool){
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player.storage.qizhi++;
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if(!event.isMine()) game.delay();
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player.logSkill('qizhi',result.targets);
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player.discardPlayerCard(result.targets[0],true,'he');
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event.target=result.targets[0];
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}
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else{
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event.finish();
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}
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'step 2'
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event.target.draw();
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},
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group:'qizhi2'
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},
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qizhi2:{
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trigger:{player:'phaseBegin'},
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forced:true,
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popup:false,
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silent:true,
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content:function(){
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player.storage.qizhi=0;
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}
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},
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jinqu:{
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trigger:{player:'phaseEnd'},
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check:function(event,player){
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return player.storage.qizhi>=player.num('h');
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},
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prompt:function(event,player){
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if(typeof player.storage.qizhi!='number'){
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'进趋:是否摸两张牌并将手牌弃置至'+get.cnNumber(0)+'张?';
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}
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return '进趋:是否摸两张牌并将手牌弃置至'+get.cnNumber(player.storage.qizhi)+'张?';
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},
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content:function(){
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'step 0'
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player.draw(2);
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'step 1'
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if(typeof player.storage.qizhi!='number'){
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player.storage.qizhi=0;
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}
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var dh=player.num('h')-player.storage.qizhi;
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if(dh>0){
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player.chooseToDiscard(dh,true);
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}
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}
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},
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mouduan:{
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init2:function(player){
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player.storage.mouduan_mark=player.mark('武',{
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content:'拥有技能【激昂】、【谦逊】'
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});
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player.additionalSkills.mouduan=['jiang','qianxun'];
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},
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onremove:function(player){
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delete player.additionalSkills.mouduan;
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},
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trigger:{player:'loseEnd'},
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forced:true,
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filter:function(event,player){
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return player.storage.mouduan_mark&&player.storage.mouduan_mark.name=='武'&&player.num('h')<=2;
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},
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content:function(){
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player.storage.mouduan_mark.name='文';
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player.storage.mouduan_mark.skill='文';
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player.storage.mouduan_mark.firstChild.innerHTML='文';
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player.storage.mouduan_mark.info.content='拥有技能【英姿】、【克己】';
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player.additionalSkills.mouduan=['yingzi','keji'];
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},
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group:'mouduan2'
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},
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mouduan2:{
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trigger:{global:'phaseBegin'},
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priority:5,
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filter:function(event,player){
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return player.storage.mouduan_mark&&player.storage.mouduan_mark.name=='文'&&player.num('h')>2;
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},
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direct:true,
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content:function(){
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'step 0'
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player.chooseToDiscard('he','谋断:是否弃置一张牌将标记变为“武”?').ai=function(){
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return -1;
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}
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'step 1'
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if(result.bool&&player.num('h')>2){
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player.storage.mouduan_mark.name='武';
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player.storage.mouduan_mark.skill='武';
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player.storage.mouduan_mark.firstChild.innerHTML='武';
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player.storage.mouduan_mark.info.content='拥有技能【激昂】、【谦逊】';
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player.additionalSkills.mouduan=['jiang','qianxun'];
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}
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}
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},
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tanhu:{
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enable:'phaseUse',
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usable:1,
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filterTarget:function(card,player,target){
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return player!=target&&target.num('h');
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},
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filter:function(event,player){
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return player.num('h')>0;
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},
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content:function(){
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'step 0'
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player.chooseToCompare(target);
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'step 1'
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if(result.bool){
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target.addTempSkill('tanhu2','phaseAfter');
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}
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},
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ai:{
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result:{
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target:function(player,target){
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var hs=player.get('h');
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if(hs.length<3) return 0;
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var bool=false;
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for(var i=0;i<hs.length;i++){
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if(hs[i].number>=9&&ai.get.value(hs[i])<7){
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bool=true;
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break;
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}
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}
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if(!bool) return 0;
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return -1;
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}
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},
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order:9,
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},
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group:'tanhu3'
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},
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tanhu2:{
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mark:true,
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intro:{
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content:'已成为探虎目标'
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}
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},
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tanhu3:{
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mod:{
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globalFrom:function(from,to){
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if(to.skills.contains('tanhu2')) return -Infinity;
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}
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},
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trigger:{player:'useCardToBegin'},
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frequent:true,
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filter:function(event){
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return get.type(event.card)=='trick'&&event.target&&event.target.skills.contains('tanhu2');
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},
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content:function(){
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player.draw();
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}
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},
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jiqiao:{
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trigger:{player:'phaseUseBegin'},
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direct:true,
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filter:function(event,player){
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return player.num('he',{type:'equip'})>0;
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},
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content:function(){
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'step 0'
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player.chooseToDiscard('是否发动【机巧】?',[1,player.num('he',{type:'equip'})],'he',function(card){
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return get.type(card)=='equip';
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}).ai=function(card){
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if(card.name=='bagua') return 10;
|
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return 7-ai.get.value(card);
|
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};
|
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'step 1'
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if(result.bool){
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player.logSkill('jiqiao');
|
||
event.cards=get.cards(3*result.cards.length);
|
||
player.showCards(event.cards);
|
||
}
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||
else{
|
||
event.finish();
|
||
}
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'step 2'
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var gained=[];
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for(var i=0;i<event.cards.length;i++){
|
||
if(get.type(event.cards[i],'trick')=='trick'){
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gained.push(event.cards[i]);
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}
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else{
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ui.discardPile.appendChild(event.cards[i]);
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}
|
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}
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player.gain(gained,'gain2');
|
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},
|
||
ai:{
|
||
threaten:1.5
|
||
}
|
||
},
|
||
linglong:{
|
||
inherit:'bagua_skill',
|
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filter:function(event,player){
|
||
if(!event.filterCard({name:'shan'})) return false;
|
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if(event.parent.player.num('s','unequip')) return false;
|
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if(player.get('e','2')) return false;
|
||
return true;
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player,target){
|
||
if(player==target&&get.subtype(card)=='equip2'){
|
||
if(ai.get.equipValue(card)<=8) return 0;
|
||
}
|
||
if(target.get('e','2')) return;
|
||
if(player.skills.contains('unequip')) return;
|
||
if(get.tag(card,'respondShan')) return [0.5,0];
|
||
}
|
||
}
|
||
},
|
||
mod:{
|
||
maxHandcard:function(player,num){
|
||
if(player.get('e','3')||player.get('e','4')) return;
|
||
return num+1;
|
||
},
|
||
targetInRange:function(card,player,target,now){
|
||
if(player.get('e','5')) return;
|
||
var type=get.type(card);
|
||
if(type=='trick'||type=='delay') return true;
|
||
}
|
||
}
|
||
},
|
||
fenyong:{
|
||
trigger:{player:'damageEnd'},
|
||
content:function(){
|
||
player.addSkill('fenyong2');
|
||
}
|
||
},
|
||
fenyong2:{
|
||
mark:true,
|
||
intro:{
|
||
content:'防止你受到的所有伤害'
|
||
},
|
||
trigger:{player:'damageBefore'},
|
||
forced:true,
|
||
content:function(){
|
||
trigger.untrigger();
|
||
trigger.finish();
|
||
},
|
||
ai:{
|
||
nofire:true,
|
||
nothunder:true,
|
||
nodamage:true,
|
||
effect:{
|
||
target:function(card,player,target,current){
|
||
if(get.tag(card,'damage')) return [0,0];
|
||
}
|
||
},
|
||
}
|
||
},
|
||
xuehen:{
|
||
trigger:{global:'phaseEnd'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return player.skills.contains('fenyong2');
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.removeSkill('fenyong2');
|
||
player.chooseControl('弃牌','出杀',function(){
|
||
if(ai.get.attitude(player,trigger.player)<0){
|
||
var he=trigger.player.num('he');
|
||
if(player.maxHp-player.hp>=2&&he<=3){
|
||
return '弃牌';
|
||
}
|
||
if(player.maxHp-player.hp>=3&&he<=5){
|
||
return '弃牌';
|
||
}
|
||
if(player.maxHp-player.hp>3){
|
||
return '弃牌';
|
||
}
|
||
return
|
||
}
|
||
return '出杀';
|
||
}).prompt='弃置'+get.translation(trigger.player)+get.cnNumber(player.maxHp-player.hp)+'张牌,或对任意一名角色使用一张杀';
|
||
'step 1'
|
||
if(result.control=='弃牌'){
|
||
player.line(trigger.player,'green');
|
||
if(player.hp<player.maxHp&&trigger.player.num('he')){
|
||
player.discardPlayerCard(trigger.player,true,'he',player.maxHp-player.hp);
|
||
}
|
||
}
|
||
else{
|
||
player.chooseTarget('选择一个出杀目标',function(card,player,target){
|
||
return lib.filter.targetEnabled({name:'sha'},player,target);
|
||
}).ai=function(target){
|
||
return ai.get.effect(target,{name:'sha'},player);
|
||
}
|
||
event.sha=true;
|
||
}
|
||
'step 2'
|
||
if(event.sha){
|
||
player.useCard({name:'sha'},result.targets);
|
||
}
|
||
}
|
||
},
|
||
zhenwei:{
|
||
trigger:{global:'useCardToBefore'},
|
||
direct:true,
|
||
priority:5,
|
||
filter:function(event,player){
|
||
if(player==event.target||player==event.player) return false;
|
||
if(!player.num('he')) return false;
|
||
if(event.targets.length>1) return false;
|
||
if(!event.target) return false;
|
||
|
||
var card=event.card;
|
||
if(card.name=='sha') return true;
|
||
if(get.color(card)=='black'&&get.type(card)=='trick') return true;
|
||
return false;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
var save=false;
|
||
if(ai.get.attitude(player,trigger.target)>2){
|
||
if(trigger.card.name=='sha'){
|
||
if(player.num('h','shan')||player.get('e','2')||
|
||
trigger.target.hp==1||player.hp>trigger.target.hp+1){
|
||
if(!trigger.target.num('h','shan')||trigger.target.num('h')<player.num('h')){
|
||
save=true;
|
||
}
|
||
}
|
||
}
|
||
else if(trigger.card.name=='juedou'&&trigger.target.hp==1){
|
||
save=true;
|
||
}
|
||
else if(trigger.card.name=='shunshou'&&
|
||
ai.get.attitude(player,trigger.player)<0&&
|
||
ai.get.attitude(trigger.player,trigger.target)<0){
|
||
save=true;
|
||
}
|
||
}
|
||
var next=player.chooseToDiscard('he','是否发动【镇卫】?');
|
||
next.logSkill=['zhenwei',trigger.target];
|
||
next.ai=function(card){
|
||
if(save){
|
||
return 7-ai.get.value(card);
|
||
}
|
||
return 0;
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
player.chooseControl('转移','失效',function(){
|
||
if(trigger.card.name=='sha'){
|
||
if(player.num('h','shan')) return '转移';
|
||
}
|
||
else if(trigger.card.name=='juedou'){
|
||
if(player.num('h','sha')) return '转移';
|
||
}
|
||
return '失效';
|
||
}).prompt='将'+get.translation(trigger.card)+'转移给你,或令其失效';
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 2"
|
||
if(result.control=='转移'){
|
||
player.draw();
|
||
trigger.target=player;
|
||
trigger.targets.length=0;
|
||
trigger.targets.push(player);
|
||
trigger.untrigger();
|
||
trigger.trigger('useCardToBefore');
|
||
trigger.trigger(trigger.card.name+'Before');
|
||
trigger.player.line(player);
|
||
}
|
||
else{
|
||
if(get.itemtype(trigger.card)=='card'){
|
||
trigger.player.$gain2(trigger.card);
|
||
if(!trigger.player.storage.zhenwei2){
|
||
trigger.player.storage.zhenwei2=[trigger.card];
|
||
}
|
||
else{
|
||
trigger.player.storage.zhenwei2.push(trigger.card);
|
||
}
|
||
ui.special.appendChild(trigger.card);
|
||
}
|
||
trigger.untrigger();
|
||
trigger.finish();
|
||
trigger.player.addSkill('zhenwei2');
|
||
}
|
||
game.delay();
|
||
},
|
||
ai:{
|
||
threaten:1.1
|
||
}
|
||
},
|
||
zhenwei2:{
|
||
mark:true,
|
||
intro:{
|
||
content:'cards'
|
||
},
|
||
trigger:{global:'phaseAfter'},
|
||
forced:true,
|
||
content:function(){
|
||
player.gain(player.storage.zhenwei2,'gain2');
|
||
delete player.storage.zhenwei2;
|
||
player.removeSkill('zhenwei2');
|
||
}
|
||
},
|
||
jie:{
|
||
trigger:{source:'damageBegin'},
|
||
filter:function(event){
|
||
return event.card&&event.card.name=='sha'&&get.color(event.card)=='red'&&event.notLink();
|
||
},
|
||
forced:true,
|
||
content:function(){
|
||
trigger.num++;
|
||
}
|
||
},
|
||
dahe:{
|
||
audio:2,
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filterTarget:function(card,player,target){
|
||
return player!=target&&target.num('h');
|
||
},
|
||
filter:function(event,player){
|
||
return player.num('h')>0;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.chooseToCompare(target);
|
||
'step 1'
|
||
if(result.bool){
|
||
event.type=true;
|
||
player.chooseTarget('将'+get.translation(result.target)+'交给一名角色',function(card,player,target){
|
||
return target.hp<=player.hp;
|
||
}).ai=function(target){
|
||
return ai.get.attitude(player,target);
|
||
}
|
||
target.addTempSkill('dahe2','phaseAfter');
|
||
event.card=result.target;
|
||
}
|
||
else{
|
||
event.type=false;
|
||
if(player.num('h')){
|
||
player.showHandcards();
|
||
player.chooseToDiscard('h',true);
|
||
}
|
||
}
|
||
'step 2'
|
||
if(event.type){
|
||
if(result.bool){
|
||
player.line(result.targets,'green');
|
||
result.targets[0].gain(event.card,'gain2');
|
||
}
|
||
}
|
||
},
|
||
ai:{
|
||
result:{
|
||
target:function(player,target){
|
||
var hs=player.get('h');
|
||
if(hs.length<3) return 0;
|
||
var bool=false;
|
||
for(var i=0;i<hs.length;i++){
|
||
if(hs[i].number>=9&&ai.get.value(hs[i])<7){
|
||
bool=true;
|
||
break;
|
||
}
|
||
}
|
||
if(!bool) return 0;
|
||
if(player.canUse('sha',target)&&(player.num('h','sha'))){
|
||
return -2;
|
||
}
|
||
return -0.5;
|
||
}
|
||
},
|
||
order:9,
|
||
}
|
||
},
|
||
dahe2:{
|
||
mark:true,
|
||
intro:{
|
||
content:'非红桃闪无效'
|
||
},
|
||
mod:{
|
||
cardRespondable:function(card,player){
|
||
if(card.name=='shan'&&get.suit(card)!='heart') return false;
|
||
},
|
||
}
|
||
},
|
||
xunzhi:{
|
||
trigger:{player:'phaseBegin'},
|
||
init:function(player){
|
||
player.storage.xunzhi=0;
|
||
},
|
||
filter:function(event,player){
|
||
return player.hp!=player.previousSeat.hp&&player.hp!=player.nextSeat.hp;
|
||
},
|
||
check:function(event,player){
|
||
return player.hp>=3&&player.num('h')>player.hp+1;
|
||
},
|
||
content:function(){
|
||
player.loseHp();
|
||
player.storage.xunzhi+=2;
|
||
},
|
||
mark:true,
|
||
intro:{
|
||
content:function(storage,player){
|
||
return '手牌上限+'+player.storage.xunzhi;
|
||
}
|
||
},
|
||
mod:{
|
||
maxHandcard:function(player,num){
|
||
if(typeof player.storage.xunzhi=='number'){
|
||
return num+player.storage.xunzhi;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
yawang:{
|
||
trigger:{player:'phaseDrawBefore'},
|
||
forced:true,
|
||
check:function(event,player){
|
||
var num=game.countPlayer(function(target){
|
||
return target.hp==player.hp;
|
||
});
|
||
if(!player.skills.contains('xunzhi2')){
|
||
var nh=player.num('h');
|
||
if(nh>5) return false;
|
||
if(num==3&&nh>3) return false;
|
||
}
|
||
return num>=3;
|
||
},
|
||
prompt:function(event,player){
|
||
var num=game.countPlayer(function(target){
|
||
return target.hp==player.hp;
|
||
});
|
||
return '雅望:是否放弃摸牌,改为摸'+get.cnNumber(num)+'张牌?';
|
||
},
|
||
content:function(){
|
||
trigger.untrigger();
|
||
trigger.finish();
|
||
var num=game.countPlayer(function(target){
|
||
return target.hp==player.hp;
|
||
});
|
||
if(num){
|
||
player.draw(num);
|
||
}
|
||
player.storage.yawang=num;
|
||
player.addTempSkill('yawang2','phaseAfter');
|
||
}
|
||
},
|
||
yawang2:{
|
||
mod:{
|
||
cardEnabled:function(card,player){
|
||
if(_status.currentPhase!=player) return;
|
||
if(get.cardCount(true,player)>=player.storage.yawang) return false;
|
||
}
|
||
}
|
||
},
|
||
junwei:{
|
||
trigger:{player:'phaseEnd'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return player.storage.yinling&&player.storage.yinling.length>=3;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var dialog=ui.create.dialog('是否发动【军威】?','hidden',player.storage.yinling);
|
||
if(player.storage.yinling.length>3){
|
||
player.chooseButton(dialog,3).ai=function(button){
|
||
return 1;
|
||
};
|
||
}
|
||
else{
|
||
for(var i=0;i<dialog.buttons.length;i++){
|
||
dialog.buttons[i].classList.add('selectedx');
|
||
}
|
||
player.chooseBool(dialog);
|
||
event.cards=player.storage.yinling.slice(0);
|
||
}
|
||
'step 1'
|
||
if(result.bool){
|
||
var cards=event.cards||result.links;
|
||
for(var i=0;i<cards.length;i++){
|
||
player.storage.yinling.remove(cards[i]);
|
||
ui.discardPile.appendChild(cards[i]);
|
||
}
|
||
player.$throw(cards);
|
||
player.syncStorage('yinling');
|
||
if(player.storage.yinling.length==0){
|
||
player.unmarkSkill('yinling');
|
||
}
|
||
game.delay();
|
||
player.chooseTarget(true,function(card,player,target){
|
||
return player!=target;
|
||
}).ai=function(target){
|
||
return -ai.get.attitude(player,target);
|
||
}
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
'step 2'
|
||
if(result.bool&&result.targets&&result.targets.length){
|
||
var target=result.targets[0];
|
||
player.logSkill('junwei',result.targets);
|
||
event.target=target;
|
||
var nshan=target.num('h','shan');
|
||
if(nshan==0){
|
||
event.directfalse=true;
|
||
}
|
||
else{
|
||
target.chooseCard('交给'+get.translation(player)+'一张闪,或流失一点体力',function(card){
|
||
return card.name=='shan';
|
||
}).ai=function(card){
|
||
if(nshan>1) return 1;
|
||
if(target.hp>3) return 0;
|
||
return 1;
|
||
};
|
||
}
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
'step 3'
|
||
if(!event.directfalse&&result.bool) game.delay();
|
||
ui.clear();
|
||
'step 4'
|
||
if(!event.directfalse&&result.bool){
|
||
event.cards=result.cards;
|
||
event.target.$throw(result.cards);
|
||
player.chooseTarget('将闪交给一名角色',true,function(card,player,target){
|
||
return target!=event.target;
|
||
}).ai=function(target){
|
||
return ai.get.attitude(player,target)/(target.num('h','shan')+1);
|
||
}
|
||
}
|
||
else{
|
||
event.target.loseHp();
|
||
delete event.cards;
|
||
}
|
||
'step 5'
|
||
if(event.cards){
|
||
player.line(result.targets,'green');
|
||
result.targets[0].gain(event.cards,'gain2');
|
||
game.log(player,'将',event.cards,'交给',result.targets[0]);
|
||
event.finish();
|
||
}
|
||
else{
|
||
if(event.target.num('e')){
|
||
player.choosePlayerCard('e','将'+get.translation(event.target)+'的一张装备牌移出游戏',true,event.target);
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
}
|
||
'step 6'
|
||
if(result.bool){
|
||
var card=result.links[0];
|
||
if(event.target.storage.junwei2){
|
||
event.target.storage.junwei2.push(card);
|
||
}
|
||
else{
|
||
event.target.storage.junwei2=[card];
|
||
}
|
||
event.target.lose(card,ui.special);
|
||
event.target.addSkill('junwei2');
|
||
event.target.syncStorage('junwei2');
|
||
}
|
||
}
|
||
},
|
||
junwei2:{
|
||
mark:true,
|
||
intro:{
|
||
content:'cards'
|
||
},
|
||
trigger:{player:'phaseEnd'},
|
||
forced:true,
|
||
content:function(){
|
||
'step 0'
|
||
if(player.storage.junwei2.length){
|
||
var card=player.storage.junwei2.shift();
|
||
player.equip(card);
|
||
event.redo();
|
||
}
|
||
'step 1'
|
||
player.removeSkill('junwei2');
|
||
delete player.storage.junwei2;
|
||
}
|
||
},
|
||
yinling:{
|
||
enable:'phaseUse',
|
||
filterCard:{color:'black'},
|
||
position:'he',
|
||
intro:{
|
||
content:'cards',
|
||
onunmark:'throw'
|
||
},
|
||
filter:function(event,player){
|
||
return player.num('he',{color:'black'})>0&&player.storage.yinling.length<4;
|
||
},
|
||
filterTarget:function(card,player,target){
|
||
return target.num('he')>0&&target!=player;
|
||
},
|
||
init:function(player){
|
||
player.storage.yinling=[];
|
||
},
|
||
check:function(card){
|
||
return 6-ai.get.value(card);
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.choosePlayerCard('hej',target,true);
|
||
'step 1'
|
||
target.$give(result.links,player);
|
||
target.lose(result.links,ui.special);
|
||
player.storage.yinling.push(result.links[0]);
|
||
player.markSkill('yinling');
|
||
player.syncStorage('yinling');
|
||
},
|
||
ai:{
|
||
order:10.1,
|
||
expose:0.1,
|
||
result:{
|
||
target:function(player,target){
|
||
if(target.skills.contains('tuntian')) return 0;
|
||
var es=target.get('e');
|
||
var nh=target.num('h');
|
||
var noe=(es.length==0);
|
||
var noe2=(es.length==1&&es[0].name=='baiyin'&&target.hp<target.maxHp);
|
||
var noh=(nh==0||target.hasSkillTag('noh'));
|
||
if(noh&&noe) return 0;
|
||
if(noh&&noe2) return 0.01;
|
||
if(ai.get.attitude(player,target)<=0) return (target.num('he'))?-1.5:1.5;
|
||
var js=target.get('j');
|
||
if(js.length){
|
||
var jj=js[0].viewAs?{name:js[0].viewAs}:js[0];
|
||
if(jj.name=='guohe') return 3;
|
||
if(js.length==1&&ai.get.effect(target,jj,target,player)>=0){
|
||
return -1.5;
|
||
}
|
||
return 2;
|
||
}
|
||
return -1.5;
|
||
},
|
||
},
|
||
}
|
||
},
|
||
yanxiao:{
|
||
enable:'phaseUse',
|
||
filterCard:{suit:'diamond'},
|
||
filterTarget:true,
|
||
check:function(card){
|
||
return 7-ai.get.value(card);
|
||
},
|
||
position:'he',
|
||
filter:function(event,player){
|
||
return player.num('he',{suit:'diamond'})>0;
|
||
},
|
||
discard:false,
|
||
prepare:function(cards,player,targets){
|
||
player.$give(cards,targets[0]);
|
||
},
|
||
content:function(){
|
||
if(target.skills.contains('yanxiao2')&&target.storage.yanxiao2){
|
||
target.storage.yanxiao2.push(cards[0]);
|
||
target.syncStorage('yanxiao2');
|
||
}
|
||
else{
|
||
target.storage.yanxiao2=cards.slice(0);
|
||
target.syncStorage('yanxiao2');
|
||
target.addSkill('yanxiao2');
|
||
}
|
||
},
|
||
ai:{
|
||
order:8,
|
||
result:{
|
||
target:function(player,target){
|
||
if(target.storage.yanxiao2&&target.storage.yanxiao2.length) return 0;
|
||
if(target.num('j')) return 1;
|
||
return 0;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
yanxiao2:{
|
||
mark:true,
|
||
intro:{
|
||
content:'cards'
|
||
},
|
||
trigger:{player:'phaseJudgeBegin'},
|
||
forced:true,
|
||
content:function(){
|
||
var cards=player.storage.yanxiao2.concat(player.get('j'));
|
||
player.gain(cards,'gain2');
|
||
delete player.storage.yanxiao2;
|
||
player.removeSkill('yanxiao2');
|
||
game.log(player,'获得了',cards);
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card){
|
||
if(get.type(card)=='delay') return [0,0.1];
|
||
}
|
||
}
|
||
}
|
||
},
|
||
anxian:{
|
||
group:['anxian_source','anxian_target'],
|
||
subSkill:{
|
||
source:{
|
||
trigger:{source:'damageBefore'},
|
||
filter:function(event,player){
|
||
return event.card&&event.card.name=='sha';
|
||
},
|
||
check:function(event,player){
|
||
if(ai.get.damageEffect(event.player,player,player)<=0) return true;
|
||
return false;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
if(trigger.player.num('h')){
|
||
trigger.player.chooseToDiscard(true);
|
||
}
|
||
'step 1'
|
||
player.draw();
|
||
trigger.untrigger();
|
||
trigger.finish();
|
||
}
|
||
},
|
||
target:{
|
||
trigger:{target:'shaBefore'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return player.num('h');
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
var next=player.chooseToDiscard('是否发动【安娴】?');
|
||
next.ai=function(card){
|
||
if(ai.get.attitude(player,trigger.player)>0){
|
||
return 9-ai.get.value(card);
|
||
}
|
||
if(player.num('h',{name:'shan'})) return -1;
|
||
return 7-ai.get.value(card);
|
||
};
|
||
next.logSkill='anxian';
|
||
"step 1"
|
||
if(result.bool){
|
||
trigger.player.draw();
|
||
trigger.untrigger();
|
||
trigger.finish();
|
||
}
|
||
},
|
||
}
|
||
}
|
||
},
|
||
luoyan:{
|
||
group:['luoyan_tianxiang','luoyan_liuli'],
|
||
subSkill:{
|
||
tianxiang:{
|
||
audio:2,
|
||
trigger:{player:'damageBefore'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
if(!player.storage.xingwu) return false;
|
||
if(!player.storage.xingwu.length) return false;
|
||
return player.num('h',{suit:'heart'})>0&&event.num>0;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseCardTarget({
|
||
filterCard:function(card){
|
||
return get.suit(card)=='heart';
|
||
},
|
||
filterTarget:function(card,player,target){
|
||
return player!=target;
|
||
},
|
||
ai1:function(card){
|
||
return 10-ai.get.value(card);
|
||
},
|
||
ai2:function(target){
|
||
var att=ai.get.attitude(player,target);
|
||
if(trigger.num>1){
|
||
if(target.maxHp>5&&target.hp>1) return -att/10;
|
||
return -att;
|
||
}
|
||
var eff=ai.get.damageEffect(target,trigger.source,target,trigger.nature);
|
||
if(att==0) return 0.1;
|
||
if(eff>=0&&trigger.num==1){
|
||
return att;
|
||
}
|
||
if(target.hp==target.maxHp) return -att;
|
||
if(target.hp==1){
|
||
if(target.maxHp<=4&&!target.hasSkillTag('maixie')){
|
||
if(target.maxHp<=3){
|
||
return -att;
|
||
}
|
||
return -att/2;
|
||
}
|
||
return 0;
|
||
}
|
||
if(target.hp==target.maxHp-1){
|
||
if(target.hp>2||target.hasSkillTag('maixie')) return att/5;
|
||
if(att>0) return 0.02;
|
||
return 0.05;
|
||
}
|
||
return att/2;
|
||
},
|
||
prompt:'天香:弃置一张红桃牌转移伤害'
|
||
});
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('tianxiang',result.targets);
|
||
trigger.untrigger();
|
||
trigger.player=result.targets[0];
|
||
trigger.player.addSkill('tianxiang2');
|
||
player.discard(result.cards[0]);
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 2"
|
||
trigger.trigger('damageBefore');
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player,target){
|
||
if(player.skills.contains('jueqing')) return;
|
||
if(get.tag(card,'damage')&&target.num('h')>1) return 0.7;
|
||
}
|
||
},
|
||
threaten:function(player,target){
|
||
if(target.num('h')==0) return 2;
|
||
}
|
||
}
|
||
},
|
||
liuli:{
|
||
audio:2,
|
||
trigger:{target:'shaBefore'},
|
||
direct:true,
|
||
priority:5,
|
||
filter:function(event,player){
|
||
if(!player.storage.xingwu) return false;
|
||
if(!player.storage.xingwu.length) return false;
|
||
if(player.num('he')==0) return false;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(get.distance(player,game.players[i],'attack')<=1&&
|
||
game.players[i]!=event.player&&game.players[i]!=player){
|
||
if(player.canUse(event.card,game.players[i])) return true;
|
||
}
|
||
}
|
||
return false;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
var next=player.chooseCardTarget({
|
||
position:'he',
|
||
filterTarget:function(card,player,target){
|
||
if(get.distance(player,target,'attack')<=1&&
|
||
target!=trigger.player&&target!=player){
|
||
if(player.canUse(trigger.card,target)) return true;
|
||
}
|
||
return false;
|
||
},
|
||
ai1:function(card){
|
||
return ai.get.unuseful(card)+9;
|
||
},
|
||
ai2:function(target){
|
||
if(_status.event.player.num('h','shan')){
|
||
return -ai.get.attitude(_status.event.player,target);
|
||
}
|
||
if(ai.get.attitude(_status.event.player,target)<5){
|
||
return 6-ai.get.attitude(_status.event.player,target);
|
||
}
|
||
if(_status.event.player.hp==1&&player.num('h','shan')==0){
|
||
return 10-ai.get.attitude(_status.event.player,target);
|
||
}
|
||
if(_status.event.player.hp==2&&player.num('h','shan')==0){
|
||
return 8-ai.get.attitude(_status.event.player,target);
|
||
}
|
||
return -1;
|
||
},
|
||
prompt:'是否发动【流离】?'
|
||
});
|
||
"step 1"
|
||
if(result.bool){
|
||
player.discard(result.cards);
|
||
player.logSkill('liuli',result.targets);
|
||
trigger.target=result.targets[0];
|
||
trigger.targets.remove(player);
|
||
trigger.targets.push(result.targets[0]);
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 2"
|
||
trigger.untrigger();
|
||
trigger.trigger('useCardToBefore');
|
||
trigger.trigger('shaBefore');
|
||
game.delay();
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player,target){
|
||
if(target.num('he')==0) return;
|
||
if(card.name!='sha') return;
|
||
var min=1;
|
||
var friend=ai.get.attitude(player,target)>0;
|
||
var vcard={name:'shacopy',nature:card.nature,suit:card.suit};
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(player!=game.players[i]&&
|
||
ai.get.attitude(target,game.players[i])<0&&
|
||
target.canUse(card,game.players[i])){
|
||
if(!friend) return 0;
|
||
if(ai.get.effect(game.players[i],vcard,player,player)>0){
|
||
if(!player.canUse(card,game.players[0])){
|
||
return [0,0.1];
|
||
}
|
||
min=0;
|
||
}
|
||
}
|
||
}
|
||
return min;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
xingwu:{
|
||
audio:2,
|
||
group:['xingwu_color','xingwu_color2'],
|
||
subSkill:{
|
||
color:{
|
||
trigger:{player:'phaseBegin'},
|
||
forced:true,
|
||
popup:false,
|
||
silent:true,
|
||
content:function(){
|
||
player.storage.xingwu_color=['black','red'];
|
||
}
|
||
},
|
||
color2:{
|
||
trigger:{player:'useCard'},
|
||
forced:true,
|
||
popup:false,
|
||
silent:true,
|
||
filter:function(event,player){
|
||
return Array.isArray(player.storage.xingwu_color)&&_status.currentPhase==player;
|
||
},
|
||
content:function(){
|
||
player.storage.xingwu_color.remove(get.color(trigger.card));
|
||
}
|
||
}
|
||
},
|
||
trigger:{player:'phaseDiscardBegin'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
var length=player.storage.xingwu_color.length;
|
||
if(length==0) return false;
|
||
var hs=player.get('h');
|
||
if(hs.length==0) return false;
|
||
if(length==2) return true;
|
||
var color=player.storage.xingwu_color[0];
|
||
for(var i=0;i<hs.length;i++){
|
||
if(get.color(hs[i])==color) return true;
|
||
}
|
||
return false;
|
||
},
|
||
intro:{
|
||
content:'cards'
|
||
},
|
||
init:function(player){
|
||
player.storage.xingwu=[];
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.chooseCard('是否发动【星舞】?',function(card){
|
||
return player.storage.xingwu_color.contains(get.color(card));
|
||
}).ai=function(card){
|
||
if(player.storage.xingwu.length==2){
|
||
var notarget=true;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i]!=player&&game.players[i].sex=='male'&&
|
||
ai.get.damageEffect(game.players[i],player,player)>0&&
|
||
ai.get.attitude(player,game.players[i])<0){
|
||
notarget=false;break;
|
||
}
|
||
}
|
||
if(notarget) return 0;
|
||
}
|
||
return 7-ai.get.value(card);
|
||
}
|
||
'step 1'
|
||
if(result.bool){
|
||
player.logSkill('xingwu');
|
||
if(player.storage.xingwu.length<2){
|
||
player.$give(result.cards,player);
|
||
}
|
||
player.lose(result.cards,ui.special);
|
||
player.storage.xingwu=player.storage.xingwu.concat(result.cards);
|
||
player.markSkill('xingwu');
|
||
player.syncStorage('xingwu');
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
'step 2'
|
||
if(player.storage.xingwu.length==3){
|
||
player.$throw(player.storage.xingwu);
|
||
while(player.storage.xingwu.length){
|
||
ui.discardPile.appendChild(player.storage.xingwu.shift());
|
||
}
|
||
player.unmarkSkill('xingwu');
|
||
player.chooseTarget(function(card,player,target){
|
||
return target!=player&&target.sex=='male';
|
||
},'对一名男性角色造成两点伤害并弃置其装备区内的牌').ai=function(target){
|
||
if(ai.get.attitude(player,target)>=0) return -1;
|
||
return ai.get.damageEffect(target,player,player)+target.num('e')/2;
|
||
}
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
'step 3'
|
||
if(result.bool){
|
||
var target=result.targets[0];
|
||
target.damage(2);
|
||
event.target=target;
|
||
player.line(target,'green');
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
'step 4'
|
||
if(event.target&&event.target.isAlive()){
|
||
var es=event.target.get('e');
|
||
if(es.length){
|
||
event.target.discard(es);
|
||
}
|
||
}
|
||
},
|
||
ai:{
|
||
threaten:1.5
|
||
}
|
||
},
|
||
yinbing:{
|
||
trigger:{player:'phaseEnd'},
|
||
direct:true,
|
||
audio:2,
|
||
init:function(player){
|
||
player.storage.yinbing=[];
|
||
},
|
||
filter:function(event,player){
|
||
return player.num('he',{type:'basic'})<player.num('he');
|
||
},
|
||
marktext:'兵',
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseCard([1,player.num('he')-player.num('he',{type:'basic'})],'he','是否发动【引兵】?',function(card){
|
||
return get.type(card)!='basic';
|
||
}).ai=function(card){
|
||
return 6-ai.get.value(card);
|
||
};
|
||
"step 1"
|
||
if(result.bool){
|
||
player.$give(result.cards,player,false);
|
||
player.logSkill('yinbing');
|
||
game.log(player,'将',result.cards,'置于武将牌上');
|
||
player.storage.yinbing=player.storage.yinbing.concat(result.cards);
|
||
player.lose(result.cards,ui.special);
|
||
player.markSkill('yinbing');
|
||
player.syncStorage('yinbing');
|
||
}
|
||
},
|
||
intro:{
|
||
content:'cards',
|
||
onunmark:function(storage,player){
|
||
if(storage&&storage.length){
|
||
for(var i=0;i<storage.length;i++){
|
||
ui.discardPile.appendChild(storage[i]);
|
||
}
|
||
player.$throw(storage);
|
||
delete player.storage.yinbing;
|
||
}
|
||
}
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player,target,current){
|
||
if(card.name=='sha'||card.name=='juedou'){
|
||
if(current<0) return 1.2;
|
||
}
|
||
}
|
||
},
|
||
threaten:1.2
|
||
},
|
||
subSkill:{
|
||
discard:{
|
||
trigger:{player:'damageEnd'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return event.card&&player.storage.yinbing.length>0&&
|
||
(event.card.name=='sha'||event.card.name=='juedou');
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.chooseCardButton('将一张引兵牌置入弃牌堆',true,player.storage.yinbing);
|
||
'step 1'
|
||
var card=result.links[0];
|
||
player.storage.yinbing.remove(card);
|
||
ui.discardPile.appendChild(card);
|
||
player.$throw(card);
|
||
game.log(player,'将',card,'置入弃牌堆');
|
||
player.syncStorage('yinbing');
|
||
if(player.storage.yinbing.length==0){
|
||
player.unmarkSkill('yinbing');
|
||
}
|
||
}
|
||
}
|
||
},
|
||
group:'yinbing_discard'
|
||
},
|
||
juedi:{
|
||
trigger:{player:'phaseBegin'},
|
||
filter:function(event,player){
|
||
return player.storage.yinbing&&player.storage.yinbing.length>0;
|
||
},
|
||
direct:true,
|
||
audio:2,
|
||
content:function(){
|
||
'step 0'
|
||
player.chooseTarget('是否发动【绝地】?',function(card,player,target){
|
||
return player.hp>=target.hp;
|
||
}).ai=function(target){
|
||
if(target==player) return 0.5;
|
||
var att=ai.get.attitude(player,target);
|
||
if(att<2) return 0;
|
||
if(target.hp==1&&att>2){
|
||
att+=2;
|
||
}
|
||
if(player.num('j','lebu')){
|
||
if(target.hp==target.maxHp) return att-2;
|
||
return att-1;
|
||
}
|
||
if(target.hp==target.maxHp) return 0;
|
||
if(player.num('h')<player.hp-1){
|
||
return att-3;
|
||
}
|
||
return att-2;
|
||
}
|
||
'step 1'
|
||
if(result.bool){
|
||
player.logSkill('juedi',result.targets);
|
||
if(result.targets[0]==player){
|
||
player.$throw(player.storage.yinbing,1000);
|
||
player.draw(player.storage.yinbing.length);
|
||
while(player.storage.yinbing.length){
|
||
ui.discardPile.appendChild(player.storage.yinbing.shift());
|
||
}
|
||
player.syncStorage('yinbing');
|
||
player.unmarkSkill('yinbing');
|
||
}
|
||
else{
|
||
var target=result.targets[0];
|
||
game.log(target,'获得了',player.storage.yinbing);
|
||
target.recover();
|
||
target.gain(player.storage.yinbing.slice(0),'gain2');
|
||
player.storage.yinbing.length=0;
|
||
}
|
||
player.syncStorage('yinbing');
|
||
player.unmarkSkill('yinbing');
|
||
}
|
||
}
|
||
},
|
||
meibu:{
|
||
trigger:{global:'phaseUseBegin'},
|
||
filter:function(event,player){
|
||
return event.player!=player&&get.distance(event.player,player,'attack')>1;
|
||
},
|
||
prompt:function(event,player){
|
||
return '是否对'+get.translation(event.player)+'发动【魅步】?'
|
||
},
|
||
check:function(event,player){
|
||
if(ai.get.attitude(player,event.player)>=0) return false;
|
||
var e2=player.get('e','2');
|
||
if(e2){
|
||
if(e2.name=='tengjia') return true;
|
||
if(e2.name=='bagua') return true;
|
||
}
|
||
return player.num('h','shan')>0;
|
||
},
|
||
content:function(){
|
||
var target=trigger.player;
|
||
player.line(target,'green');
|
||
target.addTempSkill('meibu_viewas','phaseAfter');
|
||
target.addTempSkill('meibu_range','phaseAfter');
|
||
target.storage.meibu=player;
|
||
target.marks.meibu=target.markCharacter(player,{
|
||
name:'魅步',
|
||
content:'锦囊牌均视为杀且'+get.translation(player)+'视为在攻击范围内'
|
||
});
|
||
game.addVideo('markCharacter',target,{
|
||
name:'魅步',
|
||
content:'锦囊牌均视为杀且'+get.translation(player)+'视为在攻击范围内',
|
||
id:'meibu',
|
||
target:player.dataset.position
|
||
});
|
||
},
|
||
ai:{
|
||
expose:0.2
|
||
},
|
||
subSkill:{
|
||
range:{
|
||
mod:{
|
||
targetInRange:function(card,player,target){
|
||
if(card.name=='sha'&&target==player.storage.meibu){
|
||
return true;
|
||
}
|
||
}
|
||
},
|
||
onremove:function(player){
|
||
if(player.marks.meibu){
|
||
player.marks.meibu.delete();
|
||
delete player.marks.meibu;
|
||
game.addVideo('unmark',player,'meibu');
|
||
}
|
||
},
|
||
trigger:{player:'useCard'},
|
||
forced:true,
|
||
popup:false,
|
||
filter:function(event,player){
|
||
return event.skill=='meibu_viewas'
|
||
},
|
||
content:function(){
|
||
player.removeSkill('meibu_viewas');
|
||
if(player.marks.meibu&&player.marks.meibu.info){
|
||
player.marks.meibu.info.content=player.marks.meibu.info.content.slice(8);
|
||
}
|
||
}
|
||
},
|
||
viewas:{
|
||
mod:{
|
||
cardEnabled:function(card,player){
|
||
if(card.name!='sha'&&get.type(card,'trick')=='trick') return false;
|
||
},
|
||
cardUsable:function(card,player){
|
||
if(card.name!='sha'&&get.type(card,'trick')=='trick') return false;
|
||
},
|
||
cardRespondable:function(card,player){
|
||
if(card.name!='sha'&&get.type(card,'trick')=='trick') return false;
|
||
},
|
||
cardSavable:function(card,player){
|
||
if(card.name!='sha'&&get.type(card,'trick')=='trick') return false;
|
||
},
|
||
},
|
||
enable:['chooseToUse','chooseToRespond'],
|
||
filterCard:function(card){
|
||
return get.type(card,'trick')=='trick';
|
||
},
|
||
viewAs:{name:'sha'},
|
||
check:function(){return 1},
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player,target,current){
|
||
if(get.tag(card,'respondSha')&¤t<0) return 0.8
|
||
}
|
||
},
|
||
respondSha:true,
|
||
order:4,
|
||
useful:-1,
|
||
value:-1
|
||
}
|
||
}
|
||
}
|
||
},
|
||
mumu:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filterCard:function(card,player,target){
|
||
return card.name=='sha'||(get.type(card,'trick')=='trick'&&get.color(card)=='black');
|
||
},
|
||
check:function(card){
|
||
return 7-ai.get.value(card);
|
||
},
|
||
filterTarget:function(card,player,target){
|
||
if(target==player) return false;
|
||
return target.get('e','1')||target.get('e','2');
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var e1=target.get('e','1');
|
||
var e2=target.get('e','2');
|
||
event.e1=e1;
|
||
event.e2=e2;
|
||
if(e1&&e2){
|
||
player.chooseControl('武器牌','防具牌').ai=function(){
|
||
if(player.get('e','2')){
|
||
return '武器牌';
|
||
}
|
||
return '防具牌';
|
||
}
|
||
}
|
||
else if(e1){
|
||
event.choice='武器牌';
|
||
}
|
||
else{
|
||
event.choice='防具牌';
|
||
}
|
||
'step 1'
|
||
var choice=event.choice||result.control;
|
||
if(choice=='武器牌'){
|
||
target.discard(event.e1);
|
||
player.draw();
|
||
}
|
||
else{
|
||
player.equip(event.e2);
|
||
target.$give(event.e2,player);
|
||
}
|
||
},
|
||
ai:{
|
||
order:8,
|
||
result:{
|
||
target:function(player,target){
|
||
if(target.get('e','2')&&!player.get('e','2')){
|
||
return -2;
|
||
}
|
||
return -1;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
fentian:{
|
||
audio:2,
|
||
trigger:{player:'phaseEnd'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
if(player.num('h')>=player.hp) return false;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(player!=game.players[i]&&
|
||
get.distance(player,game.players[i],'attack')<=1&&
|
||
game.players[i].num('he')){
|
||
return true;
|
||
}
|
||
}
|
||
return false;
|
||
},
|
||
intro:{
|
||
content:'cards',
|
||
},
|
||
init:function(player){
|
||
player.storage.fentian=[];
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.chooseTarget('焚天:选择一名攻击范围内的角色,将其一张牌置于你的武将牌上',true,function(card,player,target){
|
||
return player!=target&&get.distance(player,target,'attack')<=1&&target.num('he')>0;
|
||
}).ai=function(target){
|
||
return -ai.get.attitude(player,target)
|
||
}
|
||
'step 1'
|
||
if(result.bool){
|
||
player.logSkill('fentian',result.targets);
|
||
event.target=result.targets[0];
|
||
player.choosePlayerCard(result.targets[0],'he',true);
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
'step 2'
|
||
if(result.bool){
|
||
event.target.$give(result.links,player);
|
||
event.target.lose(result.links,ui.special);
|
||
player.storage.fentian=player.storage.fentian.concat(result.links);
|
||
player.syncStorage('fentian');
|
||
setTimeout(function(){
|
||
player.markSkill('fentian');
|
||
},700);
|
||
}
|
||
},
|
||
mod:{
|
||
attackFrom:function(from,to,distance){
|
||
return distance-from.storage.fentian.length;
|
||
}
|
||
}
|
||
},
|
||
zhiri:{
|
||
trigger:{player:'phaseBegin'},
|
||
forced:true,
|
||
unique:true,
|
||
audio:2,
|
||
skillAnimation:true,
|
||
animationColor:'fire',
|
||
filter:function(event,player){
|
||
return player.storage.fentian&&player.storage.fentian.length>=3&&!player.storage.zhiri;
|
||
},
|
||
content:function(){
|
||
player.loseMaxHp();
|
||
player.addSkill('xintan');
|
||
player.storage.zhiri=true;
|
||
}
|
||
},
|
||
xintan:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
audio:2,
|
||
unique:true,
|
||
filter:function(event,player){
|
||
return player.storage.fentian&&player.storage.fentian.length>=2;
|
||
},
|
||
filterTarget:true,
|
||
prompt:'两张“焚”置入弃牌堆并令一名角色失去一点体力',
|
||
content:function(){
|
||
'step 0'
|
||
player.chooseCardButton(2,'两张“焚”置入弃牌堆并令'+get.translation(target)+'失去一点体力',player.storage.fentian,true);
|
||
'step 1'
|
||
if(result.bool){
|
||
player.$throw(result.links);
|
||
for(var i=0;i<result.links.length;i++){
|
||
player.storage.fentian.remove(result.links[i]);
|
||
ui.discardPile.appendChild(result.links[i]);
|
||
}
|
||
player.syncStorage('fentian');
|
||
target.loseHp();
|
||
}
|
||
},
|
||
ai:{
|
||
order:8,
|
||
result:{
|
||
target:-1
|
||
}
|
||
}
|
||
},
|
||
danji:{
|
||
skillAnimation:true,
|
||
trigger:{player:'phaseBegin'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return !player.storage.danji&&player.num('h')>player.hp;
|
||
},
|
||
content:function(){
|
||
player.storage.danji=true;
|
||
player.loseMaxHp();
|
||
player.addSkill('mashu');
|
||
player.addSkill('nuzhan');
|
||
}
|
||
},
|
||
nuzhan:{
|
||
trigger:{player:'useCard'},
|
||
filter:function(event,player){
|
||
return event.card&&event.card.name=='sha'&&event.cards&&
|
||
event.cards.length==1&&get.type(event.cards[0],'trick')=='trick';
|
||
},
|
||
forced:true,
|
||
content:function(){
|
||
if(player.stat[player.stat.length-1].card.sha>0){
|
||
player.stat[player.stat.length-1].card.sha--;
|
||
}
|
||
},
|
||
group:'nuzhan2'
|
||
},
|
||
nuzhan2:{
|
||
trigger:{source:'damageBegin'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return event.card&&event.card.name=='sha'&&event.cards&&
|
||
event.cards.length==1&&get.type(event.cards[0])=='equip';
|
||
},
|
||
content:function(){
|
||
trigger.num++;
|
||
}
|
||
},
|
||
tunchu:{
|
||
audio:2,
|
||
trigger:{player:'phaseDrawBegin'},
|
||
check:function(event,player){
|
||
return player.num('h')-player.num('h',{type:'equip'})+2<=player.hp;
|
||
},
|
||
content:function(){
|
||
trigger.num+=2;
|
||
player.addTempSkill('tunchu_choose','phaseDrawAfter');
|
||
},
|
||
init:function(player){
|
||
player.storage.tunchu=[];
|
||
},
|
||
intro:{
|
||
content:'cards'
|
||
},
|
||
group:'tunchu_disable',
|
||
subSkill:{
|
||
choose:{
|
||
trigger:{player:'phaseDrawEnd'},
|
||
forced:true,
|
||
popup:false,
|
||
content:function(){
|
||
'step 0'
|
||
player.removeSkill('tunchu_choose');
|
||
if(player.num('h')){
|
||
player.chooseCard('h',true);
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
'step 1'
|
||
player.lose(result.cards,ui.special);
|
||
player.storage.tunchu=player.storage.tunchu.concat(result.cards);
|
||
player.markSkill('tunchu');
|
||
player.syncStorage('tunchu');
|
||
}
|
||
},
|
||
disable:{
|
||
mod:{
|
||
cardEnabled:function(card,player){
|
||
if(player.storage.tunchu&&player.storage.tunchu.length&&
|
||
(card.name=='sha'||card.name=='juedou')){
|
||
return false;
|
||
}
|
||
},
|
||
cardUsable:function(card,player){
|
||
if(player.storage.tunchu&&player.storage.tunchu.length&&
|
||
(card.name=='sha'||card.name=='juedou')){
|
||
return false;
|
||
}
|
||
},
|
||
}
|
||
}
|
||
}
|
||
},
|
||
shuliang:{
|
||
audio:2,
|
||
trigger:{global:'phaseEnd'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return player.storage.tunchu&&player.storage.tunchu.length>0&&event.player.num('h')==0;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var goon=(ai.get.attitude(player,trigger.player)>0);
|
||
player.chooseCardButton('是否对'+get.translation(trigger.player)+'发动【输粮】?',player.storage.tunchu).ai=function(){
|
||
if(goon) return 1;
|
||
return 0;
|
||
}
|
||
'step 1'
|
||
if(result.bool){
|
||
player.logSkill('shuliang',trigger.player);
|
||
player.storage.tunchu.remove(result.links[0]);
|
||
player.$throw(result.links);
|
||
ui.discardPile.appendChild(result.links[0]);
|
||
player.syncStorage('tunchu');
|
||
if(player.storage.tunchu.length==0){
|
||
player.unmarkSkill('tunchu');
|
||
}
|
||
trigger.player.draw(2);
|
||
}
|
||
}
|
||
},
|
||
jieyuan:{
|
||
group:['jieyuan_more','jieyuan_less'],
|
||
subSkill:{
|
||
more:{
|
||
audio:true,
|
||
trigger:{source:'damageBegin'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
if(!player.num('h',{color:'black'})) return false;
|
||
return event.player.hp>=player.hp&&player!=event.player;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var goon=(ai.get.attitude(player,trigger.player)<0);
|
||
var next=player.chooseToDiscard('是否对'+get.translation(trigger.player)+'发动【竭缘】?',{color:'black'});
|
||
next.ai=function(card){
|
||
if(goon){
|
||
return 8-ai.get.value(card);
|
||
}
|
||
return 0;
|
||
}
|
||
next.logSkill=['jieyuan_more',trigger.player];
|
||
'step 1'
|
||
if(result.bool){
|
||
trigger.num++;
|
||
}
|
||
}
|
||
},
|
||
less:{
|
||
audio:true,
|
||
trigger:{player:'damageBegin'},
|
||
filter:function(event,player){
|
||
if(!player.num('h',{color:'red'})) return false;
|
||
return event.source&&event.source.hp>=player.hp&&player!=event.source;
|
||
},
|
||
direct:true,
|
||
content:function(){
|
||
"step 0"
|
||
var next=player.chooseToDiscard('竭缘:是否弃置一张红色手牌令伤害-1?',{color:'red'});
|
||
next.ai=function(card){
|
||
if(player.hp==1||trigger.num>1){
|
||
return 9-ai.get.value(card);
|
||
}
|
||
if(player.hp==2){
|
||
return 8-ai.get.value(card);
|
||
}
|
||
return 7-ai.get.value(card);
|
||
};
|
||
next.logSkill='jieyuan_less';
|
||
"step 1"
|
||
if(result.bool){
|
||
game.delay();
|
||
trigger.num--;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
ai:{
|
||
expose:0.2,
|
||
threaten:1.5
|
||
}
|
||
},
|
||
fenxin:{
|
||
mode:['identity'],
|
||
trigger:{source:'dieBegin'},
|
||
init:function(player){
|
||
player.storage.fenxin=false;
|
||
},
|
||
intro:{
|
||
content:'limited'
|
||
},
|
||
skillAnimation:'epic',
|
||
audio:2,
|
||
mark:true,
|
||
filter:function(event,player){
|
||
if(player.storage.fenxin) return false;
|
||
return event.player.identity!='zhu'&&player.identity!='zhu'&&
|
||
player.identity!='mingzhong'&&event.player.identity!='mingzhong';
|
||
},
|
||
check:function(event,player){
|
||
if(player.identity==event.player.identity) return Math.random()<0.5;
|
||
var stat=ai.get.situation();
|
||
switch(player.identity){
|
||
case 'fan':
|
||
if(stat<0) return false;
|
||
if(stat==0) return Math.random()<0.6;
|
||
return true;
|
||
case 'zhong':
|
||
if(stat>0) return false;
|
||
if(stat==0) return Math.random()<0.6;
|
||
return true;
|
||
case 'nei':
|
||
if(event.player.identity=='fan'&&stat<0) return true;
|
||
if(event.player.identity=='zhong'&&stat>0) return true;
|
||
if(stat==0) return Math.random()<0.7;
|
||
return false;
|
||
}
|
||
},
|
||
prompt:function(event,player){
|
||
return '焚心:是否与'+get.translation(event.player)+'交换身份?';
|
||
},
|
||
content:function(){
|
||
var identity=player.identity;
|
||
player.identity=trigger.player.identity;
|
||
if(player.identityShown||player==game.me){
|
||
player.setIdentity();
|
||
}
|
||
trigger.player.identity=identity;
|
||
player.line(trigger.player,'green');
|
||
player.storage.fenxin=true;
|
||
player.unmarkSkill('fenxin');
|
||
}
|
||
},
|
||
qingyi:{
|
||
group:['qingyi1','qingyi2']
|
||
},
|
||
qingyi1:{
|
||
audio:true,
|
||
trigger:{player:'phaseBegin'},
|
||
direct:true,
|
||
content:function(){
|
||
"step 0"
|
||
player.addSkill('qingyi3');
|
||
var check= player.num('h')>2;
|
||
player.chooseTarget('是否发动【轻逸】?',function(card,player,target){
|
||
if(player==target) return false;
|
||
return player.canUse({name:'sha'},target);
|
||
}).ai=function(target){
|
||
if(!check) return 0;
|
||
return ai.get.effect(target,{name:'sha'},_status.event.player);
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('qingyi1',result.targets);
|
||
player.useCard({name:'sha'},result.targets[0],false);
|
||
player.skip('phaseJudge');
|
||
player.skip('phaseDraw');
|
||
}
|
||
player.removeSkill('qingyi3');
|
||
}
|
||
},
|
||
qingyi2:{
|
||
audio:true,
|
||
trigger:{player:'phaseUseBefore'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return player.num('he',{type:'equip'})>0;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.addSkill('qingyi3');
|
||
var check=player.num('h')<=player.hp;
|
||
player.chooseCardTarget({
|
||
prompt:'是否发动【轻逸】?',
|
||
filterCard:function(card){
|
||
return get.type(card)=='equip'
|
||
},
|
||
position:'he',
|
||
filterTarget:function(card,player,target){
|
||
if(player==target) return false;
|
||
return player.canUse({name:'sha'},target);
|
||
},
|
||
ai1:function(card){
|
||
if(!check) return 0;
|
||
return 6-ai.get.value(card);
|
||
},
|
||
ai2:function(target){
|
||
if(!check) return 0;
|
||
return ai.get.effect(target,{name:'sha'},_status.event.player);
|
||
}
|
||
});
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('qingyi2',result.targets);
|
||
player.discard(result.cards[0]);
|
||
player.useCard({name:'sha'},result.targets[0]);
|
||
trigger.untrigger();
|
||
trigger.finish();
|
||
}
|
||
player.removeSkill('qingyi3');
|
||
}
|
||
},
|
||
qingyi3:{
|
||
mod:{
|
||
targetInRange:function(card,player,target,now){
|
||
return true;
|
||
}
|
||
},
|
||
},
|
||
shixin:{
|
||
audio:2,
|
||
trigger:{player:'damageBefore'},
|
||
filter:function(event){
|
||
return event.nature=='fire';
|
||
},
|
||
forced:true,
|
||
content:function(){
|
||
trigger.untrigger();
|
||
trigger.finish();
|
||
},
|
||
ai:{
|
||
nofire:true,
|
||
effect:{
|
||
target:function(card,player,target,current){
|
||
if(get.tag(card,'fireDamage')) return 0;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
fenyin:{
|
||
audio:2,
|
||
trigger:{player:'useCard'},
|
||
frequent:true,
|
||
filter:function(event,player){
|
||
if(!event.cards||event.cards.length!=1) return false;
|
||
if(_status.currentPhase!=player) return false;
|
||
if(!player.storage.fenyin) return false;
|
||
if(player.storage.fenyin2>=3) return false;
|
||
return get.color(player.storage.fenyin)!=get.color(event.cards[0]);
|
||
},
|
||
content:function(){
|
||
player.draw();
|
||
player.storage.fenyin2++;
|
||
},
|
||
intro:{
|
||
content:'card'
|
||
},
|
||
group:['fenyin2','fenyin3']
|
||
},
|
||
fenyin3:{
|
||
trigger:{player:'useCard'},
|
||
priority:-1,
|
||
forced:true,
|
||
popup:false,
|
||
silent:true,
|
||
filter:function(event,player){
|
||
if(!event.cards||event.cards.length!=1) return false;
|
||
if(_status.currentPhase!=player) return false;
|
||
return true;
|
||
},
|
||
content:function(){
|
||
player.storage.fenyin=trigger.cards[0];
|
||
}
|
||
},
|
||
fenyin2:{
|
||
trigger:{player:'phaseBefore'},
|
||
forced:true,
|
||
silent:true,
|
||
popup:false,
|
||
priority:10,
|
||
content:function(){
|
||
player.storage.fenyin=null;
|
||
player.storage.fenyin2=0;
|
||
}
|
||
},
|
||
dujin:{
|
||
audio:2,
|
||
trigger:{player:'phaseDrawBegin'},
|
||
frequent:true,
|
||
content:function(){
|
||
trigger.num+=1+Math.floor(player.num('e')/2);
|
||
}
|
||
},
|
||
qirang:{
|
||
audio:2,
|
||
trigger:{player:'equipEnd'},
|
||
frequent:true,
|
||
content:function(){
|
||
player.gain(get.cardPile(function(card){
|
||
return get.type(card,'trick')=='trick';
|
||
}),'gain2');
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player,target,current){
|
||
if(get.type(card)=='equip') return [1,3];
|
||
}
|
||
},
|
||
threaten:1.3
|
||
}
|
||
},
|
||
yuhua:{
|
||
trigger:{player:'phaseDiscardBegin'},
|
||
forced:true,
|
||
audio:2,
|
||
filter:function(event,player){
|
||
return player.num('h',{type:'basic'})<player.num('h');
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var hs=player.get('h');
|
||
for(var i=0;i<hs.length;i++){
|
||
if(get.type(hs[i])=='basic'){
|
||
hs.splice(i--,1);
|
||
}
|
||
}
|
||
if(hs.length){
|
||
player.lose(hs,ui.special)._triggered=null;
|
||
player.storage.yuhua=hs;
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
'step 1'
|
||
game.delay();
|
||
},
|
||
group:'yuhua2'
|
||
},
|
||
yuhua2:{
|
||
audio:false,
|
||
trigger:{player:'phaseDiscardEnd'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return player.storage.yuhua?true:false;
|
||
},
|
||
content:function(){
|
||
player.directgain(player.storage.yuhua);
|
||
delete player.storage.yuhua;
|
||
}
|
||
},
|
||
chenqing:{
|
||
trigger:{global:'dying'},
|
||
priority:6,
|
||
filter:function(event,player){
|
||
return event.player.hp<=0&&!player.skills.contains('chenqing2');
|
||
},
|
||
direct:true,
|
||
content:function(){
|
||
'step 0'
|
||
player.chooseTarget('是否发动【陈情】?',function(card,player,target){
|
||
return target!=player&&target!=trigger.player;
|
||
}).ai=function(target){
|
||
if(ai.get.attitude(player,trigger.player)>0){
|
||
var att1=ai.get.attitude(target,player);
|
||
var att2=ai.get.attitude(target,trigger.player);
|
||
var att3=ai.get.attitude(player,target);
|
||
if(att3<0) return 0;
|
||
return att1/2+att2+att3;
|
||
}
|
||
else{
|
||
return 0;
|
||
// return ai.get.attitude(player,target);
|
||
}
|
||
}
|
||
'step 1'
|
||
if(result.bool){
|
||
player.addTempSkill('chenqing2',{player:'phaseBegin'});
|
||
event.target=result.targets[0];
|
||
event.target.draw(4);
|
||
player.logSkill('chenqing',event.target);
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
'step 2'
|
||
var target=event.target;
|
||
var tosave=trigger.player;
|
||
var att=ai.get.attitude(target,tosave);
|
||
var hastao=target.num('h','tao');
|
||
target.chooseToDiscard(4,true,'he').ai=function(card){
|
||
if(!hastao&&att>0){
|
||
var suit=get.suit(card);
|
||
for(var i=0;i<ui.selected.cards.length;i++){
|
||
if(get.suit(ui.selected.cards[i])==suit){
|
||
return -4-ai.get.value(card);
|
||
}
|
||
}
|
||
}
|
||
if(att<0&&ui.selected.cards.length==3){
|
||
var suit=get.suit(card);
|
||
for(var i=0;i<ui.selected.cards.length;i++){
|
||
if(get.suit(ui.selected.cards[i])==suit){
|
||
return -ai.get.value(card);
|
||
}
|
||
}
|
||
return -10-ai.get.value(card);
|
||
}
|
||
return -ai.get.value(card);
|
||
}
|
||
'step 3'
|
||
if(result.cards&&result.cards.length==4){
|
||
var suits=[];
|
||
for(var i=0;i<result.cards.length;i++){
|
||
suits.add(get.suit(result.cards[i]));
|
||
}
|
||
if(suits.length==4){
|
||
event.target.useCard({name:'tao'},trigger.player);
|
||
}
|
||
}
|
||
},
|
||
ai:{
|
||
skillTagFilter:function(player){
|
||
return !player.skills.contains('chenqing2');
|
||
},
|
||
expose:0.2,
|
||
threaten:1.5,
|
||
save:true,
|
||
}
|
||
},
|
||
mozhi:{
|
||
intro:{
|
||
content:'cards'
|
||
},
|
||
init:function(player){
|
||
player.storage.mozhi=[];
|
||
},
|
||
trigger:{player:'phaseEnd'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return player.storage.mozhi.length>0&&player.num('h')>0;
|
||
},
|
||
content:function(){
|
||
if(player.storage.mozhi.length&&player.num('h')){
|
||
var card=player.storage.mozhi.shift();
|
||
card={name:card.name,nature:card.nature,suit:card.suit,number:card.number};
|
||
if(lib.filter.cardEnabled(card)){
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(player.canUse(card,game.players[i])){
|
||
break;
|
||
}
|
||
}
|
||
if(i<game.players.length){
|
||
lib.skill.mozhix.viewAs=card;
|
||
var next=player.chooseToUse();
|
||
next.logSkill='mozhi';
|
||
if(event.isMine()){
|
||
next.openskilldialog='将一张手牌当'+get.translation(card)+'使用';
|
||
}
|
||
next.norestore=true;
|
||
next.backup('mozhix');
|
||
}
|
||
}
|
||
event.redo();
|
||
}
|
||
},
|
||
group:['mozhi2','mozhi3']
|
||
},
|
||
mozhix:{
|
||
filterCard:true,
|
||
selectCard:1,
|
||
popname:true,
|
||
},
|
||
mozhi2:{
|
||
trigger:{player:'phaseAfter'},
|
||
forced:true,
|
||
silent:true,
|
||
popup:false,
|
||
content:function(){
|
||
player.storage.mozhi.length=0;
|
||
player.unmarkSkill('mozhi');
|
||
}
|
||
},
|
||
mozhi3:{
|
||
trigger:{player:'useCard'},
|
||
forced:true,
|
||
silent:true,
|
||
popup:false,
|
||
filter:function(event,player){
|
||
if(_status.currentPhase!=player) return false;
|
||
if(event.parent.parent.name!='phaseUse') return false;
|
||
var type=get.type(event.card);
|
||
return player.storage.mozhi.length<2&&(type=='basic'||type=='trick');
|
||
},
|
||
content:function(){
|
||
player.storage.mozhi.add(trigger.card);
|
||
if(player.get('s').contains('mozhi')) player.markSkill('mozhi');
|
||
}
|
||
},
|
||
chenqing2:{},
|
||
ranshang:{
|
||
audio:2,
|
||
trigger:{player:'damageEnd'},
|
||
filter:function(event,player){
|
||
return event.nature=='fire';
|
||
},
|
||
init:function(player){
|
||
player.storage.ranshang=0;
|
||
},
|
||
forced:true,
|
||
check:function(){
|
||
return false;
|
||
},
|
||
content:function(){
|
||
if(player.storage.ranshang){
|
||
player.storage.ranshang++;
|
||
}
|
||
else{
|
||
player.storage.ranshang=1;
|
||
player.markSkill('ranshang');
|
||
}
|
||
game.addVideo('storage',player,['ranshang',player.storage.ranshang]);
|
||
},
|
||
intro:{
|
||
content:'mark'
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player,target,current){
|
||
if(card.name=='sha'){
|
||
if(card.nature=='fire'||player.skills.contains('zhuque_skill')) return 2;
|
||
}
|
||
if(get.tag(card,'fireDamage')&¤t<0) return 2;
|
||
}
|
||
}
|
||
},
|
||
group:'ranshang2'
|
||
},
|
||
ranshang2:{
|
||
audio:2,
|
||
trigger:{player:'phaseEnd'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return player.storage.ranshang>0;
|
||
},
|
||
content:function(){
|
||
player.loseHp(player.storage.ranshang);
|
||
}
|
||
},
|
||
hanyong:{
|
||
trigger:{player:'useCard'},
|
||
filter:function(event,player){
|
||
return player.storage.hanyong>player.hp&&event.card&&
|
||
(event.card.name=='nanman'||event.card.name=='wanjian');
|
||
},
|
||
content:function(){
|
||
player.addTempSkill('hanyong3','useCardAfter');
|
||
},
|
||
init:function(player){
|
||
player.storage.hanyong=0;
|
||
},
|
||
group:'hanyong2'
|
||
},
|
||
hanyong2:{
|
||
audio:false,
|
||
trigger:{player:'phaseBegin'},
|
||
forced:true,
|
||
popup:false,
|
||
silent:true,
|
||
content:function(){
|
||
player.storage.hanyong++;
|
||
}
|
||
},
|
||
hanyong3:{
|
||
audio:false,
|
||
trigger:{source:'damageBegin'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return event.card&&(event.card.name=='nanman'||event.card.name=='wanjian');
|
||
},
|
||
content:function(){
|
||
trigger.num++;
|
||
}
|
||
},
|
||
yishe:{
|
||
trigger:{player:'phaseEnd'},
|
||
init:function(player){
|
||
player.storage.yishe=[];
|
||
},
|
||
filter:function(event,player){
|
||
return !player.storage.yishe||!player.storage.yishe.length;
|
||
},
|
||
intro:{
|
||
content:'cards'
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.draw(2);
|
||
player.chooseCard(2,'he',true,'选择两张牌作为“米”');
|
||
'step 1'
|
||
player.markSkill('yishe');
|
||
player.storage.yishe=result.cards;
|
||
player.lose(result.cards,ui.special);
|
||
game.addVideo('storage',player,['yishe',get.cardsInfo(player.storage.yishe),'cards']);
|
||
}
|
||
},
|
||
bushi:{
|
||
trigger:{player:'damageEnd',source:'damageEnd'},
|
||
filter:function(event,player){
|
||
return player.storage.yishe&&player.storage.yishe.length&&event.player.isAlive();
|
||
},
|
||
direct:true,
|
||
content:function(){
|
||
'step 0'
|
||
trigger.player.chooseCardButton('选择获得一张“米”',player.storage.yishe);
|
||
'step 1'
|
||
if(result.bool){
|
||
player.logSkill('bushi');
|
||
trigger.player.gain(result.buttons[0].link,'gain2');
|
||
player.storage.yishe.remove(result.buttons[0].link);
|
||
game.addVideo('storage',player,['yishe',get.cardsInfo(player.storage.yishe),'cards']);
|
||
if(player.storage.yishe.length==0){
|
||
player.recover();
|
||
player.unmarkSkill('yishe');
|
||
}
|
||
}
|
||
}
|
||
},
|
||
midao:{
|
||
unique:true,
|
||
trigger:{global:'judge'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return player.storage.yishe&&player.storage.yishe.length&&event.player.isAlive();
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
var list=player.storage.yishe;
|
||
var dialog=ui.create.dialog(get.translation(trigger.player)+'的'+(trigger.judgestr||'')+'判定为'+get.translation(trigger.player.judging[0])+
|
||
',是否发动【米道】?',list,'hidden');
|
||
player.chooseButton(dialog,function(button){
|
||
var card=button.link;
|
||
var trigger=_status.event.parent._trigger;
|
||
var player=_status.event.player;
|
||
var result=trigger.judge(card)-trigger.judge(trigger.player.judging[0]);
|
||
var attitude=ai.get.attitude(player,trigger.player);
|
||
return result*attitude;
|
||
});
|
||
"step 1"
|
||
if(result.bool){
|
||
event.card=result.buttons[0].link;
|
||
player.$throw(event.card,1000);
|
||
player.storage.yishe.remove(result.buttons[0].link);
|
||
game.addVideo('storage',player,['yishe',get.cardsInfo(player.storage.yishe),'cards']);
|
||
if(player.storage.yishe.length==0){
|
||
player.recover();
|
||
player.unmarkSkill('yishe');
|
||
}
|
||
if(event.card.clone){
|
||
event.card.clone.classList.add('thrownhighlight');
|
||
game.addVideo('highlightnode',player,get.cardInfo(event.card));
|
||
}
|
||
}
|
||
"step 2"
|
||
if(event.card){
|
||
player.logSkill('midao',trigger.player);
|
||
ui.discardPile.appendChild(trigger.player.judging[0]);
|
||
trigger.player.judging[0]=event.card;
|
||
trigger.position.appendChild(event.card);
|
||
game.log(trigger.player,'的判定牌改为',event.card);
|
||
event.card.expired=true;
|
||
game.delay(2);
|
||
}
|
||
},
|
||
ai:{
|
||
tag:{
|
||
rejudge:0.6
|
||
}
|
||
}
|
||
},
|
||
fengpo:{
|
||
audio:2,
|
||
trigger:{player:['shaBegin','juedouBegin']},
|
||
filter:function(event,player){
|
||
if(player.skills.contains('fengpo3')) return false;
|
||
return event.target&&event.targets&&event.targets.length==1;
|
||
},
|
||
direct:true,
|
||
content:function(){
|
||
'step 0'
|
||
player.addTempSkill('fengpo3','phaseAfter');
|
||
player.chooseControl('draw_card','加伤害','cancel',
|
||
ui.create.dialog('是否发动【凤魄】?','hidden'));
|
||
'step 1'
|
||
if(result.control&&result.control!='cancel'){
|
||
player.logSkill('fengpo');
|
||
var nd=trigger.target.num('h',{suit:'diamond'});
|
||
if(result.control=='draw_card'){
|
||
player.draw(nd);
|
||
}
|
||
else{
|
||
player.addTempSkill('fengpo2','useCardToAfter');
|
||
player.storage.fengpo=nd;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
fengpo2:{
|
||
trigger:{source:'damageBegin'},
|
||
filter:function(event){
|
||
return event.card&&(event.card.name=='sha'||event.card.name=='juedou')&&
|
||
event.parent.name!='_lianhuan'&&event.parent.name!='_lianhuan2';
|
||
},
|
||
forced:true,
|
||
audio:false,
|
||
content:function(){
|
||
if(typeof player.storage.fengpo=='number'){
|
||
trigger.num+=player.storage.fengpo;
|
||
}
|
||
}
|
||
},
|
||
fengpo3:{},
|
||
biluan:{
|
||
trigger:{player:'phaseDrawBefore'},
|
||
mark:true,
|
||
unique:true,
|
||
intro:{
|
||
content:function(storage){
|
||
if(storage>0){
|
||
return '防御距离+'+storage;
|
||
}
|
||
else if(storage<0){
|
||
return '防御距离'+storage;
|
||
}
|
||
else{
|
||
return '无距离变化';
|
||
}
|
||
}
|
||
},
|
||
init:function(player){
|
||
player.storage.biluan=0;
|
||
},
|
||
check:function(event,player){
|
||
if(player.num('h')>player.hp) return true;
|
||
if(player.num('j','lebu')) return true;
|
||
var ng=[];
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].group!='unknown'){
|
||
ng.add(game.players[i].group);
|
||
}
|
||
}
|
||
ng=ng.length;
|
||
if(ng<2) return false;
|
||
var nai=0;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i]!=player){
|
||
var dist=get.distance(game.players[i],player,'attack');
|
||
if(dist<=1&&dist+ng>1){
|
||
nai++;
|
||
}
|
||
}
|
||
}
|
||
return nai>=2;
|
||
},
|
||
filter:function(event,player){
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i]!=player&&
|
||
get.distance(game.players[i],player)<=1){
|
||
return true;
|
||
}
|
||
}
|
||
return false;
|
||
},
|
||
content:function(){
|
||
var ng=[];
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].group!='unknown'){
|
||
ng.add(game.players[i].group);
|
||
}
|
||
}
|
||
player.$damagepop(ng.length,'unknownx');
|
||
player.storage.biluan+=ng.length;
|
||
game.addVideo('storage',player,['biluan',player.storage.biluan]);
|
||
trigger.untrigger();
|
||
trigger.finish();
|
||
},
|
||
mod:{
|
||
globalTo:function(from,to,distance){
|
||
if(typeof to.storage.biluan=='number'){
|
||
return distance+to.storage.biluan;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
lixia:{
|
||
trigger:{global:'phaseEnd'},
|
||
filter:function(event,player){
|
||
return event.player!=player&&get.distance(event.player,player,'attack')>1;
|
||
},
|
||
forced:true,
|
||
content:function(){
|
||
'step 0'
|
||
player.chooseTarget(function(card,player,target){
|
||
return target==player||target==trigger.player;
|
||
},true,'礼下:选择一个目标摸一张牌').ai=function(target){
|
||
return target==player;
|
||
}.ai=function(target){
|
||
return player==target?1:0;
|
||
};
|
||
'step 1'
|
||
if(result.targets.length){
|
||
result.targets[0].draw();
|
||
player.line(result.targets[0],'green');
|
||
}
|
||
player.storage.biluan--;
|
||
game.addVideo('storage',player,['biluan',player.storage.biluan]);
|
||
}
|
||
},
|
||
fuji:{
|
||
trigger:{global:'damageBegin'},
|
||
filter:function(event){
|
||
return event.source&&event.nature=='thunder';
|
||
},
|
||
check:function(event,player){
|
||
return ai.get.attitude(player,event.source)>0;
|
||
},
|
||
prompt:function(event){
|
||
return get.translation(event.source)+'即将对'+get.translation(event.player)+'造成伤害,是否发动【辅祭】?';
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
trigger.source.judge(ui.special);
|
||
"step 1"
|
||
if(result.color=='black'){
|
||
result.card.goto(ui.discardPile);
|
||
trigger.num++;
|
||
}
|
||
else{
|
||
trigger.source.gain(result.card);
|
||
trigger.source.$gain2(result.card);
|
||
}
|
||
}
|
||
},
|
||
fulu:{
|
||
enable:'chooseToUse',
|
||
filterCard:function(card){
|
||
return card.name=='sha'&&!card.nature;
|
||
},
|
||
viewAs:{name:'sha',nature:'thunder'},
|
||
ai:{
|
||
order:function(){
|
||
return lib.card.sha.ai.order+0.1;
|
||
}
|
||
}
|
||
},
|
||
canshi:{
|
||
audio:2,
|
||
trigger:{player:'phaseDrawBefore'},
|
||
check:function(event,player){
|
||
var num=0;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].hp<game.players[i].maxHp){
|
||
num++;
|
||
if(num>3) return true;
|
||
}
|
||
}
|
||
return false;
|
||
},
|
||
prompt:function(){
|
||
var num=0;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].hp<game.players[i].maxHp){
|
||
num++;
|
||
}
|
||
}
|
||
return '残蚀:是否放弃摸牌,改为摸'+get.cnNumber(num)+'张牌?';
|
||
},
|
||
content:function(){
|
||
trigger.untrigger();
|
||
trigger.finish();
|
||
var num=0;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].hp<game.players[i].maxHp){
|
||
num++;
|
||
}
|
||
}
|
||
if(num>0){
|
||
player.draw(num);
|
||
}
|
||
player.addTempSkill('canshi2','phaseAfter');
|
||
}
|
||
},
|
||
canshi2:{
|
||
trigger:{player:'useCard'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
if(player.num('he')==0) return false;
|
||
var type=get.type(event.card,'trick');
|
||
return type=='basic'||type=='trick';
|
||
},
|
||
content:function(){
|
||
game.delay(0.5);
|
||
player.chooseToDiscard(true,'he');
|
||
}
|
||
},
|
||
chouhai:{
|
||
audio:2,
|
||
trigger:{player:'damageBegin'},
|
||
forced:true,
|
||
check:function(){
|
||
return false;
|
||
},
|
||
filter:function(event,player){
|
||
return player.num('h')==0;
|
||
},
|
||
content:function(){
|
||
trigger.num++;
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player,target,current){
|
||
if(get.tag(card,'damage')&&target.num('h')==0) return [1,-2];
|
||
}
|
||
}
|
||
}
|
||
},
|
||
kunfen:{
|
||
audio:2,
|
||
trigger:{player:'phaseEnd'},
|
||
direct:true,
|
||
check:function(event,player){
|
||
if(player.hp>2) return true;
|
||
if(player.hp==2&&player.num('h')==0) return true;
|
||
return false;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
if(player.storage.kunfen||
|
||
(lib.config.mode=='guozhan'&&player.hiddenSkills.contains('kunfen'))){
|
||
player.chooseBool('是否发动【困奋】?').ai=function(){
|
||
if(player.hp>3) return true;
|
||
if(player.hp==3&&player.num('h')<3) return true;
|
||
if(player.hp==2&&player.num('h')==0) return true;
|
||
return false;
|
||
}
|
||
}
|
||
else{
|
||
event.forced=true;
|
||
}
|
||
"step 1"
|
||
if(event.forced||result.bool){
|
||
player.logSkill('kunfen');
|
||
player.loseHp();
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 2"
|
||
player.draw(2);
|
||
},
|
||
ai:{
|
||
threaten:1.5
|
||
}
|
||
},
|
||
fengliang:{
|
||
skillAnimation:true,
|
||
unique:true,
|
||
audio:2,
|
||
trigger:{player:'dying'},
|
||
priority:10,
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return !player.storage.kunfen;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.loseMaxHp();
|
||
"step 1"
|
||
if(player.hp<2){
|
||
player.recover(2-player.hp);
|
||
}
|
||
"step 2"
|
||
player.addSkill('tiaoxin');
|
||
player.storage.kunfen=true;
|
||
},
|
||
},
|
||
zhuiji:{
|
||
mod:{
|
||
globalFrom:function(from,to){
|
||
if(from.hp>to.hp) return -Infinity;
|
||
}
|
||
}
|
||
},
|
||
cihuai:{
|
||
trigger:{player:'phaseUseBegin'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return player.num('h','sha')==0;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseTarget('是否发动【刺槐】?',function(card,player,target){
|
||
return player.canUse({name:'sha'},target);
|
||
}).ai=function(target){
|
||
return ai.get.effect(target,{name:'sha'},player,player);
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('cihuai');
|
||
player.showHandcards();
|
||
player.useCard({name:'sha'},result.targets);
|
||
}
|
||
},
|
||
ai:{
|
||
expose:0.2,
|
||
}
|
||
},
|
||
jilei:{
|
||
trigger:{player:'damageEnd'},
|
||
priority:9,
|
||
audio:2,
|
||
check:function(event,player){
|
||
return ai.get.attitude(player,event.source)<0;
|
||
},
|
||
filter:function(event){
|
||
return event&&event.source;
|
||
},
|
||
content:function(){
|
||
trigger.source.addSkill('jilei2');
|
||
},
|
||
ai:{
|
||
threaten:0.6
|
||
}
|
||
},
|
||
jilei2:{
|
||
unique:true,
|
||
trigger:{global:'phaseAfter'},
|
||
forced:true,
|
||
priority:10,
|
||
audio:2,
|
||
mod:{
|
||
cardEnabled:function(){
|
||
return false;
|
||
},
|
||
cardUsable:function(){
|
||
return false;
|
||
},
|
||
cardRespondable:function(){
|
||
return false;
|
||
},
|
||
cardSavable:function(){
|
||
return false;
|
||
}
|
||
},
|
||
content:function(){
|
||
player.removeSkill('jilei2')
|
||
},
|
||
},
|
||
danlao:{
|
||
priority:9,
|
||
audio:2,
|
||
filter:function(event,player){
|
||
return event.player!=player&&get.type(event.card)=='trick'&&event.targets&&event.targets.length>1;
|
||
},
|
||
check:function(event,player){
|
||
return get.tag(event.card,'multineg')||ai.get.effect(player,event.card,event.player,player)<=0;
|
||
},
|
||
trigger:{target:'useCardToBefore'},
|
||
content:function(){
|
||
trigger.untrigger();
|
||
trigger.finish();
|
||
player.draw();
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card){
|
||
if(get.type(card)!='trick') return;
|
||
if(card.name=='tiesuo') return [0,0];
|
||
if(card.name=='yihuajiemu') return [0,1];
|
||
if(get.tag(card,'multineg')) return [0,2];
|
||
}
|
||
}
|
||
}
|
||
},
|
||
taichen:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filterTarget:function(card,player,target){
|
||
return player.canUse('sha',target);
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.loseHp();
|
||
"step 1"
|
||
player.useCard({name:'sha'},target,false);
|
||
},
|
||
ai:{
|
||
order:1,
|
||
result:{
|
||
target:function(player,target){
|
||
if(player.hp>2&&player.hp>target.hp&&target.num('he')<4){
|
||
return ai.get.effect(target,{name:'sha'},player,target);
|
||
}
|
||
return 0;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
manjuan:{
|
||
audio:true,
|
||
trigger:{global:'discardAfter'},
|
||
filter:function(event,player){
|
||
if(event.player==player) return false;
|
||
if(!player.num('he')) return false;
|
||
for(var i=0;i<event.cards.length;i++){
|
||
if(get.position(event.cards[i])=='d'){
|
||
return true;
|
||
}
|
||
}
|
||
return false;
|
||
},
|
||
direct:true,
|
||
content:function(){
|
||
"step 0"
|
||
if(trigger.delay==false) game.delay();
|
||
"step 1"
|
||
var cards=[];
|
||
var suits=['club','spade','heart','diamond']
|
||
for(var i=0;i<trigger.cards.length;i++){
|
||
if(get.position(trigger.cards[i])=='d'){
|
||
cards.push(trigger.cards[i]);
|
||
suits.remove(get.suit(trigger.cards[i]));
|
||
}
|
||
}
|
||
if(cards.length){
|
||
var dialog;
|
||
if(event.isMine()){
|
||
dialog=ui.create.dialog('是否发动【'+get.translation(event.name)+'】?','hidden');
|
||
dialog.add(cards);
|
||
for(var i=0;i<dialog.buttons.length;i++){
|
||
dialog.buttons[i].style.opacity=1;
|
||
}
|
||
}
|
||
var maxval=0;
|
||
for(var i=0;i<cards.length;i++){
|
||
var tempval=ai.get.value(cards[i]);
|
||
if(tempval>maxval){
|
||
maxval=tempval;
|
||
}
|
||
}
|
||
maxval+=cards.length-1;
|
||
var next=player.chooseToDiscard('he',{suit:suits},dialog);
|
||
next.ai=function(card){
|
||
return maxval-ai.get.value(card);
|
||
};
|
||
next.logSkill=event.name;
|
||
event.cards=cards;
|
||
}
|
||
"step 2"
|
||
if(result.bool){
|
||
game.log(player,'获得了',event.cards);
|
||
player.gain(event.cards,'gain2');
|
||
}
|
||
},
|
||
ai:{
|
||
threaten:1.3
|
||
}
|
||
},
|
||
zuixiang:{
|
||
skillAnimation:true,
|
||
audio:true,
|
||
unique:true,
|
||
mark:true,
|
||
trigger:{player:'phaseBegin'},
|
||
priority:10,
|
||
filter:function(event,player){
|
||
if(player.storage.zuixiang) return false;
|
||
return true;
|
||
},
|
||
check:function(event,player){
|
||
return player.num('h')<player.hp&&player.hp==player.maxHp;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.storage.zuixiang=get.cards(3);
|
||
game.addVideo('storage',player,['zuixiang',get.cardsInfo(player.storage.zuixiang),'cards']);
|
||
player.showCards(player.storage.zuixiang);
|
||
"step 1"
|
||
var cards=player.storage.zuixiang;
|
||
if(cards[0].number==cards[1].number||
|
||
cards[0].number==cards[2].number||
|
||
cards[2].number==cards[1].number){
|
||
player.gain(player.storage.zuixiang,'draw2');
|
||
player.storage.zuixiang=[];
|
||
player.unmarkSkill('zuixiang');
|
||
delete player.storage.zuixiang2;
|
||
}
|
||
else{
|
||
player.storage.zuixiang2=[];
|
||
for(var i=0;i<cards.length;i++){
|
||
player.storage.zuixiang2.add(get.type(cards[i],'trick'));
|
||
}
|
||
}
|
||
player.storage.zuixiangtemp=true;
|
||
},
|
||
group:'zuixiang2',
|
||
intro:{
|
||
content:'cards'
|
||
},
|
||
mod:{
|
||
targetEnabled:function(card,player,target){
|
||
if(target.storage.zuixiang2&&target.storage.zuixiang2.contains(get.type(card,'trick'))){
|
||
return false;
|
||
}
|
||
},
|
||
cardEnabled:function(card,player){
|
||
if(player.storage.zuixiang2&&player.storage.zuixiang2.contains(get.type(card,'trick'))){
|
||
return false;
|
||
}
|
||
},
|
||
cardUsable:function(card,player){
|
||
if(player.storage.zuixiang2&&player.storage.zuixiang2.contains(get.type(card,'trick'))){
|
||
return false;
|
||
}
|
||
},
|
||
cardRespondable:function(card,player){
|
||
if(player.storage.zuixiang2&&player.storage.zuixiang2.contains(get.type(card,'trick'))){
|
||
return false;
|
||
}
|
||
},
|
||
cardSavable:function(card,player){
|
||
if(player.storage.zuixiang2&&player.storage.zuixiang2.contains(get.type(card,'trick'))){
|
||
return false;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
zuixiang2:{
|
||
unique:true,
|
||
trigger:{player:'phaseBegin'},
|
||
priority:9.5,
|
||
filter:function(event,player){
|
||
if(player.storage.zuixiang&&player.storage.zuixiang.length) return true;
|
||
return false;
|
||
},
|
||
forced:true,
|
||
popup:false,
|
||
content:function(){
|
||
"step 0"
|
||
if(player.storage.zuixiangtemp){
|
||
delete player.storage.zuixiangtemp;
|
||
event.finish();
|
||
}
|
||
else{
|
||
for(var i=0;i<player.storage.zuixiang.length;i++){
|
||
ui.discardPile.appendChild(player.storage.zuixiang[i]);
|
||
}
|
||
player.storage.zuixiang=get.cards(3);
|
||
game.addVideo('storage',player,['zuixiang',get.cardsInfo(player.storage.zuixiang),'cards']);
|
||
player.showCards(player.storage.zuixiang);
|
||
}
|
||
"step 1"
|
||
var cards=player.storage.zuixiang;
|
||
if(cards[0].number==cards[1].number||
|
||
cards[0].number==cards[2].number||
|
||
cards[2].number==cards[1].number){
|
||
player.gain(player.storage.zuixiang,'draw2');
|
||
player.storage.zuixiang=[];
|
||
player.unmarkSkill('zuixiang');
|
||
delete player.storage.zuixiang2;
|
||
}
|
||
else{
|
||
player.storage.zuixiang2=[];
|
||
for(var i=0;i<cards.length;i++){
|
||
player.storage.zuixiang2.add(get.type(cards[i]));
|
||
}
|
||
}
|
||
},
|
||
},
|
||
naman:{
|
||
audio:2,
|
||
trigger:{global:'respondEnd'},
|
||
filter:function(event,player){
|
||
if(event.card.name!='sha') return false;
|
||
if(event.player==player) return false;
|
||
if(event.cards){
|
||
for(var i=0;i<event.cards.length;i++){
|
||
if(get.position(event.cards[i])=='d') return true;
|
||
}
|
||
}
|
||
return false;
|
||
},
|
||
frequent:true,
|
||
content:function(){
|
||
var cards=trigger.cards.slice(0);
|
||
for(var i=0;i<cards.length;i++){
|
||
if(get.position(cards[i])!='d'){
|
||
cards.splice(i--,1);
|
||
}
|
||
}
|
||
game.delay(0.5);
|
||
player.gain(cards,'gain2');
|
||
},
|
||
},
|
||
xiemu:{
|
||
audio:2,
|
||
trigger:{target:'useCardToBegin'},
|
||
filter:function(event,player){
|
||
if(get.color(event.card)!='black') return false;
|
||
if(!event.player) return false;
|
||
if(event.player==player) return false;
|
||
return player.num('h','sha')>0;
|
||
},
|
||
direct:true,
|
||
content:function(){
|
||
"step 0"
|
||
var next=player.chooseToDiscard('协穆:是否弃置一张杀并摸两张牌?',{name:'sha'});
|
||
next.ai=function(card){
|
||
return 9-ai.get.value(card);
|
||
};
|
||
next.logSkill='xiemu';
|
||
"step 1"
|
||
if(result.bool){
|
||
player.draw(2);
|
||
}
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player,target){
|
||
if(get.color(card)=='black'&&target.num('h')>0){
|
||
return [1,0.5];
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
spmengjin:{
|
||
trigger:{player:'shaBegin'},
|
||
filter:function(event,player){
|
||
return event.target.num('he')>0;
|
||
},
|
||
direct:true,
|
||
content:function(){
|
||
"step 0"
|
||
var att=ai.get.attitude(player,trigger.target);
|
||
player.choosePlayerCard('是否发动【猛进】?','he',trigger.target).ai=function(button){
|
||
var val=ai.get.buttonValue(button);
|
||
if(att>0) return -val;
|
||
return val;
|
||
};
|
||
"step 1"
|
||
if(result.bool){
|
||
trigger.target.discard(result.links);
|
||
player.logSkill('spmengjin',trigger.target);
|
||
trigger.target.addTempSkill('mengjin2','shaAfter');
|
||
}
|
||
},
|
||
ai:{
|
||
expose:0.2
|
||
}
|
||
},
|
||
fenxun:{
|
||
audio:2,
|
||
trigger:{player:'shaBefore'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return event.targets.length==1;
|
||
},
|
||
position:'he',
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseCardTarget({
|
||
filterCard:true,
|
||
filterTarget:function(card,player,target){
|
||
return lib.filter.targetEnabled(trigger.card,player,target)&&target!=trigger.targets[0];
|
||
},
|
||
ai1:function(card){
|
||
return 6-ai.get.value(card);
|
||
},
|
||
ai2:function(target){
|
||
return ai.get.effect(target,trigger.card,player,player);
|
||
},
|
||
prompt:'是否发动【奋迅】?'
|
||
});
|
||
"step 1"
|
||
if(result.bool){
|
||
player.discard(result.cards);
|
||
trigger.targets.push(result.targets[0]);
|
||
player.logSkill('fenxun',result.targets);
|
||
}
|
||
}
|
||
},
|
||
zhoufu:{
|
||
audio:2,
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filterCard:true,
|
||
filterTarget:function(card,player,target){
|
||
return player!=target&&!target.skills.contains('zhoufu2');
|
||
},
|
||
prepare:function(cards,player){
|
||
player.$throw(cards);
|
||
},
|
||
discard:false,
|
||
content:function(){
|
||
target.$gain2(cards);
|
||
target.storage.zhoufu2=cards[0];
|
||
target.addSkill('zhoufu2');
|
||
target.storage.zhoufu3=player;
|
||
ui.special.appendChild(cards[0]);
|
||
game.addVideo('storage',target,['zhoufu2',get.cardInfo(cards[0]),'card']);
|
||
},
|
||
check:function(card){
|
||
return 3-ai.get.value(card)
|
||
},
|
||
ai:{
|
||
expose:0.1,
|
||
order:1,
|
||
result:{
|
||
player:1
|
||
}
|
||
}
|
||
},
|
||
zhoufu2:{
|
||
trigger:{player:'judge'},
|
||
forced:true,
|
||
priority:10,
|
||
mark:'card',
|
||
content:function(){
|
||
"step 0"
|
||
ui.discardPile.appendChild(player.storage.zhoufu2);
|
||
player.$throw(player.storage.zhoufu2);
|
||
if(player.storage.zhoufu3.isAlive()&&player.storage.zhoufu3.skills.contains('yingbin')){
|
||
player.logSkill('yingbin');
|
||
player.storage.zhoufu3.draw(2);
|
||
}
|
||
else{
|
||
game.delay(1.5);
|
||
}
|
||
"step 1"
|
||
player.judging[0]=player.storage.zhoufu2;
|
||
trigger.position.appendChild(player.storage.zhoufu2);
|
||
// trigger.untrigger();
|
||
game.log(player,'的判定牌改为',player.storage.zhoufu2);
|
||
player.removeSkill('zhoufu2');
|
||
delete player.storage.zhoufu2;
|
||
delete player.storage.zhoufu3;
|
||
},
|
||
intro:{
|
||
content:'card'
|
||
},
|
||
group:'zhoufu3'
|
||
},
|
||
zhoufu3:{
|
||
trigger:{player:'phaseEnd'},
|
||
forced:true,
|
||
content:function(){
|
||
if(player.storage.zhoufu2){
|
||
player.unmark(player.storage.zhoufu2.name);
|
||
if(player.storage.zhoufu3.isAlive()){
|
||
player.storage.zhoufu3.gain(player.storage.zhoufu2);
|
||
player.$give(player.storage.zhoufu2,player.storage.zhoufu3);
|
||
game.delay();
|
||
}
|
||
else{
|
||
ui.discardPile.appendChild(player.storage.zhoufu2);
|
||
}
|
||
}
|
||
player.removeSkill('zhoufu2');
|
||
delete player.storage.zhoufu2;
|
||
delete player.storage.zhoufu3;
|
||
},
|
||
},
|
||
yingbin:{
|
||
audio:2,
|
||
},
|
||
kuiwei:{
|
||
audio:2,
|
||
trigger:{player:'phaseEnd'},
|
||
check:function(event,player){
|
||
if(player.isTurnedOver()) return true;
|
||
var num=0;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].get('e','1')) num++;
|
||
}
|
||
return num>1;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.turnOver();
|
||
"step 1"
|
||
var num=0;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].get('e','1')) num++;
|
||
}
|
||
player.draw(2+num);
|
||
player.addSkill('kuiwei2');
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card){
|
||
if(card.name=='guiyoujie') return [0,2];
|
||
}
|
||
}
|
||
}
|
||
},
|
||
kuiwei2:{
|
||
trigger:{player:'phaseDrawBegin'},
|
||
forced:true,
|
||
audio:false,
|
||
content:function(){
|
||
var num=0;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].get('e','1')) num++;
|
||
}
|
||
if(num>=player.num('he')){
|
||
player.discard(player.get('he'));
|
||
}
|
||
else if(num){
|
||
player.chooseToDiscard(num,true);
|
||
}
|
||
player.removeSkill('kuiwei2');
|
||
}
|
||
},
|
||
yanzheng:{
|
||
enable:'chooseToUse',
|
||
audio:2,
|
||
filter:function(event,player){
|
||
return player.hp<player.num('h')&&player.num('e')>0;
|
||
},
|
||
viewAsFilter:function(player){
|
||
return player.hp<player.num('h')&&player.num('e')>0;
|
||
},
|
||
filterCard:true,
|
||
position:'e',
|
||
viewAs:{name:'wuxie'},
|
||
prompt:'将一张装备区内的牌当无懈可击使用',
|
||
check:function(card){return 8-ai.get.equipValue(card)},
|
||
threaten:1.2
|
||
},
|
||
tongji:{
|
||
global:'tongji_disable',
|
||
unique:true,
|
||
gainnable:true,
|
||
subSkill:{
|
||
disable:{
|
||
mod:{
|
||
targetEnabled:function(card,player,target){
|
||
if(player.skills.contains('tongji')) return;
|
||
if(card.name=='sha'){
|
||
if(target.skills.contains('tongji')) return;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].skills.contains('tongji')){
|
||
if(game.players[i].hp<game.players[i].num('h')&&
|
||
get.distance(player,game.players[i],'attack')<=1){
|
||
return false;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
wangzun:{
|
||
audio:2,
|
||
trigger:{global:'phaseBegin'},
|
||
check:function(event,player){
|
||
var att=ai.get.attitude(player,event.player);
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(ai.get.attitude(player,game.players[i])<att) return false;
|
||
}
|
||
return true;
|
||
},
|
||
filter:function(event,player){
|
||
return event.player!=player&&!player.storage.wangzun;
|
||
},
|
||
prompt:function(event,player){
|
||
return '是否对'+get.translation(event.player)+'发动【妄尊】?';
|
||
},
|
||
content:function(){
|
||
player.draw();
|
||
player.markSkill('wangzun');
|
||
player.storage.wangzun=trigger.player;
|
||
trigger.player.addTempSkill('wangzun3','phaseAfter');
|
||
},
|
||
ai:{
|
||
expose:0.2
|
||
},
|
||
intro:{
|
||
content:'player'
|
||
},
|
||
group:'wangzun2'
|
||
},
|
||
wangzun2:{
|
||
trigger:{player:'phaseBegin'},
|
||
forced:true,
|
||
popup:false,
|
||
silent:true,
|
||
content:function(){
|
||
player.unmarkSkill('wangzun');
|
||
player.storage.wangzun=null;
|
||
}
|
||
},
|
||
wangzun3:{
|
||
mod:{
|
||
maxHandcard:function(player,num){
|
||
return num-1;
|
||
}
|
||
}
|
||
},
|
||
kaikang:{
|
||
audio:2,
|
||
trigger:{global:'shaBegin'},
|
||
filter:function(event,player){
|
||
return get.distance(player,event.target)<=1;
|
||
},
|
||
check:function(event,player){
|
||
return ai.get.attitude(player,event.target)>=0;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.draw();
|
||
if(trigger.target!=player){
|
||
player.chooseCard(true,'he','交给'+get.translation(trigger.target)+'一张牌').ai=function(card){
|
||
if(card.name=='shan') return 1;
|
||
};
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 1"
|
||
trigger.target.gain(result.cards);
|
||
player.$give(result.cards,trigger.target);
|
||
game.delay();
|
||
event.card=result.cards[0];
|
||
if(get.type(event.card)!='equip') event.finish();
|
||
"step 2"
|
||
if(!trigger.target.isMin()){
|
||
trigger.target.chooseBool('是否装备'+get.translation(event.card)+'?').ai=function(){
|
||
var current=trigger.target.get('e',{subtype:get.subtype(event.card)});
|
||
if(current&¤t.length){
|
||
return ai.get.equipValue(event.card)>ai.get.equipValue(current[0]);
|
||
}
|
||
return true;
|
||
};
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 3"
|
||
if(result.bool){
|
||
trigger.target.equip(event.card);
|
||
}
|
||
},
|
||
ai:{
|
||
threaten:1.1
|
||
}
|
||
},
|
||
liangzhu:{
|
||
audio:2,
|
||
trigger:{global:'recoverAfter'},
|
||
check:function(event,player){
|
||
return ai.get.attitude(player,event.player)>=0;
|
||
},
|
||
filter:function(event,player){
|
||
return event.player!=player&&_status.currentPhase==event.player;
|
||
},
|
||
content:function(){
|
||
game.asyncDraw([trigger.player,player]);
|
||
},
|
||
ai:{
|
||
expose:0.2
|
||
}
|
||
},
|
||
mingshi:{
|
||
audio:2,
|
||
trigger:{player:'damageBegin'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return event.source&&event.source.hp>player.hp;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
var next=player.chooseToDiscard('是否发动【名士】?',{color:'black'});
|
||
next.ai=function(card){
|
||
return 9-ai.get.value(card);
|
||
}
|
||
next.logSkill='mingshi';
|
||
"step 1"
|
||
if(result.bool){
|
||
trigger.num--;
|
||
player.logSkill('mingshi');
|
||
}
|
||
},
|
||
ai:{
|
||
threaten:0.8
|
||
}
|
||
},
|
||
lirang:{
|
||
audio:2,
|
||
trigger:{player:'discardAfter'},
|
||
filter:function(event,player){
|
||
for(var i=0;i<event.cards.length;i++){
|
||
if(get.position(event.cards[i])=='d'){
|
||
return true;
|
||
}
|
||
}
|
||
return false;
|
||
},
|
||
direct:true,
|
||
popup:false,
|
||
content:function(){
|
||
"step 0"
|
||
if(trigger.delay==false) game.delay();
|
||
"step 1"
|
||
player.chooseTarget('是否发动【礼让】?',function(card,player,target){
|
||
return player!=target
|
||
}).ai=function(target){
|
||
return ai.get.attitude(player,target);
|
||
};
|
||
"step 2"
|
||
if(result.bool){
|
||
var target=result.targets[0];
|
||
player.logSkill('lirang',target);
|
||
var cards=[];
|
||
for(var i=0;i<trigger.cards.length;i++){
|
||
if(get.position(trigger.cards[i])=='d'){
|
||
cards.push(trigger.cards[i]);
|
||
}
|
||
}
|
||
target.gain(cards);
|
||
if(event.isMine()){
|
||
target.$draw(cards);
|
||
}
|
||
else{
|
||
target.$gain2(cards);
|
||
}
|
||
if(target==game.me){
|
||
game.delay();
|
||
}
|
||
}
|
||
},
|
||
ai:{
|
||
threaten:0.9,
|
||
expose:0.1
|
||
}
|
||
},
|
||
moukui:{
|
||
trigger:{player:'shaBegin'},
|
||
direct:true,
|
||
audio:2,
|
||
content:function(){
|
||
"step 0"
|
||
var controls=['draw_card'];
|
||
if(trigger.target.num('he')){
|
||
controls.push('discard_card');
|
||
}
|
||
controls.push('cancel');
|
||
player.chooseControl(controls).ai=function(){
|
||
if(trigger.target.num('he')&&ai.get.attitude(player,trigger.target)<0){
|
||
return 'discard_card';
|
||
}
|
||
else{
|
||
return 'draw_card';
|
||
}
|
||
}
|
||
"step 1"
|
||
if(result.control=='draw_card'){
|
||
player.draw();
|
||
}
|
||
else if(result.control=='discard_card'&&trigger.target.num('he')){
|
||
player.discardPlayerCard(trigger.target,'he',true);
|
||
}
|
||
else event.finish();
|
||
"step 2"
|
||
player.logSkill('moukui',trigger.target);
|
||
player.addTempSkill('moukui2','shaEnd');
|
||
},
|
||
ai:{
|
||
expose:0.1
|
||
}
|
||
},
|
||
moukui2:{
|
||
audio:false,
|
||
trigger:{player:'shaMiss'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return player.num('he')>0;
|
||
},
|
||
content:function(){
|
||
trigger.target.discardPlayerCard(player,true);
|
||
}
|
||
},
|
||
shenxian:{
|
||
audio:2,
|
||
trigger:{global:'discardAfter'},
|
||
filter:function(event,player){
|
||
if(event.player==player||_status.currentPhase==player) return false;
|
||
if(player.skills.contains('shenxian2')) return false;
|
||
for(var i=0;i<event.cards.length;i++){
|
||
if(get.type(event.cards[i])=='basic'){
|
||
return true;
|
||
}
|
||
}
|
||
return false;
|
||
},
|
||
frequent:true,
|
||
content:function(){
|
||
"step 0"
|
||
if(trigger.delay==false) game.delay();
|
||
"step 1"
|
||
player.draw();
|
||
player.addTempSkill('shenxian2','phaseAfter');
|
||
},
|
||
ai:{
|
||
threaten:1.5
|
||
}
|
||
},
|
||
shenxian2:{},
|
||
qiangwu:{
|
||
audio:2,
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
content:function(){
|
||
"step 0"
|
||
player.judge();
|
||
"step 1"
|
||
player.storage.qiangwu=result.number;
|
||
},
|
||
ai:{
|
||
result:{
|
||
player:1
|
||
},
|
||
order:11
|
||
},
|
||
mod:{
|
||
targetInRange:function(card,player){
|
||
if(_status.currentPhase==player&&card.name=='sha'&&card.number<player.storage.qiangwu) return true;
|
||
},
|
||
cardUsable:function(card,player){
|
||
if(_status.currentPhase==player&&card.name=='sha'&&card.number>player.storage.qiangwu) return Infinity;
|
||
}
|
||
},
|
||
group:['qiangwu2','qiangwu3']
|
||
},
|
||
qiangwu2:{
|
||
trigger:{player:'phaseUseBegin'},
|
||
forced:true,
|
||
popup:false,
|
||
content:function(){
|
||
delete player.storage.qiangwu;
|
||
}
|
||
},
|
||
qiangwu3:{
|
||
trigger:{player:'useCard'},
|
||
filter:function(event,player){
|
||
if(_status.currentPhase==player&&event.card.name=='sha'&&
|
||
event.card.number>player.storage.qiangwu) return true;
|
||
return false;
|
||
},
|
||
forced:true,
|
||
popup:false,
|
||
content:function(){
|
||
if(player.stat[player.stat.length-1].card.sha>0){
|
||
player.stat[player.stat.length-1].card.sha--;
|
||
}
|
||
},
|
||
},
|
||
zhendu:{
|
||
audio:2,
|
||
trigger:{global:'phaseUseBegin'},
|
||
filter:function(event,player){
|
||
return event.player!=player&&player.num('h')>0;
|
||
},
|
||
direct:true,
|
||
content:function(){
|
||
"step 0"
|
||
var nono=(Math.abs(ai.get.attitude(player,trigger.player))<3);
|
||
var next=player.chooseToDiscard('是否对'+get.translation(trigger.player)+'发动【鸩毒】?');
|
||
next.ai=function(card){
|
||
if(nono) return -1;
|
||
if(ai.get.damageEffect(trigger.player,player,player)>0){
|
||
return 7-ai.get.useful(card);
|
||
}
|
||
return -1;
|
||
}
|
||
next.logSkill=['zhendu',trigger.player];
|
||
"step 1"
|
||
if(result.bool){
|
||
trigger.player.damage();
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 2"
|
||
trigger.player.useCard({name:'jiu'},trigger.player);
|
||
},
|
||
ai:{
|
||
threaten:2,
|
||
expose:0.3
|
||
}
|
||
},
|
||
qiluan:{
|
||
trigger:{source:'dieAfter'},
|
||
forced:true,
|
||
priority:-10,
|
||
silent:true,
|
||
popup:false,
|
||
filter:function(event){
|
||
return _status.currentPhase!=event.player;
|
||
},
|
||
content:function(){
|
||
player.storage.qiluan=true;
|
||
},
|
||
group:['qiluan2','qiluan3']
|
||
},
|
||
qiluan2:{
|
||
audio:2,
|
||
trigger:{global:'phaseAfter'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return player.storage.qiluan?true:false;
|
||
},
|
||
content:function(){
|
||
player.draw(3);
|
||
player.storage.qiluan=false;
|
||
}
|
||
},
|
||
qiluan3:{
|
||
trigger:{source:'dieAfter'},
|
||
forced:true,
|
||
priority:-10,
|
||
filter:function(event){
|
||
return _status.currentPhase==event.player;
|
||
},
|
||
content:function(){
|
||
player.draw(3);
|
||
},
|
||
},
|
||
shangyi:{
|
||
audio:2,
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filterTarget:function(card,player,target){
|
||
return player!=target&&target.num('h');
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseCardButton(target,target.get('h')).filterButton=function(button){
|
||
return get.color(button.link)=='black';
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
target.discard(result.links[0]);
|
||
}
|
||
},
|
||
ai:{
|
||
order:11,
|
||
result:{
|
||
target:function(player,target){
|
||
return -target.num('h');
|
||
}
|
||
},
|
||
threaten:1.1
|
||
},
|
||
},
|
||
shengxi:{
|
||
trigger:{player:'phaseDiscardBegin'},
|
||
frequent:true,
|
||
filter:function(event,player){
|
||
return !player.getStat('damage');
|
||
},
|
||
content:function(){
|
||
player.draw(2);
|
||
},
|
||
// audio:2,
|
||
},
|
||
shoucheng:{
|
||
trigger:{global:'loseEnd'},
|
||
audio:2,
|
||
check:function(event,player){
|
||
return ai.get.attitude(player,event.player)>0;
|
||
},
|
||
filter:function(event,player){
|
||
if(event.player.num('h')) return false;
|
||
if(_status.currentPhase==event.player) return false;
|
||
for(var i=0;i<event.cards.length;i++){
|
||
if(event.cards[i].original=='h') return true;
|
||
}
|
||
return false;
|
||
},
|
||
content:function(){
|
||
trigger.player.draw();
|
||
},
|
||
ai:{
|
||
threaten:1.3,
|
||
expose:0.2
|
||
}
|
||
},
|
||
hengzheng:{
|
||
audio:2,
|
||
trigger:{player:'phaseDrawBefore'},
|
||
filter:function(event,player){
|
||
return player.hp==1||player.num('h')==0;
|
||
},
|
||
check:function(event,player){
|
||
var num=0;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].num('he')&&game.players[i]!=player&&
|
||
ai.get.attitude(player,game.players[i])<=0){
|
||
num++;
|
||
}
|
||
if(game.players[i].num('j')&&game.players[i]!=player&&
|
||
ai.get.attitude(player,game.players[i])>0){
|
||
num+=2;
|
||
}
|
||
if(num>1) return true;
|
||
}
|
||
return false;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
var targets=game.players.slice(0);
|
||
targets.remove(player);
|
||
targets.sort(lib.sort.seat);
|
||
event.targets=targets;
|
||
event.num=0;
|
||
trigger.untrigger();
|
||
trigger.finish();
|
||
"step 1"
|
||
if(num<event.targets.length){
|
||
if(event.targets[num].num('hej')){
|
||
player.gainPlayerCard(event.targets[num],'hej',true);
|
||
}
|
||
event.num++;
|
||
event.redo();
|
||
}
|
||
},
|
||
ai:{
|
||
threaten:function(player,target){
|
||
if(target.hp==1) return 2.5;
|
||
return 1;
|
||
},
|
||
}
|
||
},
|
||
yongjue:{
|
||
audio:2,
|
||
trigger:{global:'useCardEnd'},
|
||
filter:function(event,player){
|
||
if(event.card.name!='sha') return false;
|
||
if(event.player==player) return false;
|
||
if(event.targets.contains(player)) return false;
|
||
if(player.tempSkills.yongjue2) return false;
|
||
if(event.cards){
|
||
for(var i=0;i<event.cards.length;i++){
|
||
if(get.position(event.cards[i])=='d') return true;
|
||
}
|
||
}
|
||
return false;
|
||
},
|
||
frequent:true,
|
||
content:function(){
|
||
var cards=trigger.cards.slice(0);
|
||
for(var i=0;i<cards.length;i++){
|
||
if(get.position(cards[i])!='d'){
|
||
cards.splice(i--,1);
|
||
}
|
||
}
|
||
player.gain(cards,'gain2');
|
||
player.addTempSkill('yongjue2','phaseAfter');
|
||
},
|
||
},
|
||
yongjue2:{},
|
||
guixiu:{
|
||
audio:2,
|
||
trigger:{target:'shaBegin'},
|
||
frequent:true,
|
||
filter:function(event,player){
|
||
return player.num('h')<player.hp;
|
||
},
|
||
content:function(){
|
||
player.draw();
|
||
}
|
||
},
|
||
cunsi:{
|
||
skillAnimation:true,
|
||
audio:2,
|
||
unique:true,
|
||
enable:'phaseUse',
|
||
mark:true,
|
||
filter:function(event,player){
|
||
return !player.storage.cunsi&&player.num('h')&&!player.isTurnedOver();
|
||
},
|
||
init:function(player){
|
||
player.storage.cunsi=false;
|
||
},
|
||
filterTarget:function(card,player,target){
|
||
return player!=target&&target.sex=='male';
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.unmarkSkill('cunsi');
|
||
var cards=player.get('h');
|
||
target.gain(cards);
|
||
player.$give(cards.length,target);
|
||
player.storage.cunsi=true;
|
||
game.delay();
|
||
target.addSkill('yongjue');
|
||
target.marks.yongjue=target.markCharacter(player,{
|
||
name:'存嗣',
|
||
content:'$<div><div class="skill">【勇决】</div><div>每当其他角色于回合内使用一张杀,若目标不是你,你可以获得之(每回合最多能以此法获得一张杀)</div></div>'
|
||
})
|
||
game.addVideo('markCharacter',target,{
|
||
name:'存嗣',
|
||
content:'$<div><div class="skill">【勇决】</div><div>每当其他角色于回合内使用一张杀,若目标不是你,你可以获得之(每回合最多能以此法获得一张杀)',
|
||
id:'yongjue',
|
||
target:player.dataset.position
|
||
});
|
||
"step 1"
|
||
player.turnOver();
|
||
player.removeSkill('guixiu');
|
||
},
|
||
intro:{
|
||
content:'limited'
|
||
},
|
||
ai:{
|
||
order:4,
|
||
result:{
|
||
target:function(player,target){
|
||
if(target.isMin()) return 0;
|
||
if(player.hp>1){
|
||
if(game.phaseNumber<game.players.length) return 0;
|
||
if(target.hp==1&&target.maxHp>2) return 0;
|
||
if(ai.get.attitude(player,target)<5) return 0;
|
||
}
|
||
if(ai.get.attitude(player,target)<5) return 0;
|
||
if(target.hp==1&&target.maxHp>2) return 0.2;
|
||
if(target==game.me) return 1.2;
|
||
return 1;
|
||
}
|
||
},
|
||
expose:0.5,
|
||
threaten:1.5
|
||
}
|
||
},
|
||
fenming:{
|
||
audio:2,
|
||
trigger:{player:'phaseEnd'},
|
||
check:function(event,player){
|
||
var num=0;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].isLinked()&&game.players[i].num('he')){
|
||
num+=ai.get.attitude(player,game.players[i]);
|
||
}
|
||
}
|
||
return num<0;
|
||
},
|
||
filter:function(event,player){
|
||
return player.isLinked();
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
event.targets=[];
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].isLinked()&&game.players[i].num('he')){
|
||
event.targets.push(game.players[i]);
|
||
}
|
||
}
|
||
event.num=0;
|
||
event.targets.sort(lib.sort.seat);
|
||
"step 1"
|
||
if(event.num<event.targets.length){
|
||
var target=event.targets[event.num];
|
||
if(player==target){
|
||
player.chooseToDiscard(true,'he');
|
||
}
|
||
else{
|
||
player.discardPlayerCard(true,'he',target);
|
||
}
|
||
event.num++;
|
||
event.redo();
|
||
}
|
||
}
|
||
},
|
||
duanxie:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
audio:2,
|
||
filterTarget:function(card,player,target){
|
||
return player!=target&&!target.isLinked();
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
if(!target.isLinked()) target.link();
|
||
"step 1"
|
||
if(!player.isLinked()) player.link();
|
||
},
|
||
ai:{
|
||
result:{
|
||
target:-1,
|
||
player:function(player){
|
||
return player.isLinked()?0:-0.8;
|
||
}
|
||
},
|
||
order:2,
|
||
expose:0.3,
|
||
effect:{
|
||
target:function(card){
|
||
if(card.name=='tiesuo'){
|
||
return 0.5;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
xiaoguo:{
|
||
audio:2,
|
||
trigger:{global:'phaseEnd'},
|
||
check:function(event,player){
|
||
return ai.get.damageEffect(event.player,player,player)>0;
|
||
},
|
||
filter:function(event,player){
|
||
return event.player!=player&&player.num('h',{type:'basic'});
|
||
},
|
||
direct:true,
|
||
content:function(){
|
||
"step 0"
|
||
var nono=(Math.abs(ai.get.attitude(player,trigger.player))<3);
|
||
var next=player.chooseToDiscard('是否发动【骁果】?',{type:'basic'});
|
||
next.ai=function(card){
|
||
if(nono) return 0;
|
||
if(ai.get.damageEffect(trigger.player,player,player)>0){
|
||
return 8-ai.get.useful(card);
|
||
}
|
||
return 0;
|
||
}
|
||
next.logSkill=['xiaoguo',trigger.player];
|
||
"step 1"
|
||
if(result.bool){
|
||
var nono=(ai.get.damageEffect(trigger.player,player,trigger.player)>=0);
|
||
trigger.player.chooseToDiscard('he',{type:'equip'}).ai=function(card){
|
||
if(nono){
|
||
return 0;
|
||
}
|
||
if(trigger.player.hp==1) return 10-ai.get.value(card);
|
||
return 9-ai.get.value(card);
|
||
}
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 2"
|
||
if(result.bool){
|
||
player.draw();
|
||
}
|
||
else{
|
||
trigger.player.damage();
|
||
}
|
||
},
|
||
ai:{
|
||
expose:0.3,
|
||
threaten:1.3
|
||
}
|
||
},
|
||
suishi:{
|
||
trigger:{global:'dying'},
|
||
forced:true,
|
||
popup:false,
|
||
priority:6,
|
||
filter:function(event,player){
|
||
return event.player!=player&&event.parent.name=='damage'&&event.parent.source&&event.parent.source!=event.player;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var str;
|
||
if(trigger.parent.source==player){
|
||
str='随势:是否摸一张牌?';
|
||
}
|
||
else{
|
||
str='随势:是否令'+get.translation(player)+'摸一张牌?'
|
||
}
|
||
trigger.parent.source.chooseBool(str).ai=function(){
|
||
return ai.get.attitude(trigger.parent.source,player)>0;
|
||
};
|
||
'step 1'
|
||
if(result.bool){
|
||
player.logSkill('suishi');
|
||
trigger.parent.source.line(player,'green');
|
||
player.draw();
|
||
}
|
||
},
|
||
group:'suishi2'
|
||
},
|
||
suishi2:{
|
||
trigger:{global:'dieAfter'},
|
||
forced:true,
|
||
popup:false,
|
||
check:function(){
|
||
return false;
|
||
},
|
||
filter:function(event,player){
|
||
return event.player!=player&&event.source&&event.source!=player&&event.source!=event.player;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var str;
|
||
if(trigger.source==player){
|
||
str='随势:是否流失一点体力?';
|
||
}
|
||
else{
|
||
str='随势:是否令'+get.translation(player)+'流失一点体力?'
|
||
}
|
||
trigger.source.chooseBool(str).ai=function(){
|
||
return ai.get.attitude(trigger.source,player)<0;
|
||
};
|
||
'step 1'
|
||
if(result.bool){
|
||
player.logSkill('suishi');
|
||
trigger.source.line(player,'green');
|
||
player.loseHp();
|
||
}
|
||
},
|
||
},
|
||
sijian:{
|
||
trigger:{player:'loseEnd'},
|
||
direct:true,
|
||
audio:2,
|
||
filter:function(event,player){
|
||
if(player.num('h')) return false;
|
||
for(var i=0;i<event.cards.length;i++){
|
||
if(event.cards[i].original=='h') return true;
|
||
}
|
||
return false;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseTarget('是否发动【死谏】?',function(card,player,target){
|
||
return player!=target&&target.num('he')>0;
|
||
}).ai=function(target){
|
||
return -ai.get.attitude(player,target);
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('sijian');
|
||
event.target=result.targets[0];
|
||
player.discardPlayerCard(event.target,true);
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
},
|
||
ai:{
|
||
expose:0.2,
|
||
}
|
||
},
|
||
quji:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
position:'he',
|
||
filterCard:true,
|
||
selectCard:function(){
|
||
var player=_status.event.player;
|
||
var num=0;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].hp<game.players[i].maxHp){
|
||
num++;
|
||
}
|
||
}
|
||
return [1,Math.min(num,player.maxHp-player.hp)];
|
||
},
|
||
filterTarget:function(card,player,target){
|
||
return target.hp<target.maxHp;
|
||
},
|
||
filter:function(event,player){
|
||
return player.hp<player.maxHp;
|
||
},
|
||
selectTarget:function(){
|
||
return ui.selected.cards.length;
|
||
},
|
||
check:function(card){
|
||
if(get.color(card)=='black') return -1;
|
||
return 9-ai.get.value(card);
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
target.recover();
|
||
"step 1"
|
||
if(target==player){
|
||
for(var i=0;i<cards.length;i++){
|
||
if(get.color(cards[i])=='black'){
|
||
player.loseHp();
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
ai:{
|
||
result:{
|
||
target:1
|
||
},
|
||
order:6
|
||
}
|
||
},
|
||
junbing2:{
|
||
trigger:{player:'phaseEnd'},
|
||
filter:function(event,player){
|
||
if(player.skills.contains('junbing')||player.num('h')>1) return false;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].skills.contains('junbing')){
|
||
return true;
|
||
}
|
||
}
|
||
return false;
|
||
},
|
||
check:function(event,player){
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].skills.contains('junbing')){
|
||
var num=game.players[i].num('h');
|
||
var att=ai.get.attitude(player,game.players[i]);
|
||
if(num==0) return true;
|
||
if(num==1) return att>-1;
|
||
if(num==2) return att>0;
|
||
return att>1;
|
||
}
|
||
}
|
||
return false;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.draw();
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].skills.contains('junbing')){
|
||
event.target=game.players[i];break;
|
||
}
|
||
}
|
||
"step 1"
|
||
var cards=player.get('h');
|
||
target.gain(cards);
|
||
event.num=cards.length;
|
||
player.$give(event.num,target);
|
||
game.delay();
|
||
"step 2"
|
||
target.chooseCard('选择还给'+get.translation(player)+'的牌',true,event.num);
|
||
if(target==game.me&&_status.auto) game.delay(0.2);
|
||
"step 3"
|
||
player.gain(result.cards);
|
||
target.$give(result.cards.length,player);
|
||
game.delay();
|
||
}
|
||
},
|
||
junbing:{
|
||
global:'junbing2',
|
||
unique:true
|
||
},
|
||
xiongyi:{
|
||
skillAnimation:true,
|
||
unique:true,
|
||
enable:'phaseUse',
|
||
audio:2,
|
||
mark:true,
|
||
filter:function(event,player){
|
||
return !player.storage.xiongyi;
|
||
},
|
||
init:function(player){
|
||
player.storage.xiongyi=false;
|
||
},
|
||
filterTarget:function(card,player,target){
|
||
if(_status.auto||player!=game.me){
|
||
if(ai.get.attitude(player,target)<=0) return false;
|
||
}
|
||
return player!=target;
|
||
},
|
||
multitarget:true,
|
||
multiline:true,
|
||
selectTarget:[0,2],
|
||
content:function(){
|
||
"step 0"
|
||
player.storage.xiongyi=true;
|
||
player.unmarkSkill('xiongyi');
|
||
game.asyncDraw([player].concat(targets),3);
|
||
"step 1"
|
||
if(targets.length<=1){
|
||
player.recover();
|
||
}
|
||
},
|
||
intro:{
|
||
content:'limited'
|
||
},
|
||
ai:{
|
||
order:1,
|
||
result:{
|
||
player:function(player){
|
||
var num=player.num('h');
|
||
if(player.hp==1) return 1;
|
||
if(player.hp==2&&num<=1) return 1;
|
||
if(player.hp==3&&num==0) return 1;
|
||
if(player.hp>=3&&num>=3) return -10;
|
||
if(lib.config.mode=='identity'||lib.config.mode=='guozhan'){
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(lib.config.mode=='identity'){
|
||
if(game.players[i].ai.shown<=0) return -10;
|
||
}
|
||
else if(lib.config.mode=='guozhan'){
|
||
if(game.players[i].identity=='unknown') return -10;
|
||
}
|
||
}
|
||
}
|
||
if(game.phaseNumber<game.players.length*2) return -10;
|
||
return 1;
|
||
},
|
||
target:1
|
||
}
|
||
}
|
||
},
|
||
shushen:{
|
||
audio:2,
|
||
trigger:{player:'recoverAfter'},
|
||
direct:true,
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseTarget('是否发动【淑慎】?',function(card,player,target){
|
||
return target!=player;
|
||
}).ai=function(target){
|
||
return ai.get.attitude(player,target);
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('shushen');
|
||
event.target=result.targets[0];
|
||
if(event.target.hp==event.target.maxHp){
|
||
event.target.draw(2);
|
||
event.finish();
|
||
}
|
||
else{
|
||
event.target.chooseControl('draw_card','recover_hp',function(event,target){
|
||
if(target.hp>=2||target.hp>=target.maxHp-1) return 'draw_card';
|
||
if(target.hp==2&&target.num('h')==0) return 'draw_card';
|
||
return 'recover_hp';
|
||
});
|
||
}
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 2"
|
||
if(result.control=='draw_card'){
|
||
target.draw(2);
|
||
}
|
||
else{
|
||
target.recover();
|
||
}
|
||
},
|
||
ai:{
|
||
threaten:0.8,
|
||
expose:0.1
|
||
}
|
||
},
|
||
shenzhi:{
|
||
audio:2,
|
||
trigger:{player:'phaseBegin'},
|
||
check:function(event,player){
|
||
if(player.hp>2) return false;
|
||
var cards=player.get('h');
|
||
if(cards.length<player.hp) return false;
|
||
if(cards.length>3) return false;
|
||
for(var i=0;i<cards.length;i++){
|
||
if(ai.get.value(cards[i])>7||get.tag(cards[i],'recover')>=1) return false;
|
||
}
|
||
return true;
|
||
},
|
||
filter:function(event,player){
|
||
return player.num('h')>0;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
var cards=player.get('h');
|
||
event.bool=cards.length>=player.hp;
|
||
player.discard(cards);
|
||
"step 1"
|
||
if(event.bool){
|
||
player.recover();
|
||
}
|
||
}
|
||
},
|
||
wuji:{
|
||
skillAnimation:true,
|
||
audio:2,
|
||
trigger:{player:'phaseEnd'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return player.getStat('damage')>=3&&player.skills.contains('huxiao');
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.removeSkill('huxiao');
|
||
player.gainMaxHp();
|
||
"step 1"
|
||
player.recover();
|
||
}
|
||
},
|
||
xueji:{
|
||
audio:2,
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filter:function(event,player){
|
||
return player.hp<player.maxHp&&player.num('he',{color:'red'})>0;
|
||
},
|
||
filterTarget:function(card,player,target){
|
||
return player!=target&&get.distance(player,target,'attack')<=1;
|
||
},
|
||
selectTarget:function(){
|
||
return [1,_status.event.player.maxHp-_status.event.player.hp];
|
||
},
|
||
position:'he',
|
||
filterCard:function(card){
|
||
return get.color(card)=='red';
|
||
},
|
||
check:function(card){
|
||
return 8-ai.get.useful(card);
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
target.damage();
|
||
"step 1"
|
||
target.draw();
|
||
},
|
||
ai:{
|
||
order:7,
|
||
result:{
|
||
target:function(player,target){
|
||
return ai.get.damageEffect(target,player);
|
||
}
|
||
},
|
||
threaten:function(player,target){
|
||
if(target.hp==1) return 2;
|
||
if(target.hp==2) return 1.5;
|
||
return 0.5;
|
||
},
|
||
maixie:true,
|
||
effect:{
|
||
target:function(card,player,target){
|
||
if(get.tag(card,'damage')){
|
||
if(target.hp==target.maxHp&&target.hasFriend()) return [0,1];
|
||
}
|
||
if(get.tag(card,'recover')&&player.hp>=player.maxHp-1) return [0,0];
|
||
}
|
||
}
|
||
}
|
||
},
|
||
huxiao:{
|
||
audio:2,
|
||
trigger:{player:'shaMiss'},
|
||
forced:true,
|
||
content:function(){
|
||
player.storage.huxiao++;
|
||
},
|
||
check:function(event,player){
|
||
return player.num('h','sha')>0;
|
||
},
|
||
mod:{
|
||
cardUsable:function(card,player,num){
|
||
if(card.name=='sha') return num+player.storage.huxiao;
|
||
}
|
||
},
|
||
group:'huxiao2'
|
||
},
|
||
huxiao2:{
|
||
trigger:{player:'phaseUseBegin'},
|
||
forced:true,
|
||
popup:false,
|
||
silent:true,
|
||
content:function(){
|
||
player.storage.huxiao=0;
|
||
},
|
||
},
|
||
aocai:{
|
||
audio:2,
|
||
trigger:{player:'chooseToRespondBegin'},
|
||
frequent:true,
|
||
filter:function(event,player){
|
||
if(event.responded) return false;
|
||
return _status.currentPhase!==player;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
var cards=[];
|
||
if(ui.cardPile.childNodes.length<2){
|
||
var discardcards=get.cards(2);
|
||
for(var i=0;i<discardcards.length;i++){
|
||
ui.discardPile.appendChild(discardcards[i]);
|
||
}
|
||
}
|
||
for(var i=0;i<2;i++){
|
||
cards.push(ui.cardPile.childNodes[i]);
|
||
}
|
||
player.chooseCardButton('傲才:选择一张卡牌打出',cards).filterButton=function(button){
|
||
return get.type(button.link)=='basic'&&trigger.filterCard(button.link);
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
game.log(player,'傲才发动成功');
|
||
trigger.untrigger();
|
||
trigger.responded=true;
|
||
result.buttons[0].link.remove();
|
||
trigger.result={bool:true,card:result.buttons[0].link}
|
||
}
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player,target,effect){
|
||
if(get.tag(card,'respondShan')) return 0.7;
|
||
if(get.tag(card,'respondSha')) return 0.7;
|
||
}
|
||
}
|
||
},
|
||
group:'aocai2',
|
||
},
|
||
aocai2:{
|
||
enable:'chooseToUse',
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return _status.currentPhase!==player&&event.type!='wuxie'&&event.getParent().name!='_chenhuodajie';
|
||
},
|
||
delay:0,
|
||
content:function(){
|
||
"step 0"
|
||
var cards=[];
|
||
if(ui.cardPile.childNodes.length<2){
|
||
var discardcards=get.cards(2);
|
||
for(var i=0;i<discardcards.length;i++){
|
||
ui.discardPile.appendChild(discardcards[i]);
|
||
}
|
||
}
|
||
for(var i=0;i<2;i++){
|
||
cards.push(ui.cardPile.childNodes[i]);
|
||
}
|
||
var dialog=ui.create.dialog('傲才:选择一张卡牌使用',cards);
|
||
var trigger=event.parent.parent;
|
||
player.chooseButton(dialog,function(){return 1}).filterButton=function(button){
|
||
return get.type(button.link)=='basic'&&trigger.filterCard(button.link,player,trigger);
|
||
};
|
||
player.addTempSkill('aocai4',['useCardAfter','phaseAfter']);
|
||
player.popup('aocai');
|
||
"step 1"
|
||
if(result.bool){
|
||
game.log(player,'发动了傲才')
|
||
lib.skill.aocai3.viewAs=result.buttons[0].link;
|
||
event.parent.parent.backup('aocai3');
|
||
event.parent.parent.step=0;
|
||
if(event.isMine()){
|
||
event.parent.parent.openskilldialog='选择'+get.translation(result.buttons[0].link)+'的目标';
|
||
}
|
||
}
|
||
else{
|
||
event.parent.parent.step=0;
|
||
}
|
||
},
|
||
ai:{
|
||
order:11,
|
||
save:true,
|
||
result:{
|
||
player:function(player){
|
||
if(player.tempSkills.aocai4) return 0;
|
||
if(_status.dying) return ai.get.attitude(player,_status.dying);
|
||
return 1;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
aocai3:{
|
||
filterCard:function(){return false},
|
||
selectCard:-1
|
||
},
|
||
aocai4:{},
|
||
hongyuan:{
|
||
trigger:{player:'phaseDrawBegin'},
|
||
direct:true,
|
||
audio:2,
|
||
content:function(){
|
||
"step 0"
|
||
var check;
|
||
if(player.num('h')==0){
|
||
check=false;
|
||
}
|
||
else{
|
||
var i,num=0;
|
||
for(i=0;i<game.players.length;i++){
|
||
if(player!=game.players[i]){
|
||
if(ai.get.attitude(player,game.players[i])>1){
|
||
num++;
|
||
}
|
||
}
|
||
}
|
||
check=(num>=2);
|
||
}
|
||
player.chooseTarget('是否发动【弘援】?',[1,2],function(card,player,target){
|
||
return player!=target;
|
||
},
|
||
function(target){
|
||
if(!check) return 0;
|
||
return ai.get.attitude(_status.event.player,target);
|
||
});
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('hongyuan',result.targets);
|
||
// for(var i=0;i<result.targets.length;i++){
|
||
// result.targets[i].draw();
|
||
// }
|
||
game.asyncDraw(result.targets);
|
||
trigger.num--;
|
||
}
|
||
},
|
||
},
|
||
huanshi:{
|
||
audio:2,
|
||
trigger:{global:'judge'},
|
||
filter:function(event,player){
|
||
return player.num('he')>0;
|
||
},
|
||
check:function(event,player){
|
||
if(ai.get.attitude(player,event.player)<=0) return false;
|
||
var cards=player.get('he');
|
||
var judge=event.judge(event.player.judging[0]);
|
||
for(var i=0;i<cards.length;i++){
|
||
// console.log(event.judge(cards[i]),judge,ai.get.useful(cards[i]));
|
||
var judge2=event.judge(cards[i]);
|
||
if(_status.currentPhase!=player&&judge2==judge&&get.color(cards[i])=='red'&&ai.get.useful(cards[i])<5) return true;
|
||
if(judge2>judge) return true;
|
||
}
|
||
return false;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
var target=trigger.player;
|
||
var judge=trigger.judge(target.judging[0]);
|
||
var attitude=ai.get.attitude(target,player);
|
||
target.choosePlayerCard('请选择代替判定的牌','he','visible',true,player).ai=function(button){
|
||
var card=button.link;
|
||
var result=trigger.judge(card)-judge;
|
||
if(result>0){
|
||
return 20+result;
|
||
}
|
||
if(result==0){
|
||
if(_status.currentPhase==player) return 0;
|
||
if(attitude>=0){
|
||
return get.color(card)=='red'?7:0-ai.get.value(card);
|
||
}
|
||
else{
|
||
return get.color(card)=='black'?10:0+ai.get.value(card);
|
||
}
|
||
}
|
||
if(attitude>=0){
|
||
return get.color(card)=='red'?0:-10+result;
|
||
}
|
||
else{
|
||
return get.color(card)=='black'?0:-10+result;
|
||
}
|
||
};
|
||
"step 1"
|
||
if(result.bool){
|
||
event.card=result.buttons[0].link;
|
||
player.respond(event.card,'highlight');
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 2"
|
||
if(result.bool){
|
||
if(trigger.player.judging[0].clone){
|
||
trigger.player.judging[0].clone.delete();
|
||
game.addVideo('deletenode',player,get.cardsInfo([trigger.player.judging[[0]].clone]));
|
||
}
|
||
ui.discardPile.appendChild(trigger.player.judging[0]);
|
||
trigger.player.judging[0]=event.card;
|
||
game.delay(2);
|
||
}
|
||
},
|
||
ai:{
|
||
tag:{
|
||
rejudge:1,
|
||
}
|
||
}
|
||
},
|
||
mingzhe:{
|
||
audio:2,
|
||
trigger:{player:['useCardAfter','respondAfter','discardAfter']},
|
||
frequent:true,
|
||
filter:function(event,player){
|
||
if(player==_status.currentPhase) return false;
|
||
if(event.cards){
|
||
for(var i=0;i<event.cards.length;i++){
|
||
if(get.color(event.cards[i])=='red'&&
|
||
event.cards[i].original!='j') return true;
|
||
}
|
||
}
|
||
return false;
|
||
},
|
||
content:function(){
|
||
player.draw();
|
||
},
|
||
ai:{
|
||
threaten:0.7
|
||
}
|
||
},
|
||
duwu:{
|
||
audio:2,
|
||
enable:'phaseUse',
|
||
filter:function(event,player){
|
||
return player.skills.contains('duwu2')==false;
|
||
},
|
||
filterCard:true,
|
||
position:'he',
|
||
selectCard:[1,Infinity],
|
||
filterTarget:function(card,player,target){
|
||
return get.distance(player,target,'attack')<=1&&ui.selected.cards.length==target.hp;
|
||
},
|
||
check:function(card){
|
||
switch(ui.selected.cards.length){
|
||
case 0:return 7-ai.get.value(card);
|
||
case 1:return 6-ai.get.value(card);
|
||
case 2:return 3-ai.get.value(card);
|
||
default:return 0;
|
||
}
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
target.damage();
|
||
if(target.hp>1){
|
||
event.finish();
|
||
}
|
||
"step 1"
|
||
player.addSkill('duwu2');
|
||
player.loseHp();
|
||
},
|
||
ai:{
|
||
order:2,
|
||
result:{
|
||
target:function(player,target){
|
||
return ai.get.damageEffect(target,player);
|
||
}
|
||
},
|
||
threaten:1.5,
|
||
expose:0.3
|
||
}
|
||
},
|
||
duwu2:{
|
||
trigger:{player:'phaseBegin'},
|
||
forced:true,
|
||
popup:false,
|
||
audio:false,
|
||
content:function(){
|
||
player.removeSkill('duwu2');
|
||
}
|
||
},
|
||
yicong:{
|
||
mod:{
|
||
globalFrom:function(from,to,current){
|
||
if(from.hp>2) return current-1;
|
||
},
|
||
globalTo:function(from,to,current){
|
||
if(to.hp<=2) return current+1;
|
||
},
|
||
},
|
||
ai:{
|
||
threaten:0.8
|
||
}
|
||
},
|
||
yongsi:{
|
||
group:['yongsi1','yongsi2'],
|
||
ai:{
|
||
threaten:2.2
|
||
}
|
||
},
|
||
yongsi1:{
|
||
audio:2,
|
||
trigger:{player:'phaseDrawBegin'},
|
||
forced:true,
|
||
content:function(){
|
||
var list=['wei','shu','wu','qun'],num=0;
|
||
for(var i=0;i<game.players.length&&list.length;i++){
|
||
if(list.contains(game.players[i].group)){
|
||
list.remove(game.players[i].group);
|
||
num++;
|
||
}
|
||
}
|
||
trigger.num+=num;
|
||
}
|
||
},
|
||
yongsi2:{
|
||
audio:2,
|
||
trigger:{player:'phaseDiscardBegin'},
|
||
forced:true,
|
||
content:function(){
|
||
var list=['wei','shu','wu','qun'],num=0;
|
||
for(var i=0;i<game.players.length&&list.length;i++){
|
||
if(list.contains(game.players[i].group)){
|
||
list.remove(game.players[i].group);
|
||
num++;
|
||
}
|
||
}
|
||
player.chooseToDiscard(num,'he',true);
|
||
}
|
||
},
|
||
bifa:{
|
||
trigger:{player:'phaseEnd'},
|
||
direct:true,
|
||
audio:2,
|
||
filter:function(event,player){
|
||
return player.num('h')>0;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].storage.bifa){
|
||
game.players[i].addSkill('bifa2');
|
||
}
|
||
}
|
||
player.chooseCardTarget({
|
||
filterCard:true,
|
||
filterTarget:function(card,player,target){
|
||
return player!=target&&!target.storage.bifa;
|
||
},
|
||
ai1:function(card){
|
||
return 7-ai.get.value(card);
|
||
},
|
||
ai2:function(target){
|
||
var num=target.hasSkillTag('maixie')?2:0;
|
||
return -ai.get.attitude(_status.event.player,target)-num;
|
||
},
|
||
prompt:'是否发动笔伐?'
|
||
});
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('bifa',result.targets[0]);
|
||
result.targets[0].addSkill('bifa2');
|
||
result.targets[0].storage.bifa=[result.cards[0],player];
|
||
player.lose(result.cards[0],result.targets[0].node.special);
|
||
player.$give(1,result.targets[0]);
|
||
}
|
||
},
|
||
ai:{
|
||
threaten:1.7,
|
||
expose:0.3
|
||
}
|
||
},
|
||
bifa2:{
|
||
trigger:{player:'phaseBegin'},
|
||
forced:true,
|
||
mark:true,
|
||
audio:false,
|
||
content:function(){
|
||
"step 0"
|
||
if(player.storage.bifa[1].isAlive()){
|
||
player.chooseCard(get.translation(player.storage.bifa[1])+
|
||
'的笔伐牌为'+get.translation(player.storage.bifa[0]),function(card){
|
||
if(get.type(card)=='trick'||get.type(card)=='delay'){
|
||
return get.type(player.storage.bifa[0])=='trick'||
|
||
get.type(player.storage.bifa[0])=='delay'
|
||
}
|
||
else{
|
||
return get.type(card)==get.type(player.storage.bifa[0]);
|
||
}
|
||
}).ai=function(card){
|
||
return 8-ai.get.value(card);
|
||
};
|
||
}
|
||
else{
|
||
event.directfalse=true;
|
||
}
|
||
"step 1"
|
||
if(result.bool&&!event.directfalse){
|
||
player.storage.bifa[1].gain(result.cards);
|
||
player.$give(result.cards,player.storage.bifa[1]);
|
||
player.gain(player.storage.bifa[0],'draw2');
|
||
}
|
||
else{
|
||
ui.discardPile.appendChild(player.storage.bifa[0]);
|
||
game.log(player.storage.bifa[0],'进入弃牌堆');
|
||
player.$throw(player.storage.bifa[0]);
|
||
player.loseHp();
|
||
}
|
||
player.removeSkill('bifa2');
|
||
delete player.storage.bifa;
|
||
},
|
||
intro:{
|
||
name:'笔伐',
|
||
content:'已成为笔伐目标'
|
||
}
|
||
},
|
||
songci:{
|
||
audio:2,
|
||
enable:'phaseUse',
|
||
filter:function(){
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(!game.players[i].storage.songci) return true;
|
||
}
|
||
return false;
|
||
},
|
||
init:function(player){
|
||
player.storage.songci=false;
|
||
},
|
||
filterTarget:function(card,player,target){
|
||
return (!target.storage.songci&&target.num('h')!=target.hp);
|
||
},
|
||
content:function(){
|
||
if(target.num('h')>target.hp){
|
||
target.chooseToDiscard(2,'he',true);
|
||
}
|
||
else{
|
||
target.draw(2);
|
||
}
|
||
target.storage.songci=true;
|
||
target.mark('songci',{
|
||
name:'颂词',
|
||
content:'已发动'
|
||
});
|
||
game.addVideo('mark',target,{
|
||
name:'颂词',
|
||
content:'已发动',
|
||
id:'songci'
|
||
});
|
||
},
|
||
ai:{
|
||
order:7,
|
||
threaten:1.5,
|
||
expose:0.2,
|
||
result:{
|
||
target:function(player,target){
|
||
if(target.num('h')<target.hp){
|
||
if(target.num('h')<=2) return 1;
|
||
}
|
||
else if(target.num('h')>target.hp){
|
||
if(target.num('h')<=3) return -1;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
baobian:{
|
||
trigger:{player:['phaseBefore','changeHp']},
|
||
forced:true,
|
||
popup:false,
|
||
unique:true,
|
||
content:function(){
|
||
if(!player.storage.baobian){
|
||
player.storage.baobian=[];
|
||
if(player.skills.contains('tiaoxin')){
|
||
player.storage.baobian.push('tiaoxin');
|
||
}
|
||
if(player.skills.contains('paoxiao')){
|
||
player.storage.baobian.push('paoxiao');
|
||
}
|
||
if(player.skills.contains('shensu')){
|
||
player.storage.baobian.push('shensu');
|
||
}
|
||
}
|
||
if(player.storage.baobian.contains('tiaoxin')==false){
|
||
player.removeSkill('tiaoxin');
|
||
}
|
||
if(player.storage.baobian.contains('paoxiao')==false){
|
||
player.removeSkill('paoxiao');
|
||
}
|
||
if(player.storage.baobian.contains('shensu')==false){
|
||
player.removeSkill('shensu');
|
||
}
|
||
if(player.hp<=3){
|
||
player.addSkill('tiaoxin');
|
||
}
|
||
if(player.hp<=2){
|
||
player.addSkill('paoxiao');
|
||
}
|
||
if(player.hp==1){
|
||
player.addSkill('shensu');
|
||
}
|
||
},
|
||
ai:{
|
||
maixie:true,
|
||
effect:{
|
||
target:function(card,player,target){
|
||
if(get.tag(card,'damage')){
|
||
if(!target.hasFriend()) return;
|
||
if(target.hp>=4) return [0,1];
|
||
}
|
||
if(get.tag(card,'recover')&&player.hp>=player.maxHp-1) return [0,0];
|
||
}
|
||
}
|
||
}
|
||
},
|
||
chongzhen:{
|
||
group:['chongzhen1','chongzhen2'],
|
||
ai:{
|
||
mingzhi:false,
|
||
effect:{
|
||
target:function(card,player,target,current){
|
||
if(get.tag(card,'respondShan')||get.tag(card,'respondSha')){
|
||
if(ai.get.attitude(target,player)<=0){
|
||
if(current>0) return;
|
||
if(target.num('h')==0) return 1.6;
|
||
if(target.num('h')==1) return 1.2;
|
||
if(target.num('h')==2) return [0.8,0.2,0,-0.2];
|
||
return [0.4,0.7,0,-0.7];
|
||
}
|
||
}
|
||
},
|
||
},
|
||
}
|
||
},
|
||
chongzhen1:{
|
||
audio:2,
|
||
trigger:{player:'shaBefore'},
|
||
filter:function(event,player){
|
||
if(event.skill!='longdan_sha') return false;
|
||
return event.target.num('h')>0;
|
||
},
|
||
content:function(){
|
||
player.gain(trigger.target.get('h').randomGet());
|
||
trigger.target.$give(1,player);
|
||
game.delay();
|
||
}
|
||
},
|
||
chongzhen2:{
|
||
audio:2,
|
||
trigger:{player:'respond'},
|
||
filter:function(event,player){
|
||
if(event.skill!='longdan_shan'&&event.skill!='longdan_sha') return false;
|
||
return event.source&&event.source.num('h')>0;
|
||
},
|
||
content:function(){
|
||
player.gain(trigger.source.get('h').randomGet());
|
||
trigger.source.$give(1,player);
|
||
game.delay();
|
||
}
|
||
},
|
||
lihun:{
|
||
audio:2,
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filterTarget:function(card,player,target){
|
||
return player!=target&&target.sex=='male';
|
||
},
|
||
filterCard:true,
|
||
position:'he',
|
||
content:function(){
|
||
player.gain(target.get('h'));
|
||
target.$give(target.num('h'),player);
|
||
player.turnOver();
|
||
player.addSkill('lihun2');
|
||
player.storage.lihun=target;
|
||
},
|
||
check:function(card){return 8-ai.get.value(card)},
|
||
ai:{
|
||
order:10,
|
||
result:{
|
||
player:function(player){
|
||
if(player.classList.contains('turnedover')) return 10;
|
||
return 0;
|
||
},
|
||
target:function(player,target){
|
||
if(target.num('h')>target.hp) return target.hp-target.num('h');
|
||
return 0;
|
||
}
|
||
},
|
||
threaten:1.5,
|
||
effect:{
|
||
target:function(card){
|
||
if(card.name=='guiyoujie') return [0,2];
|
||
}
|
||
}
|
||
},
|
||
},
|
||
lihun2:{
|
||
trigger:{player:'phaseUseEnd'},
|
||
forced:true,
|
||
popup:false,
|
||
audio:false,
|
||
content:function(){
|
||
"step 0"
|
||
player.removeSkill('lihun2');
|
||
if(player.storage.lihun.classList.contains('dead')){
|
||
event.finish();
|
||
}
|
||
else{
|
||
player.chooseCard('he',true,player.storage.lihun.hp);
|
||
}
|
||
"step 1"
|
||
player.storage.lihun.gain(result.cards);
|
||
player.$give(result.cards.length,player.storage.lihun);
|
||
}
|
||
},
|
||
yuanhu:{
|
||
audio:3,
|
||
trigger:{player:'phaseEnd'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return player.num('he',{type:'equip'})>0;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseCardTarget({
|
||
filterCard:function(card){
|
||
return get.type(card)=='equip';
|
||
},
|
||
position:'he',
|
||
filterTarget:function(card,player,target){
|
||
return !target.get('e',get.subtype(card)[5]);
|
||
},
|
||
ai1:function(card){
|
||
return 6-ai.get.value(card);
|
||
},
|
||
ai2:function(target){
|
||
return ai.get.attitude(player,target)-3;
|
||
},
|
||
prompt:'是否发动援护?'
|
||
});
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('yuanhu',result.targets);
|
||
var thisTarget=result.targets[0];
|
||
var thisCard=result.cards[0];
|
||
thisTarget.equip(thisCard);
|
||
event.target=thisTarget;
|
||
if(thisTarget!=player){
|
||
player.$give(thisCard,thisTarget);
|
||
}
|
||
switch(get.subtype(thisCard)){
|
||
case 'equip1':
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(get.distance(thisTarget,game.players[i])==1) break;
|
||
}
|
||
if(i==game.players.length) return;
|
||
game.delay();
|
||
player.chooseTarget(true,function(card,player,target){
|
||
return get.distance(thisTarget,target)==1&&target.num('hej');
|
||
}).ai=function(target){
|
||
var attitude=ai.get.attitude(player,target);
|
||
if(attitude>0&&target.num('j')){
|
||
return attitude;
|
||
}
|
||
return -attitude;
|
||
};return;
|
||
case 'equip2':thisTarget.draw();event.finish();return;
|
||
default:thisTarget.recover();event.finish();return;
|
||
}
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 2"
|
||
if(result.targets.length){
|
||
player.discardPlayerCard(true,result.targets[0],'hej');
|
||
}
|
||
},
|
||
ai:{
|
||
threaten:1.2
|
||
}
|
||
},
|
||
tianming:{
|
||
audio:2,
|
||
trigger:{target:'shaBegin'},
|
||
check:function(event,player){
|
||
var cards=player.get('h');
|
||
if(cards.length<=2){
|
||
for(var i=0;i<cards.length;i++){
|
||
if(cards[i].name=='shan'||cards[i].name=='tao') return false;
|
||
}
|
||
}
|
||
return true;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseToDiscard(2,true,'he');
|
||
player.draw(2);
|
||
var players=game.players.slice(0);
|
||
players.sort(function(a,b){
|
||
return b.hp-a.hp;
|
||
});
|
||
if(players[0].hp>players[1].hp&&players[0]!=player){
|
||
players[0].chooseBool('是否发动天命?');
|
||
event.player=players[0];
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
player.chooseToDiscard(2,true,'he');
|
||
player.draw(2);
|
||
}
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player,target,current){
|
||
if(card.name=='sha') return [1,0.5];
|
||
}
|
||
}
|
||
}
|
||
},
|
||
mizhao:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
audio:2,
|
||
filter:function(event,player){
|
||
return player.num('h')>0;
|
||
},
|
||
filterCard:true,
|
||
selectCard:-1,
|
||
filterTarget:function(card,player,target){
|
||
return player!=target;
|
||
},
|
||
discard:false,
|
||
prepare:function(cards,player,targets){
|
||
player.$give(cards.length,targets[0]);
|
||
player.line(targets[0]);
|
||
},
|
||
ai:{
|
||
order:1,
|
||
result:{
|
||
player:0,
|
||
target:function(player,target){
|
||
if(player.num('h')>1){
|
||
return 1;
|
||
}
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].num('h')&&game.players[i]!=target&&game.players[i]!=player&&ai.get.attitude(player,game.players[i])<0){
|
||
break;
|
||
}
|
||
}
|
||
if(i==game.players.length){
|
||
return 1;
|
||
}
|
||
return -2/(target.num('h')+1);
|
||
}
|
||
}
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
event.target1=targets[0];
|
||
targets[0].gain(cards);
|
||
game.delay();
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].num('h')&&game.players[i]!=event.target1&&game.players[i]!=player){
|
||
break;
|
||
}
|
||
}
|
||
if(i==game.players.length){
|
||
event.finish();
|
||
}
|
||
"step 1"
|
||
player.chooseTarget(true,'选择拼点目标',function(card,player,target){
|
||
return target.num('h')&&target!=event.target1&&target!=player;
|
||
}).ai=function(target){
|
||
var eff=ai.get.effect(target,{name:'sha'},event.target1,player);
|
||
var att=ai.get.attitude(player,target);
|
||
if(att>0){
|
||
return eff-10;
|
||
}
|
||
return eff;
|
||
};
|
||
"step 2"
|
||
if(result.targets.length){
|
||
event.target2=result.targets[0];
|
||
event.target1.line(event.target2);
|
||
event.target1.chooseToCompare(event.target2);
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 3"
|
||
if(result.bool){
|
||
event.target1.useCard({name:'sha'},event.target2);
|
||
}
|
||
else{
|
||
event.target2.useCard({name:'sha'},event.target1);
|
||
}
|
||
}
|
||
},
|
||
gongao:{
|
||
audio:2,
|
||
trigger:{global:'dieAfter'},
|
||
forced:true,
|
||
unique:true,
|
||
content:function(){
|
||
player.gainMaxHp();
|
||
player.recover();
|
||
},
|
||
ai:{
|
||
threaten:1.5
|
||
}
|
||
},
|
||
juyi:{
|
||
skillAnimation:true,
|
||
audio:true,
|
||
trigger:{player:'phaseBegin'},
|
||
filter:function(event,player){
|
||
return player.maxHp>game.players.length&&player.hp<player.maxHp&&!player.storage.juyi;
|
||
},
|
||
forced:true,
|
||
unique:true,
|
||
content:function(){
|
||
var num=player.maxHp-player.num('h');
|
||
if(num>0){
|
||
player.draw(num);
|
||
}
|
||
player.addSkill('benghuai');
|
||
player.addSkill('weizhong');
|
||
player.storage.juyi=true;
|
||
}
|
||
},
|
||
weizhong:{
|
||
audio:true,
|
||
trigger:{player:['gainMaxHpEnd','loseMaxHpEnd']},
|
||
forced:true,
|
||
content:function(){
|
||
player.draw();
|
||
}
|
||
},
|
||
chixin:{
|
||
group:['chixin1','chixin2'],
|
||
mod:{
|
||
cardUsable:function(card,player,num){
|
||
if(card.name=='sha'){
|
||
return num+20;
|
||
}
|
||
},
|
||
},
|
||
trigger:{player:'shaBefore'},
|
||
forced:true,
|
||
popup:false,
|
||
check:function(event,player){
|
||
return player.num('h','sha')>0;
|
||
},
|
||
filter:function(event,player){
|
||
return _status.currentPhase==player;
|
||
},
|
||
content:function(){
|
||
var target=trigger.target;
|
||
if(target.skills.contains('chixin3')){
|
||
target.storage.chixin++;
|
||
}
|
||
else{
|
||
target.storage.chixin=1;
|
||
target.addTempSkill('chixin3','phaseUseEnd');
|
||
}
|
||
}
|
||
},
|
||
chixin1:{
|
||
enable:['chooseToRespond','chooseToUse'],
|
||
filterCard:{suit:'diamond'},
|
||
position:'he',
|
||
viewAs:{name:'sha'},
|
||
prompt:'将一张♦牌当杀使用或打出',
|
||
check:function(card){return 5-ai.get.value(card)},
|
||
ai:{
|
||
respondSha:true,
|
||
}
|
||
},
|
||
chixin2:{
|
||
enable:['chooseToRespond'],
|
||
filterCard:{suit:'diamond'},
|
||
viewAs:{name:'shan'},
|
||
position:'he',
|
||
prompt:'将一张♦牌当闪打出',
|
||
check:function(card){return 5-ai.get.value(card)},
|
||
ai:{
|
||
respondShan:true,
|
||
effect:{
|
||
target:function(card,player,target,current){
|
||
if(get.tag(card,'respondShan')&¤t<0) return 0.8
|
||
}
|
||
},
|
||
}
|
||
},
|
||
chixin3:{
|
||
mod:{
|
||
targetEnabled:function(card,player,target){
|
||
if(card.name!='sha') return;
|
||
if(player==_status.currentPhase&&player.get('s').contains('chixin')){
|
||
var num=game.checkMod(card,player,1,'cardUsable',player.get('s'))-20;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].skills.contains('chixin3')){
|
||
num+=1-game.players[i].storage.chixin;
|
||
}
|
||
}
|
||
return num>1;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
suiren:{
|
||
trigger:{player:'phaseBegin'},
|
||
skillAnimation:true,
|
||
check:function(event,player){
|
||
return player.hp==1||(player.hp==2&&player.num('h')<=1);
|
||
},
|
||
filter:function(event,player){
|
||
return !player.storage.suiren;
|
||
},
|
||
intro:{
|
||
content:'limited',
|
||
},
|
||
mark:true,
|
||
direct:true,
|
||
unique:true,
|
||
content:function(){
|
||
"step 0"
|
||
var check=(player.hp==1||(player.hp==2&&player.num('h')<=1));
|
||
player.chooseTarget('是否发动【随仁】?').ai=function(target){
|
||
if(!check) return 0;
|
||
return ai.get.attitude(player,target);
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
player.storage.suiren=true;
|
||
player.unmarkSkill('suiren');
|
||
player.logSkill('suiren',result.targets);
|
||
player.removeSkill('yicong');
|
||
player.gainMaxHp();
|
||
player.recover();
|
||
result.targets[0].draw(3);
|
||
}
|
||
}
|
||
},
|
||
kuangfu:{
|
||
trigger:{source:'damageEnd'},
|
||
direct:true,
|
||
audio:2,
|
||
filter:function(event){
|
||
return event.card&&event.card.name=='sha'&&event.player.num('e');
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
var neg=ai.get.attitude(player,trigger.player)<=0;
|
||
player.choosePlayerCard('e',trigger.player).ai=function(button){
|
||
if(neg){
|
||
return ai.get.buttonValue(button);
|
||
}
|
||
return 0;
|
||
};
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('kuangfu');
|
||
trigger.player.$give(result.links,player);
|
||
game.delay(2);
|
||
player.equip(result.links[0]);
|
||
}
|
||
}
|
||
},
|
||
},
|
||
translate:{
|
||
chenlin:'陈琳',
|
||
yuanshu:'袁术',
|
||
re_yuanshu:'新袁术',
|
||
gongsunzan:'公孙瓒',
|
||
sp_diaochan:'sp貂蝉',
|
||
yangxiu:'杨修',
|
||
sp_zhaoyun:'sp赵云',
|
||
jsp_zhaoyun:'界sp赵云',
|
||
caohong:'曹洪',
|
||
liuxie:'刘协',
|
||
xiahouba:'夏侯霸',
|
||
zhugejin:'诸葛谨',
|
||
zhugeke:'诸葛恪',
|
||
guanyinping:'关银屏',
|
||
ganfuren:'甘夫人',
|
||
sunhao:'孙皓',
|
||
chengyu:'程昱',
|
||
simalang:'司马朗',
|
||
zhangliang:'张梁',
|
||
tianfeng:'田丰',
|
||
sp_pangtong:'sp庞统',
|
||
maliang:'马良',
|
||
sp_caoren:'sp曹仁',
|
||
yuejin:'乐进',
|
||
mifuren:'糜夫人',
|
||
sp_dongzhuo:'sp董卓',
|
||
chendong:'陈武董袭',
|
||
jiangfei:'蒋琬费祎',
|
||
jiangqing:'蒋钦',
|
||
hetaihou:'何太后',
|
||
dingfeng:'丁奉',
|
||
zhangxingcai:'张星彩',
|
||
caoang:'曹昂',
|
||
kongrong:'孔融',
|
||
fuwan:'伏完',
|
||
sp_pangde:'庞德',
|
||
sp_sunshangxiang:'孙尚香',
|
||
zhugedan:'诸葛诞',
|
||
sp_machao:'sp马超',
|
||
sp_jiangwei:'sp姜维',
|
||
zhangbao:'张宝',
|
||
yangxiou:'杨修',
|
||
shixie:'士燮',
|
||
mayunlu:'马云騄',
|
||
zhanglu:'张鲁',
|
||
wutugu:'兀突骨',
|
||
mateng:'马腾',
|
||
sp_caiwenji:'sp蔡文姬',
|
||
zhugeguo:'诸葛果',
|
||
liuzan:'留赞',
|
||
lingcao:'凌操',
|
||
sunru:'孙茹',
|
||
lingju:'灵雎',
|
||
lifeng:'李丰',
|
||
jsp_guanyu:'sp关羽',
|
||
zhuling:'朱灵',
|
||
sunluyu:'孙鲁育',
|
||
hanba:'旱魃',
|
||
panfeng:'潘凤',
|
||
zumao:'祖茂',
|
||
daxiaoqiao:'大小乔',
|
||
sp_daqiao:'sp大乔',
|
||
sp_ganning:'sp甘宁',
|
||
sp_zhangfei:'sp张飞',
|
||
sp_xiahoudun:'sp夏侯惇',
|
||
cuiyan:'崔琰',
|
||
wenpin:'文聘',
|
||
jsp_huangyueying:'sp黄月英',
|
||
sp_lvmeng:'sp吕蒙',
|
||
wangji:'王基',
|
||
|
||
qizhi:'奇制',
|
||
qizhi_info:'当你于回合内使用基本牌或锦囊牌指定目标后,你可以弃置不是此牌目标的一名角色的一张牌。若如此做,其摸一张牌',
|
||
jinqu:'进趋',
|
||
jinqu_info:'结束阶段开始时,你可以摸两张牌,若如此做,你将手牌弃置至X张(X为你于此回合发动过“奇制”的次数)',
|
||
tanhu:'探虎',
|
||
tanhu2:'探虎',
|
||
tanhu3:'探虎',
|
||
tanhu_info:'出牌阶段限一次,你可以与一名其他角色拼点。若你赢,你获得以下技能直到回合结束:你与该角色的距离为1,你对该角色使用非延时类锦囊时可以摸一张牌',
|
||
mouduan:'谋断',
|
||
mouduan_info:'通常状态下,你拥有标记“武”并拥有技能“激昂”和“谦逊”。当你的手牌数为2张或以下时,你须将你的标记翻面为“文”,将该两项技能转化为“英姿”和“克己”。任一角色的回合开始前,你可弃一张牌将标记翻回',
|
||
jiqiao:'机巧',
|
||
jiqiao_info:'出牌阶段开始时,你可以弃置任意张装备牌,然后亮出牌堆顶三倍数量的牌,你获得其中的锦囊牌,将其余的牌置入弃牌堆',
|
||
linglong:'玲珑',
|
||
linglong_info:'锁定技,若你的装备区没有防具牌,视为你装备着【八卦阵】;若你的装备区没有坐骑牌,你的手牌上限+1;若你的装备区没有宝物牌,你使用锦囊牌无距离限制',
|
||
fenyong:'愤勇',
|
||
fenyong2:'愤勇',
|
||
fenyong2_bg:'勇',
|
||
fenyong_info:'每当你受到一次伤害后,你可以获得一枚愤勇标记;当你有愤勇标记时,防止你受到的所有伤害',
|
||
xuehen:'雪恨',
|
||
xuehen_info:'每个角色的回合结束阶段开始时,若你有愤勇标记,你须弃置之,然后选择一项:1.弃置当前回合角色X张牌(X为你已损失的体力值);2.视为对一名任意角色使用一张【杀】',
|
||
zhenwei:'镇卫',
|
||
zhenwei2:'镇卫',
|
||
zhenwei_info:'当一名其他角色成为【杀】或黑色锦囊牌的目标时(使用者不是你),若该角色的体力值小于你且此牌的目标角色数为1,你可以弃置一张牌。若如此做,你选择一项:1、摸一张牌,然后将此【杀】或黑色锦囊牌转移给你;2、令此【杀】或黑色锦囊牌无效,然后将此【杀】或黑色锦囊牌置于使用者的武将牌旁,若如此做,当前回合结束后,使用者获得使用者武将牌旁的这些牌',
|
||
jie:'嫉恶',
|
||
jie_info:'锁定技,你使用的红色【杀】造成的伤害+1',
|
||
dahe:'大喝',
|
||
dahe2:'大喝',
|
||
dahe2_bg:'喝',
|
||
dahe_info:'出牌阶段,你可以与一名其他角色拼点。若你赢,该角色的非红心【闪】无效直到回合结束,你可将该角色拼点的牌交给场上一名体力不多于你的角色。若你没赢,你须展示手牌并选择一张弃置。每阶段限一次',
|
||
yinling:'银铃',
|
||
yinling_bg:'锦',
|
||
yinling_info:'出牌阶段,你可以弃置一张黑色牌并指定一名其他角色。若如此做,你获得其一张牌并置于你的武将牌上,称为“锦”(数量最多为四)',
|
||
junwei:'军威',
|
||
junwei2:'军威',
|
||
junwei_info:'回合结束阶段开始时,你可以将三张“锦”置入弃牌堆。若如此做,你须指定一名角色并令其选择一项:1.亮出一张【闪】,然后由你交给任意一名角色。2.该角色失去1点体力,然后由你选择将其装备区的一张牌移出游戏。在该角色的回合结束后,将以此法移出游戏的装备牌移回原处',
|
||
yanxiao:'言笑',
|
||
yanxiao2:'言笑',
|
||
yanxiao_info:'出牌阶段,你可以将一张♦牌置于一名角色的武将牌上,武将牌上有“言笑”牌的角色下个判定阶段开始时,获得言笑牌及其判定区里的所有牌',
|
||
anxian:'安娴',
|
||
anxian_info:'每当你使用【杀】对目标角色造成伤害时,你可以防止此次伤害,令其弃置一张手牌,然后你摸一张牌;当你成为【杀】的目标时,你可以弃置一张手牌使之无效,然后该【杀】的使用者摸一张牌',
|
||
xingwu:'星舞',
|
||
xingwu_info:'弃牌阶段开始时,你可以将一张与你本回合使用的牌颜色均不同的手牌置于武将牌上:若你有至少三张“星舞牌”,你将之置入弃牌堆并选择一名男性角色,该角色受到2点伤害并弃置其装备区的所有牌',
|
||
luoyan:'落雁',
|
||
luoyan_info:'锁定技。若你的武将牌上有“星舞牌”,你拥有“天香”和“流离”',
|
||
yinbing:'引兵',
|
||
yinbing_info:'结束阶段开始时,你可以将至少一张非基本牌置于武将牌上。每当你受到【杀】或【决斗】的伤害后,你将一张“引兵牌”置入弃牌堆。',
|
||
juedi:'绝地',
|
||
juedi_info:'准备阶段开始时,若你有“引兵牌”,你可以选择一项:1.将这些牌置入弃牌堆并摸等量的牌;2.令一名体力值不大于你的其他角色回复1点体力并获得这些牌',
|
||
kuangfu:'狂斧',
|
||
kuangfu_info:'每当你使用杀造成伤害,可以将对方的一张装备牌移到你的装备区',
|
||
xintan:'心惔',
|
||
xintan_info:'出牌阶段限一次,你可以将两张“焚”置入弃牌堆并选择一名角色,该角色失去一点体',
|
||
fentian:'焚天',
|
||
fentian_info:'锁定技,结束阶段开始时,若你的手牌数少于体力值,你须选择一名攻击范围内的角色,将其一张牌置于你的武将牌上,称为“焚”。锁定技,你的攻击范围+X(X为“焚”的数量)',
|
||
zhiri:'炙日',
|
||
zhiri_info:'觉醒技,准备阶段开始时,若“焚”数不小于3,你减1点体力上限,然后获得技能“心惔”(出牌阶段限一次,你可以将两张“焚”置入弃牌堆并选择一名角色,该角色失去一点体力)',
|
||
meibu:'魅步',
|
||
meibu_info:'一名其他角色的出牌阶段开始时,若你不在其攻击范围内,你可以令该角色的锦囊牌均视为【杀】,直到该角色以此法使用了一张【杀】或回合结束。若如此做,则直到回合结束,视为你在其攻击范围内',
|
||
mumu:'穆穆',
|
||
mumu_info:'出牌阶段限一次,你可以弃置一张【杀】或黑色锦囊牌,然后选择一项:弃置场上一张武器牌,然后摸一张牌;或将场上的一张防具牌移动到你的装备区里(可替换原防具)',
|
||
zhanyi:'战意',
|
||
zhanyi_info:'出牌阶段限一次,你可以弃置一张牌并失去1点体力,然后根据你弃置的牌获得以下效果直到回合结束:基本牌,你可以将一张基本牌当任意一张基本牌使用或打出;锦囊牌,摸两张牌且你使用的牌无距离限制;装备牌,你使用【杀】指定目标角色后,其弃置两张牌',
|
||
nuzhan:'怒斩',
|
||
nuzhan2:'怒斩',
|
||
nuzhan_info:'锁定技,你每当你使用由一张锦囊牌转化而来的【杀】时,你可以额外使用一张杀;锁定技,你使用的由一张装备牌转化而来的【杀】的伤害值基数+1',
|
||
danji:'单骑',
|
||
danji_info:'觉醒技,准备阶段开始时,若你的手牌数大于你的体力值,你减1点体力上限,然后获得“马术”和“怒斩”',
|
||
tunchu:'屯储',
|
||
tunchu_info:'摸牌阶段摸牌时,你可以额外摸两张牌,若如此做,将一张手牌置于你的武将上,称为“粮”,只要你的武将牌上有“粮”,你便不能使用【杀】和【决斗】',
|
||
shuliang:'输粮',
|
||
shuliang_info:'每当一名角色的结束阶段开始时,若其没有手牌,你可以将一张“粮”置入弃牌堆,然后该角色摸两张牌',
|
||
jieyuan:'竭缘',
|
||
jieyuan_more:'竭缘',
|
||
jieyuan_less:'竭缘',
|
||
jieyuan_info:'当你对一名其他角色造成伤害时,若其体力值大于或等于你的体力值,你可弃置一张黑色手牌令此伤害+1;当你受到一名其他角色造成的伤害时,若其体力值大于或等于你的体力值,你可弃置一张红色手牌令此伤害-1。',
|
||
fenxin:'焚心',
|
||
fenxin_info:'限定技,当你杀死一名非主公角色时,在其翻开身份牌之前,你可以与该角色交换身份牌。(你的身份为主公时不能发动此技能)',
|
||
shixin:'释衅',
|
||
shixin_info:'锁定技,当你受到火属性伤害时,你防止此伤害',
|
||
qingyi:'轻逸',
|
||
qingyi_info:'你可以跳过摸牌阶段,或跳过出牌阶段并弃置一张装备牌,若如此则视为对任意一名使用一张【杀】',
|
||
dujin:'独进',
|
||
dujin_info:'摸牌阶段,你可以额外摸X+1张牌(X为你装备区里牌数的一半且向下取整)',
|
||
yuhua:'羽化',
|
||
yuhua_info:'锁定技,弃牌阶段内,你的非基本牌不计入手牌数,且你不能弃置你的非基本牌',
|
||
qirang:'祈禳',
|
||
qirang_info:'当有装备牌进入你的装备区时,你可以获得牌堆中的一张锦囊牌',
|
||
biluan:'避乱',
|
||
biluan_info:'摸牌阶段开始时,若有其他角色与你距离不大于1,则你可以放弃摸牌。若如此做,其他角色与你距离+X(X为势力数)',
|
||
lixia:'礼下',
|
||
lixia_info:'锁定技,其他角色结束阶段开始时,若你不在其攻击范围内,你摸一张牌或令其摸一张牌。若如此做,其他角色与你的距离-1',
|
||
yishe:'义舍',
|
||
yishe_bg:'米',
|
||
yishe_info:'结束阶段开始时,若你的武将牌上没有牌,你可以摸两张牌。若如此做,你将两张牌置于武将牌上,称为“米”;当“米”移至其他区域后,若你的武将牌上没有“米”,你回复1点体力',
|
||
bushi:'布施',
|
||
midao:'米道',
|
||
bushi_info:'当你受到1点伤害后,或其他角色受到你造成的1点伤害后,受到伤害的角色可以获得一张“米”',
|
||
midao_info:'当一张判定牌生效前,你可以打出一张“米”代替之',
|
||
fengpo:'凤魄',
|
||
fengpo_info:'当你于出牌阶段内使用第一张【杀】或【决斗】指定目标后,若目标角色数为1,你可以选择一项:1.摸X张牌;2.此牌造成的伤害+X(X为其手牌中方牌的数量)',
|
||
chenqing:'陈情',
|
||
chenqing_info:'每轮限一次,当一名角色处于濒死状态时,你可以令另一名其他角色摸四张牌,然后弃置四张牌。若其以此法弃置的四张牌花色各不相同,则视为该角色对濒死的角色使用一张【桃】',
|
||
mozhi:'默识',
|
||
mozhi_info:'结束阶段开始时,你可以将一张手牌当你本回合出牌阶段使用的第一张基本或非延时类锦囊牌使用。然后,你可以将一张手牌当你本回合出牌阶段使用的第二张基本或非延时类锦囊牌使用',
|
||
ranshang:'燃殇',
|
||
ranshang2:'燃殇',
|
||
ranshang_info:'锁定技,当你受到1点火焰伤害后,你获得1枚“燃”标记;结束阶段开始时,你失去X点体力(X为“燃”标记的数量)',
|
||
hanyong:'悍勇',
|
||
hanyong_info:'当你使用【南蛮入侵】或【万箭齐发】时,若你的体力值小于游戏轮数,你可以令此牌造成的伤害+1',
|
||
|
||
yicong:'义从',
|
||
yongsi:'庸肆',
|
||
yongsi1:'庸肆',
|
||
yongsi2:'庸肆',
|
||
bifa:'笔伐',
|
||
bifa2:'笔伐',
|
||
songci:'颂词',
|
||
baobian:'豹变',
|
||
lihun:'离魂',
|
||
chongzhen:'冲阵',
|
||
chongzhen1:'冲阵',
|
||
chongzhen2:'冲阵',
|
||
yuanhu:'援护',
|
||
tianming:'天命',
|
||
mizhao:'密诏',
|
||
duwu:'黩武',
|
||
mingzhe:'明哲',
|
||
huanshi:'缓释',
|
||
hongyuan:'弘援',
|
||
aocai:'傲才',
|
||
aocai2:'傲才',
|
||
aocai3:'傲才',
|
||
huxiao:'虎啸',
|
||
xueji:'血祭',
|
||
wuji:'武继',
|
||
shushen:'淑慎',
|
||
shenzhi:'神智',
|
||
xiongyi:'雄异',
|
||
shefu:'设伏',
|
||
junbing:'郡兵',
|
||
junbing2:'郡兵',
|
||
quji:'去疾',
|
||
sijian:'死谏',
|
||
suishi:'随势',
|
||
suishi2:'随势',
|
||
xiaoguo:'骁果',
|
||
duanxie:'断绁',
|
||
fenming:'奋命',
|
||
guixiu:'闺秀',
|
||
cunsi:'存嗣',
|
||
yongjue:'勇决',
|
||
hengzheng:'横征',
|
||
shengxi:'生息',
|
||
shoucheng:'守成',
|
||
shangyi:'尚义',
|
||
zhendu:'鸩毒',
|
||
qiluan:'戚乱',
|
||
qiluan2:'戚乱',
|
||
qiluan3:'戚乱',
|
||
shenxian:'甚贤',
|
||
qiangwu:'枪舞',
|
||
moukui:'谋溃',
|
||
moukui2:'谋溃',
|
||
lirang:'礼让',
|
||
mingshi:'名士',
|
||
liangzhu:'良助',
|
||
kaikang:'慷忾',
|
||
wangzun:'妄尊',
|
||
tongji:'同疾',
|
||
kuiwei:'溃围',
|
||
kuiwei2:'溃围',
|
||
yanzheng:'严整',
|
||
zhoufu:'咒缚',
|
||
zhoufu2:'咒缚',
|
||
zhoufu3:'咒缚',
|
||
yingbin:'影兵',
|
||
fenxun:'奋迅',
|
||
spmengjin:'猛进',
|
||
xiemu:'协穆',
|
||
naman:'纳蛮',
|
||
zuixiang:'醉乡',
|
||
manjuan:'漫卷',
|
||
taichen:'抬榇',
|
||
jilei:'鸡肋',
|
||
jilei2:'鸡肋',
|
||
fulu:'符箓',
|
||
fuji:'助祭',
|
||
fenyin:'奋音',
|
||
yawang:'雅望',
|
||
xunzhi:'殉志',
|
||
xunzhi_info:'准备阶段开始时,若你的上家和下家与你的体力值均不相等,你可以失去1点体力。若如此做,你的手牌上限+2',
|
||
yawang_info:'锁定技,摸牌阶段开始时,你放弃摸牌,改为摸x张牌,然后你于出牌阶段内至多使用x张牌(x为与你体力值相等的角色数)',
|
||
fenyin_info:'你的回合内,当你使用牌时,若此牌与你于此回合内使用的上一张牌颜色不同,则你可以摸一张牌,每回合最多发动3次',
|
||
fuji_info:'当一名角色造成雷电伤害时,你可以令其进行一次判定,若结果为黑色,此伤害+1;若结果为红色,该角色获得此牌。',
|
||
fulu_info:'你可以将【杀】当雷【杀】使用。',
|
||
jilei_info:'每当你受到一次伤害,可以令伤害来源不能使用或打出其手牌直到回合结束',
|
||
danlao:'啖酪',
|
||
danlao_info:'当你成为一张指定了多个目标的锦囊牌的目标时,你可以取消之,并摸一张牌。',
|
||
gongao:'功獒',
|
||
zhuiji:'追击',
|
||
chouhai:'仇海',
|
||
chouhai_info:'锁定技,当你每次受到伤害时,若你没有手牌,此伤害+1。',
|
||
guiming:'归命',
|
||
guiming_info:'主公技,其他吴势力角色于你的回合内视为已受伤的角色。',
|
||
chixin:'赤心',
|
||
chixin1:'赤心',
|
||
chixin2:'赤心',
|
||
chixin_info:'你可以将♦牌当【杀】或【闪】使用或打出。出牌阶段,你对你攻击范围内的每名角色均可使用一张【杀】。',
|
||
suiren:'随仁',
|
||
suiren_info:'限定技,准备阶段开始时,你可以失去技能“义从”,然后加1点体力上限并回复1点体力,再令一名角色摸三张牌。',
|
||
canshi:'残蚀',
|
||
canshi2:'残蚀',
|
||
canshi_info:'摸牌阶段开始时,你可以放弃摸牌,改为摸x张牌(x为已受伤的角色数),若如此做,当你与此回合内使用基本牌或锦囊牌时,你弃置一张牌。',
|
||
zhuiji_info:'锁定技,你与体力值低于你的角色距离为1。',
|
||
kunfen:'困奋',
|
||
kunfen_info:'锁定技,回合结束阶段开始时,你失去1点体力,然后摸两张牌',
|
||
fengliang:'逢亮',
|
||
fengliang_info:'觉醒技,当你进入濒死状态时,你减1点体力上限并将体力值回复至2点,然后获得技能挑衅,将困奋改为非锁定技',
|
||
cihuai:'刺槐',
|
||
cihuai_info:'出牌阶段开始时,若你手牌中没有杀,你可以展示你的手牌,视为对一名角色使用一张杀',
|
||
gongao_info:'锁定技,每当一名角色死亡后,你增加一点体力上限,回复一点体力。',
|
||
juyi:'举义',
|
||
juyi_info:'觉醒技,准备阶段开始时,若你已受伤且体力上限大于存活角色数,你须将手牌摸至体力上限,然后获得技能“崩坏”和“威重”。',
|
||
weizhong:'威重',
|
||
weizhong_info:'锁定技,每当你的体力上限增加或减少时,你摸一张牌。',
|
||
taichen_info:'出牌阶段限一次,你可以自减一点体力,视为对一名角色使用一张杀(不计入回合内出杀限制)',
|
||
manjuan_info:'其他角色的卡牌因弃置而进入弃牌堆后,你可以弃置一张花色与之不同的牌,然后获得之',
|
||
zuixiang_info:'限定技,回合开始阶段开始时,你可以展示牌库顶的3张牌并置于你的武将牌上,你不可使用或打出与该些牌同类的牌,所有同类牌对你无效。之后每个你的回合开始阶段,你须重复展示一次,直至该些牌中任意两张点数相同时,将你武将牌上的全部牌置于你的手上。',
|
||
naman_info:'你可以获得其他角色打出的杀',
|
||
xiemu_info:'每当你成为其他角色的黑色牌的目标,可以弃置一张杀并摸两张牌',
|
||
spmengjin_info:'每当你使用一张杀,可以弃置目标一张牌',
|
||
fenxun_info:'每当你使用杀且仅指定了一个目标,你可以弃置一张牌并额外指定一个无视距离的目标',
|
||
yingbin_info:'受到“咒缚”技能影响的角色进行判定时,你可以摸两张牌。',
|
||
zhoufu_info:'出牌阶段限一次,你可以指定一名其他角色并将一张手牌移出游戏(将此牌置于该角色的武将牌旁)。若如此做,该角色进行判定时,改为将此牌作为判定牌。该角色的回合结束时,若此牌仍在该角色旁,你将此牌收入手牌。',
|
||
yanzheng_info:'若你的手牌数大于你的体力值,你可以将你装备区内的牌当【无懈可击】使用',
|
||
kuiwei_info:'回合结束阶段开始时,你可以摸2+X张牌,然后将你的武将牌翻面。在你的下个摸牌阶段开始时,你须弃置X张牌。(X等于当时场上装备区内的武器牌的数量)',
|
||
tongji_info:'锁定技。若你的手牌数大于你的体力值,则只要你在任一其他角色的攻击范围内,该角色使用【杀】时便不能指定你以外的角色为目标',
|
||
wangzun_info:'其他角色的回合开始时,你可以摸一张牌,然后令该角色此回合的手牌上限-1;直到你的回合开始,你不能再次发动此技',
|
||
kaikang_info:'每当你距离1以内的角色成为杀的目标后,你可以摸一张牌。若如此做,你交给其一张牌并展示之,若该牌为装备牌,该角色可以使用此牌。',
|
||
liangzhu_info:'其他角色在其回合内回复体力时,你可以与其各摸一张牌 ',
|
||
mingshi_info:'当你即将受到伤害时,若伤害来源的体力值大于你,你可以弃置一张黑色手牌令伤害-1 ',
|
||
lirang_info:'你可以将你弃置的卡牌交给一名其他角色 ',
|
||
moukui_info:'当你使用【杀】指定一名角色为目标后,你可以选择一项:摸一张牌,或弃置其一张牌。若如此做,此【杀】被【闪】抵消时,该角色弃置你的一张牌。 ',
|
||
qiangwu_info:'出牌阶段,你可以进行一次判定。若如此做,则直到回合结束,你使用点数小于判定牌的 【杀】时不受距离限制,且你使用点数大于判定牌的【杀】时不计入出牌阶段的使用次数。',
|
||
shenxian_info:'每名角色的回合限一次,你的回合外,每当有其他角色因弃置而失去牌时,若其中有基本牌,你可以摸一张牌。',
|
||
qiluan_info:'每当你杀死一名角色后,可以在回合结束时摸三张牌。',
|
||
zhendu_info:'其他角色的出牌阶段开始时,你可以弃置一张手牌,视为该角色使用一张【酒】,然后你对其造成一点伤害。',
|
||
shangyi_info:'出牌阶段限一次,你可以观看一名其他角色的手牌,然后弃置其中的一张黑色牌',
|
||
shoucheng_info:'每当一名其他角色在其回合外失去最后的手牌时,你可令该角色摸一张牌。',
|
||
shengxi_info:'若你于出牌阶段未造成伤害,你可在弃牌阶段开始时摸两张牌。',
|
||
hengzheng_info:'摸牌阶段开始时,若你的体力值为1或你没有手牌,你可以放弃摸牌,获得每名其他角色区域里的一张牌。',
|
||
cunsi_info:'限定技,出牌阶段,你可以将所有手牌交给一名男性角色,令该角色获得技能【勇决】,然后翻面并失去技能【闺秀】',
|
||
guixiu_info:'每当你成为杀的目标,若你的手牌数小于体力值,可以摸一张牌',
|
||
fenming_info:'结束阶段开始时,若你处于连环状态,你可以弃置处于连环状态的每名角色的一张牌。',
|
||
duanxie_info:'出牌阶段限一次,你可以令一名其他角色横置武将牌,若如此做,你横置武将牌。',
|
||
xiaoguo_info:'其他角色的结束阶段开始时,你可以弃置一张基本牌,令该角色选择一项:1.弃置一张装备牌并令你摸一张牌;2.受到你对其造成的1点伤害。',
|
||
sijian_info:'当你失去最后的手牌时,你可以弃置一名其他角色的一张牌。',
|
||
suishi_info:'每当其他角色进入濒死状态时,伤害来源可以令你摸一张牌;每当其他角色死亡时,伤害来源可以令你失去1点体力',
|
||
quji_info:'出牌阶段限一次,你可以弃置X张牌(X为你已损失的体力值),然后令至多X名已受伤的角色各回复1点体力。若你以此法弃置的牌中有黑色牌,你失去一点体力。',
|
||
junbing_info:'一名角色的结束阶段开始时,若其手牌数少于或者等于1,该角色可以摸一张牌。若如此做,该角色须将所有手牌交给你,然后你交给其等量的牌。',
|
||
shefu_info:'结束阶段开始时,你可以将一张手牌移出游戏,称为“伏兵”。然后为“伏兵”记录一个基本牌或锦囊牌名称(须与其他“伏兵”记录的名称均不同)。你的回合外,当有其他角色使用与你记录的“伏兵”牌名相同的牌时,你可以令此牌无效,然后将该“伏兵”置入弃牌堆。',
|
||
xiongyi_info:'限定技,出牌阶段,你可以令至多两名角色与你各摸3张牌,若你指定的角色数不超过1,你回复1点体力',
|
||
shenzhi_info:'回合开始阶段开始时,你可以弃置所有手牌,若你以此法弃置的牌的张数不小于X,你回复1点体力(X为你当前的体力值)。',
|
||
shushen_info:'当你回复1点体力时,你可以令一名其他角色回复1点体力或摸两张牌',
|
||
wuji_info:'觉醒技,回合结束阶段开始时,若你于此回合内已造成3点或更多伤害,你加1点体力上限,回复1点体力,然后失去技能“虎啸”。',
|
||
xueji_info:'出牌阶段,你可弃置一张红色牌并选择你攻击范围内的至多X名其他角色,对这些角色各造成1点伤害(X为你已损失的体力值),然后这些角色各摸一张牌。每阶段限一次。',
|
||
huxiao_info:'锁定技,你于出牌阶段内每使用一张【杀】被【闪】抵消,你于此阶段内可以额外使用一张【杀】。',
|
||
aocai_info:'当你于回合外需要使用或打出一张基本牌时,你可以观看牌堆顶的两张牌。若你观看的牌中有此牌,你可以使用打出之。',
|
||
hongyuan_info:'摸牌阶段摸牌时,你可以少摸一张牌,然后指定至多两名其他角色各摸一张牌。',
|
||
huanshi_info:'一名角色的判定牌生效前,你可令其观看你的手牌。若如此做,该角色选择你的一张牌,令你打出此牌代替之。',
|
||
mingzhe_info:'你的回合外,每当你因使用、打出或弃置而失去一张红色牌时,你可以摸一张牌。',
|
||
duwu_info:'出牌阶段,你可以弃置X张牌对你攻击范围内的一名其他角色造成1点伤害(X为该角色的体力值)。若你以此法令该角色进入濒死状态,则濒死状态结算后你失去1点体力,且本回合不能再发动黩武。',
|
||
tianming_info:'当你成为【杀】的目标时,你可以弃置两张牌(不足则全弃,无牌则不弃),然后摸两张牌;若此时全场体力值最多的角色仅有一名(且不是你),该角色也可以如此做。',
|
||
mizhao_info:'出牌阶段,你可以将所有手牌(至少一张)交给一名其他角色。若如此做,你令该角色与你指定的另一名有手牌的角色拼点。视为拼点赢的角色对没赢的角色使用一张【杀】。每阶段限一次。',
|
||
yuanhu_info:'回合结束阶段开始时,你可以将一张装备牌置于一名角色的装备区里,然后根据此装备牌的种类执行以下效果。武器牌:弃置与该角色距离为1的一名角色区域中的一张牌;防具牌:该角色摸一张牌;坐骑牌:该角色回复1点体力。',
|
||
lihun_info:'出牌阶段,你可以弃置一张牌并将你的武将牌翻面,若如此做,制定一名男性角色,获得其所有手牌。出牌阶段结束时,你需为该角色每一点体力分配给其一张牌。每回合限一次。',
|
||
chongzhen_info:'每当你发动“龙胆”使用或打出一张手牌时,你可以立即获得对方的一张手牌。',
|
||
bifa_info:'回合结束阶段开始时,你可以将一张手牌移出游戏并指定一名其他角色。该角色的回合开始时,其观看你移出游戏的牌并选择一项:交给你一张与此牌同类型的手牌并获得此牌;或将此牌置入弃牌堆,然后失去1点体力。',
|
||
songci_info:'出牌阶段,你可以选择一项:令一名手牌数小于其体力值的角色摸两张牌;或令一名手牌数大于其体力值的角色弃置两张牌。此技能对每名角色只能使用一次。',
|
||
yongsi_info:'锁定技,摸牌阶段,你额外摸X张牌,X为场上现存势力数。弃牌阶段,你至少须弃置等同于场上现存势力数的牌(不足则全弃)。',
|
||
yicong_info:'锁定技,只要你的体力值大于2点,你计算与其他角色的距离时,始终-1;只要你的体力值为2点或更低,其他角色计算与你的距离时,始终+1。',
|
||
baobian_info:'锁定技,若你的体力值为3或更少,你视为拥有技能“挑衅”;若你的体力值为2或更少;你视为拥有技能“咆哮”;若你的体力值为1,你视为拥有技能“神速”。',
|
||
},
|
||
}
|