1238 lines
36 KiB
JavaScript
1238 lines
36 KiB
JavaScript
character.refresh={
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||
character:{
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re_caocao:['male','wei',4,['hujia','rejianxiong'],['zhu','fullskin']],
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re_simayi:['male','wei',3,['refankui','reguicai'],['fullskin']],
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re_guojia:['male','wei',3,['tiandu','reyiji'],['fullskin']],
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re_lidian:['male','wei',3,['xunxun','wangxi'],['fullskin']],
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re_zhangliao:['male','wei',4,['retuxi'],['fullskin']],
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re_xuzhu:['male','wei',4,['reluoyi'],['fullskin']],
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re_xiahoudun:['male','wei',4,['reganglie','qingjian'],['fullskin']],
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re_zhangfei:['male','shu',4,['paoxiao','retishen'],['fullskin']],
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re_zhaoyun:['male','shu',4,['longdan','reyajiao'],['fullskin'],['fullskin']],
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re_guanyu:['male','shu',4,['wusheng','yijue'],['fullskin']],
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re_machao:['male','shu',4,['mashu','retieji'],['fullskin']],
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re_xushu:['male','shu',4,['zhuhai','qianxin'],['fullskin']],
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re_zhouyu:['male','wu',3,['reyingzi','refanjian'],['fullskin']],
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re_lvmeng:['male','wu',4,['keji','qinxue'],['fullskin']],
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re_ganning:['male','wu',4,['qixi','fenwei'],['fullskin']],
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re_luxun:['male','wu',3,['reqianxun','relianying'],['fullskin']],
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re_daqiao:['female','wu',3,['reguose','liuli'],['fullskin']],
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re_huanggai:['male','wu',4,['rekurou','zhaxiang'],['fullskin']],
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re_lvbu:['male','qun',5,['wushuang'],['fullskin']],
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re_gongsunzan:['male','qun',4,['qiaomeng','reyicong'],['fullskin']],
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re_huatuo:['male','qun',3,['chulao','jijiu'],['fullskin']],
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},
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skill:{
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reqicai:{
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trigger:{player:'equipEnd'},
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frequent:true,
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content:function(){
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player.draw();
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},
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mod:{
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targetInRange:function(card,player,target,now){
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var type=get.type(card);
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if(type=='trick'||type=='delay') return true;
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}
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},
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},
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rejizhi:{
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trigger:{player:'useCard'},
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frequent:true,
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filter:function(event){
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var type=get.type(event.card,'trick');
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return (type=='trick'||type=='equip')&&event.cards[0]&&event.cards[0]==event.card;
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},
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content:function(){
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"step 0"
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var cards=get.cards();
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player.gain(cards,'gain2');
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game.log(get.translation(player)+'获得了'+get.translation(cards));
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if(get.type(cards[0])!='basic'){
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event.finish();
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}
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"step 1"
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player.chooseToDiscard('h',true);
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},
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ai:{
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threaten:1.4
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}
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},
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retuxi:{
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trigger:{player:'phaseDrawBefore'},
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direct:true,
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content:function(){
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"step 0"
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player.chooseTarget('是否发动突袭?',[1,2],function(card,player,target){
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return target.num('h')>0&&player!=target&&target.num('h')>=player.num('h');
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},function(target){
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return (1-ai.get.attitude(_status.event.player,target));
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});
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"step 1"
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if(result.bool){
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player.logSkill('retuxi');
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for(var i=0;i<result.targets.length;i++){
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player.gain(result.targets[i].get('h').randomGet());
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result.targets[i].$give(1,player);
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}
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trigger.num-=result.targets.length
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}
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},
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ai:{
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threaten:1.6,
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expose:0.2
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}
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},
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reguicai:{
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trigger:{global:'judge'},
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direct:true,
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filter:function(event,player){
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return player.num('he')>0;
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},
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content:function(){
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"step 0"
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player.chooseCard('鬼才:请选择代替判定的牌','he').ai=function(card){
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var trigger=_status.event.parent._trigger;
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var player=_status.event.player;
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var result=trigger.judge(card)-trigger.judge(trigger.player.judging);
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var attitude=ai.get.attitude(player,trigger.player);
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if(attitude==0||result==0) return 0;
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if(attitude>0){
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return result-ai.get.value(card)/2;
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}
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else{
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return -result-ai.get.value(card)/2;
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}
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};
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"step 1"
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if(result.bool){
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player.respond(result.cards);
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}
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else{
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event.finish();
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}
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"step 2"
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if(result.bool){
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player.logSkill('reguicai');
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if(trigger.player.judging.clone) trigger.player.judging.clone.delete();
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ui.discardPile.appendChild(trigger.player.judging);
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trigger.player.judging=result.cards[0];
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game.delay(2);
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}
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},
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ai:{
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tag:{
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rejudge:1,
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}
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}
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},
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refankui:{
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trigger:{player:'damageEnd'},
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direct:true,
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filter:function(event,player){
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return (event.source&&event.source.num('he'));
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},
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content:function(){
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"step 0"
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event.num=trigger.num;
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"step 1"
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if(num==0||trigger.source.num('he')==0){
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event.finish();
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return;
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}
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event.num--;
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player.choosePlayerCard(trigger.source,ai.get.buttonValue,'he');
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"step 2"
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if(result.bool){
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player.logSkill('refankui',trigger.source);
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player.gain(result.buttons[0].link);
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trigger.source.$give(1,player);
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event.goto(1);
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}
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},
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ai:{
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result:{
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target:function(card,player,target){
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if(player.num('he')>1&&get.tag(card,'damage')){
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if(player.skills.contains('jueqing')) return [1,-1.5];
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if(ai.get.attitude(target,player)<0) return [1,1];
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}
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}
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}
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}
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},
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reluoyi:{
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trigger:{player:'phaseDrawBegin'},
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check:function(event,player){
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if(player.num('h','sha')) return true;
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return Math.random()<0.5;
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},
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content:function(){
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"step 0"
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player.addTempSkill('luoyi2',{player:'phaseBefore'});
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trigger.untrigger();
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trigger.finish();
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"step 1"
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event.cards=get.cards(3);
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event.dialog=ui.create.dialog('裸衣',event.cards);
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game.delay(2);
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"step 2"
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event.dialog.close();
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for(var i=0;i<cards.length;i++){
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if(get.type(cards[i],'trick')=='trick'&&cards[i].name!='juedou'){
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ui.discardPile.appendChild(cards[i]);
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cards.splice(i,1);i--;
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}
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else if(get.type(cards[i])=='equip'&&get.subtype(cards[i])!='equip1'){
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ui.discardPile.appendChild(cards[i]);
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cards.splice(i,1);i--;
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}
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}
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player.gain(cards);
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}
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},
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reluoyi2:{
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trigger:{source:'damageBegin'},
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filter:function(event){
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return (event.card&&(event.card.name=='sha'||event.card.name=='juedou'));
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},
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forced:true,
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content:function(){
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trigger.num++;
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}
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},
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reganglie:{
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trigger:{player:'damageEnd'},
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filter:function(event,player){
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return (event.source!=undefined);
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},
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check:function(event,player){
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return (ai.get.attitude(player,event.source)<=0);
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},
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content:function(){
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"step 0"
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player.judge(function(card){
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if(get.color(card)=='red') return 2;
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return 1;
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})
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"step 1"
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if(result.judge==1&&trigger.source.num('he')){
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player.discardPlayerCard(trigger.source,'he',true);
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}
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else{
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if(result.judge==2){
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trigger.source.damage();
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}
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}
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},
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ai:{
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expose:0.4
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}
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},
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qinxue:{
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unique:true,
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trigger:{player:'phaseBegin'},
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forced:true,
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filter:function(event,player){
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if(player.storage.qinxue) return false;
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if(player.num('h')>=player.hp+3) return true;
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if(player.num('h')>=player.hp+2&&game.players.length+game.dead.length>=7) return true;
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return false;
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},
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content:function(){
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player.storage.qinxue=true;
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player.loseMaxHp();
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player.addSkill('gongxin');
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}
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},
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qingjian:{
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unique:true,
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trigger:{player:'gainAfter'},
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direct:true,
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filter:function(event){
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if(event.parent.parent.name=='phaseDraw') return false;
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return event.cards&&event.cards.length>0
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},
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content:function(){
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"step 0"
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event.cards=trigger.cards.slice(0);
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"step 1"
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player.chooseCardTarget({
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filterCard:function(card){
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return _status.event.parent.cards.contains(card);
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},
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selectCard:[1,event.cards.length],
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filterTarget:function(card,player,target){
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return player!=target;
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},
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ai1:function(card){
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if(ui.selected.cards.length>0) return -1;
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return (_status.event.player.num('h')-_status.event.player.hp);
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},
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ai2:function(target){
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if(target.num('h')>player.num('h')) return 0;
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return ai.get.attitude(_status.event.player,target)-4;
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},
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prompt:'请选择要送人的卡牌'
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});
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"step 2"
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if(result.bool){
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player.logSkill('qingjian',result.targets);
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result.targets[0].gain(result.cards);
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player.$give(result.cards.length,result.targets[0]);
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for(var i=0;i<result.cards.length;i++){
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event.cards.remove(result.cards[i]);
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}
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if(event.cards.length) event.goto(1);
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}
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},
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ai:{
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expose:0.3
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}
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},
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reyingzi:{
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trigger:{player:'phaseDrawBegin'},
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forced:true,
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content:function(){
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trigger.num++;
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},
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ai:{
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threaten:1.5
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},
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mod:{
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maxHandcard:function(player,num){
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if(player.hp<player.maxHp) return num+player.maxHp-player.hp;
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}
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}
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},
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refanjian:{
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enable:'phaseUse',
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usable:1,
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filter:function(event,player){
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return player.num('h')>0;
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},
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filterTarget:function(card,player,target){
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return player!=target;
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},
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filterCard:true,
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check:function(card){
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return 8-ai.get.value(card);
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},
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discard:false,
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prepare:function(cards,player,targets){
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player.$give(1,targets[0]);
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},
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content:function(){
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"step 0"
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target.storage.refanjian=cards[0];
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target.gain(cards[0]);
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"step 1"
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target.chooseControl('refanjian_card','refanjian_hp').ai=function(event,player){
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var cards=target.get('he',{suit:get.suit(player.storage.refanjian)});
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if(cards.length==1) return 0;
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if(cards.length==2){
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for(var i=0;i<cards.length;i++){
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if(get.tag(cards[i],'save')) return 1;
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}
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}
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if(player.hp==1) return 0;
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for(var i=0;i<cards.length;i++){
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if(ai.get.value(cards[i])>=8) return 1;
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||
}
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||
if(cards.length>2&&player.hp>2) return 1;
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||
if(cards.length>3) return 1;
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return 0;
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}
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||
"step 2"
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if(result.control=='refanjian_card'){
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target.showHandcards();
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}
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else{
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target.loseHp();
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event.finish();
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}
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"step 3"
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target.discard(target.get('he',{suit:get.suit(target.storage.refanjian)}))
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},
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ai:{
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order:9,
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result:{
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target:function(player,target){
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return -target.num('he');
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}
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},
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threaten:2,
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}
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},
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reqianxun:{
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init:function(player){
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player.storage.reqianxun2=[];
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},
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trigger:{target:'useCardToBegin',player:'judgeAfter'},
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filter:function(event,player){
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if(player.num('h')==0) return false;
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||
if(event.parent.name=='phaseJudge'){
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return event.result.judge!=0;
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||
}
|
||
if(event.name=='judge') return false;
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||
if(event.targets&&event.targets.length>1) return false;
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||
if(event.card&&get.type(event.card)=='trick'&&event.player!=player) return true;
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},
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content:function(){
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player.storage.reqianxun2=player.storage.reqianxun2.concat(player.get('h'));
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player.lose(player.get('h'),ui.special);
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player.addSkill('reqianxun2');
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},
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ai:{
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effect:function(card,player,target){
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if(get.type(card,'trick')=='trick'&&ui.selected.targets.length==0) return [1,1];
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},
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},
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},
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||
reqianxun2:{
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||
trigger:{global:'phaseAfter'},
|
||
forced:true,
|
||
content:function(){
|
||
player.gain(player.storage.reqianxun2);
|
||
player.removeSkill('reqianxun2');
|
||
player.storage.reqianxun2=[];
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||
},
|
||
mark:true,
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||
intro:{
|
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content:'cardCount'
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||
}
|
||
},
|
||
relianying:{
|
||
trigger:{player:'loseEnd'},
|
||
direct:true,
|
||
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"
|
||
var num=0;
|
||
for(var i=0;i<trigger.cards.length;i++){
|
||
if(trigger.cards[i].original=='h') num++;
|
||
}
|
||
player.chooseTarget('选择发动连营的目标',[1,num]).ai=function(target){
|
||
if(player==target) return ai.get.attitude(player,target)+10;
|
||
return ai.get.attitude(player,target);
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('relianying',result.targets);
|
||
game.asyncDraw(result.targets);
|
||
}
|
||
},
|
||
ai:{
|
||
threaten:0.8,
|
||
effect:{
|
||
target:function(card){
|
||
if(card.name=='guohe'||card.name=='liuxinghuoyu') return 0.5;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
retishen:{
|
||
unique:true,
|
||
mark:true,
|
||
trigger:{player:'phaseBegin'},
|
||
init:function(player){
|
||
player.storage.retishen=false;
|
||
},
|
||
filter:function(event,player){
|
||
if(player.storage.retishen) return false;
|
||
if(typeof player.storage.retishen2=='number'){
|
||
return player.hp<player.storage.retishen2;
|
||
}
|
||
return false;
|
||
},
|
||
check:function(event,player){
|
||
if(player.hp<=1) return true;
|
||
return player.hp<player.storage.retishen2-1;
|
||
},
|
||
content:function(){
|
||
player.unmarkSkill('retishen');
|
||
player.recover(player.storage.retishen2-player.hp);
|
||
player.draw(player.storage.retishen2-player.hp);
|
||
player.storage.retishen=true;
|
||
},
|
||
intro:{
|
||
mark:function(dialog,content,player){
|
||
if(player.storage.retishen) return;
|
||
if(typeof player.storage.retishen2!='number'){
|
||
return '上回合体力:无';
|
||
}
|
||
return '上回合体力:'+player.storage.retishen2;
|
||
},
|
||
content:'limited'
|
||
},
|
||
group:['retishen2']
|
||
},
|
||
retishen2:{
|
||
trigger:{player:'phaseEnd'},
|
||
priority:-10,
|
||
forced:true,
|
||
popup:false,
|
||
silent:true,
|
||
content:function(){
|
||
player.storage.retishen2=player.hp;
|
||
},
|
||
intro:{
|
||
content:function(storage,player){
|
||
if(player.storage.retishen) return;
|
||
return '上回合体力:'+storage;
|
||
}
|
||
}
|
||
},
|
||
reyajiao:{
|
||
trigger:{player:['respond','useCard']},
|
||
frequent:true,
|
||
filter:function(event,player){
|
||
return player!=_status.currentPhase&&get.itemtype(event.cards)=='cards';
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
event.card=get.cards()[0];
|
||
event.node=event.card.copy('thrown','center',ui.arena).animate('start');
|
||
if(get.type(event.card,'trick')==get.type(trigger.card,'trick')){
|
||
player.chooseTarget('选择获得此牌的角色').ai=function(target){
|
||
var att=ai.get.attitude(player,target);
|
||
if(att>0){
|
||
return att+Math.max(0,5-target.num('h'));
|
||
}
|
||
return att;
|
||
}
|
||
}
|
||
else{
|
||
player.chooseBool('是否弃置'+get.translation(event.card)+'?');
|
||
event.disbool=true;
|
||
}
|
||
game.delay(2);
|
||
"step 1"
|
||
if(event.disbool){
|
||
if(!result.bool){
|
||
game.log(get.translation(player)+'展示了'+get.translation(event.card));
|
||
ui.cardPile.insertBefore(event.card,ui.cardPile.firstChild);
|
||
}
|
||
else{
|
||
game.log(get.translation(player)+'展示并弃掉了'+get.translation(event.card));
|
||
ui.discardPile.appendChild(event.card);
|
||
}
|
||
}
|
||
else if(result.targets){
|
||
result.targets[0].gain(event.card);
|
||
event.node.moveTo(result.targets[0]);
|
||
game.log(get.translation(result.targets[0])+'获得了'+get.translation(event.card));
|
||
}
|
||
else{
|
||
game.log(get.translation(player)+'展示并弃掉了'+get.translation(event.card));
|
||
ui.discardPile.appendChild(event.card);
|
||
}
|
||
event.node.delete();
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player){
|
||
if(get.tag(card,'respond')&&player.num('h')>1) return [1,0.2];
|
||
}
|
||
}
|
||
}
|
||
},
|
||
rejianxiong:{
|
||
trigger:{player:'damageEnd'},
|
||
direct:true,
|
||
content:function(){
|
||
"step 0"
|
||
if(get.itemtype(trigger.cards)=='cards'&&get.position(trigger.cards[0])=='d'){
|
||
player.chooseControl('rejianxiong_mopai','rejianxiong_napai','cancel').ai=function(){
|
||
if(trigger.cards.length==1&&trigger.cards[0].name=='sha') return 0;
|
||
return 1;
|
||
};
|
||
}
|
||
else{
|
||
player.chooseControl('rejianxiong_mopai','cancel');
|
||
}
|
||
"step 1"
|
||
if(result.control=='rejianxiong_napai'){
|
||
player.logSkill('rejianxiong');
|
||
player.gain(trigger.cards);
|
||
player.$gain2(trigger.cards);
|
||
}
|
||
else if(result.control=='rejianxiong_mopai'){
|
||
player.logSkill('rejianxiong');
|
||
player.draw();
|
||
}
|
||
},
|
||
ai:{
|
||
maixie:true,
|
||
effect:{
|
||
target:function(card,player,target){
|
||
if(player.skills.contains('jueqing')) return [1,-1];
|
||
if(get.tag(card,'damage')&&player!=target) return [1,1];
|
||
}
|
||
}
|
||
}
|
||
},
|
||
reyiji:{
|
||
trigger:{player:'damageEnd'},
|
||
frequent:true,
|
||
filter:function(event){
|
||
return (event.num>0)
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
event.num=1;
|
||
event.count=1;
|
||
"step 1"
|
||
player.gain(get.cards(2));
|
||
player.$draw(2);
|
||
"step 2"
|
||
player.chooseCardTarget({
|
||
filterCard:true,
|
||
selectCard:[1,2],
|
||
filterTarget:function(card,player,target){
|
||
return player!=target&&target!=event.temp;
|
||
},
|
||
ai1:function(card){
|
||
if(ui.selected.cards.length>0) return -1;
|
||
return (_status.event.player.num('h')-_status.event.player.hp);
|
||
},
|
||
ai2:function(target){
|
||
return ai.get.attitude(_status.event.player,target)-4;
|
||
},
|
||
prompt:'请选择要送人的卡牌'
|
||
});
|
||
"step 3"
|
||
if(result.bool){
|
||
player.lose(result.cards,ui.special);
|
||
if(result.targets[0].skills.contains('reyiji2')){
|
||
result.targets[0].storage.reyiji2=result.targets[0].storage.reyiji2.concat(result.cards);
|
||
}
|
||
else{
|
||
result.targets[0].addSkill('reyiji2');
|
||
result.targets[0].storage.reyiji2=result.cards;
|
||
}
|
||
player.$give(result.cards.length,result.targets[0]);
|
||
if(num==1){
|
||
event.temp=result.targets[0];
|
||
event.num++;
|
||
event.goto(2);
|
||
}
|
||
else if(event.count<trigger.num){
|
||
delete event.temp;
|
||
event.num=1;
|
||
event.count++;
|
||
event.goto(1);
|
||
}
|
||
}
|
||
},
|
||
ai:{
|
||
maixie:true,
|
||
result:{
|
||
effect:function(card,player,target){
|
||
if(get.tag(card,'damage')){
|
||
if(player.skills.contains('jueqing')) return [1,-2];
|
||
if(player.hp>=4) return [1,get.tag(card,damage)*2];
|
||
if(target.hp==3) return [1,get.tag(card,damage)*1.5];
|
||
if(target.hp==2) return [1,get.tag(card,damage)*0.5];
|
||
}
|
||
}
|
||
},
|
||
threaten:0.6
|
||
}
|
||
},
|
||
reyiji2:{
|
||
trigger:{player:'phaseDrawBegin'},
|
||
forced:true,
|
||
mark:true,
|
||
popup:'遗计拿牌',
|
||
content:function(){
|
||
player.$draw(player.storage.reyiji2.length);
|
||
player.gain(player.storage.reyiji2);
|
||
delete player.storage.reyiji2;
|
||
player.removeSkill('reyiji2');
|
||
game.delay();
|
||
},
|
||
intro:{
|
||
content:'cardCount'
|
||
}
|
||
},
|
||
yijue:{
|
||
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).small=true;
|
||
"step 1"
|
||
if(result.bool){
|
||
if(target.skills.contains('yijue2')==false){
|
||
target.disabledSkills.yijue=[];
|
||
for(var i=0;i<target.skills.length;i++){
|
||
if(!get.skillLocked(target.skills[i])){
|
||
target.disabledSkills.yijue.push(target.skills[i]);
|
||
}
|
||
}
|
||
target.addSkill('yijue2');
|
||
}
|
||
event.finish();
|
||
}
|
||
else if(target.hp<target.maxHp){
|
||
player.chooseBool('是否让目标回复一点体力?').ai=function(event,player){
|
||
return ai.get.recoverEffect(target,player,player)>0;
|
||
};
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 2"
|
||
if(result.bool){
|
||
target.recover();
|
||
}
|
||
},
|
||
ai:{
|
||
result:{
|
||
target:function(player,target){
|
||
if(target.num('h')>target.hp+1&&ai.get.recoverEffect(target)>0){
|
||
return 1;
|
||
}
|
||
if(player.canUse('sha',target)&&(player.num('h','sha')||player.num('he',{color:'red'}))){
|
||
return -2;
|
||
}
|
||
return -0.5;
|
||
}
|
||
},
|
||
order:9,
|
||
}
|
||
},
|
||
yijue2:{
|
||
trigger:{global:'phaseAfter'},
|
||
forced:true,
|
||
mark:true,
|
||
content:function(){
|
||
delete player.disabledSkills.yijue;
|
||
player.removeSkill('yijue2');
|
||
},
|
||
mod:{
|
||
cardEnabled:function(){
|
||
return false;
|
||
},
|
||
cardUsable:function(){
|
||
return false;
|
||
},
|
||
cardRespondable:function(){
|
||
return false;
|
||
},
|
||
cardSavable:function(){
|
||
return false;
|
||
}
|
||
},
|
||
intro:{
|
||
content:function(st,player){
|
||
var storage=player.disabledSkills.yijue;
|
||
if(storage&&storage.length){
|
||
var str='失效技能:';
|
||
for(var i=0;i<storage.length;i++){
|
||
if(lib.translate[storage[i]+'_info']){
|
||
str+=get.translation(storage[i])+'、';
|
||
}
|
||
}
|
||
return str.slice(0,str.length-1);
|
||
}
|
||
}
|
||
}
|
||
},
|
||
retieji:{
|
||
trigger:{player:'shaBegin'},
|
||
check:function(event,player){
|
||
return ai.get.attitude(player,event.target)<0;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.judge(function(){return 0});
|
||
var target=trigger.target;
|
||
if(target.skills.contains('retieji2')==false){
|
||
target.disabledSkills.retieji=[];
|
||
for(var i=0;i<target.skills.length;i++){
|
||
if(!get.skillLocked(target.skills[i])){
|
||
target.disabledSkills.retieji.push(target.skills[i]);
|
||
}
|
||
}
|
||
target.addSkill('retieji2');
|
||
}
|
||
"step 1"
|
||
var suit=get.suit(result.card);
|
||
var target=trigger.target;
|
||
var num=target.num('h','shan');
|
||
target.chooseToDiscard('请弃置一张'+get.translation(suit)+'牌,否则不能使用闪抵消此杀','he',function(card){
|
||
return get.suit(card)==suit;
|
||
}).ai=function(card){
|
||
if(num==0) return 0;
|
||
if(card.name=='shan') return num>1;
|
||
return 8-ai.get.value(card);
|
||
};
|
||
"step 2"
|
||
if(!result.bool){
|
||
trigger.directHit=true;
|
||
}
|
||
}
|
||
},
|
||
retieji2:{
|
||
trigger:{global:'phaseAfter'},
|
||
forced:true,
|
||
content:function(){
|
||
delete player.disabledSkills.retieji;
|
||
player.removeSkill('retieji2');
|
||
},
|
||
mark:true,
|
||
intro:{
|
||
content:function(st,player){
|
||
var storage=player.disabledSkills.retieji;
|
||
if(storage&&storage.length){
|
||
var str='失效技能:';
|
||
for(var i=0;i<storage.length;i++){
|
||
if(lib.translate[storage[i]+'_info']){
|
||
str+=get.translation(storage[i])+'、';
|
||
}
|
||
}
|
||
return str.slice(0,str.length-1);
|
||
}
|
||
}
|
||
}
|
||
},
|
||
reyicong:{
|
||
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
|
||
}
|
||
},
|
||
qiaomeng:{
|
||
trigger:{source:'damageEnd'},
|
||
direct:true,
|
||
filter:function(event){
|
||
return event.card&&event.card.name=='sha'&&event.cards&&
|
||
get.color(event.cards)=='black'&&event.player.num('e');
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.choosePlayerCard('e',trigger.player);
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('qiaomeng');
|
||
trigger.player.discard(result.links[0]);
|
||
event.card=result.links[0];
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 2"
|
||
if(get.position(card)=='d'){
|
||
if(get.subtype(card)=='equip3'||get.subtype(card)=='equip4'){
|
||
player.gain(card);
|
||
player.$gain2(card);
|
||
}
|
||
}
|
||
}
|
||
},
|
||
rekurou:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filterCard:true,
|
||
check:function(card){
|
||
return 9-ai.get.value(card);
|
||
},
|
||
position:'he',
|
||
content:function(){
|
||
player.loseHp();
|
||
},
|
||
ai:{
|
||
order:9,
|
||
result:{
|
||
player:function(player){
|
||
if(player.hp<=2) return 0;
|
||
if(player.num('h')+1<player.hp) return 1;
|
||
return 0;
|
||
}
|
||
},
|
||
effect:function(card,player){
|
||
if(get.tag(card,'damage')){
|
||
if(player.skills.contains('jueqing')) return [1,1];
|
||
return 1.2;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
zhaxiang:{
|
||
trigger:{player:'loseHpEnd'},
|
||
forced:true,
|
||
content:function(){
|
||
player.draw(3);
|
||
if(_status.currentPhase==player){
|
||
player.addTempSkill('zhaxiang2',{player:'phaseAfter'});
|
||
}
|
||
}
|
||
},
|
||
zhaxiang2:{
|
||
mod:{
|
||
targetInRange:function(card,player,target,now){
|
||
if(card.name=='sha'&&get.color(card)=='red') return true;
|
||
},
|
||
cardUsable:function(card,player,num){
|
||
if(card.name=='sha') return num+1;
|
||
}
|
||
},
|
||
trigger:{player:'shaBegin'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return event.card&&get.color(event.card)=='red';
|
||
},
|
||
content:function(){
|
||
trigger.directHit=true;
|
||
}
|
||
},
|
||
zhuhai:{
|
||
trigger:{global:'phaseEnd'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return event.player.getStat('damage')&&
|
||
lib.filter.targetEnabled({name:'sha'},player,event.player)&&
|
||
!lib.filter.autoRespondSha.call({player:player});
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseToUse({name:'sha'},'是否对'+get.translation(trigger.player)+'使用一张杀',trigger.player);
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('zhuhai');
|
||
}
|
||
}
|
||
},
|
||
qianxin:{
|
||
unique:true,
|
||
trigger:{source:'damageAfter'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return player.hp<player.maxHp;
|
||
},
|
||
content:function(){
|
||
player.removeSkill('qianxin');
|
||
player.addSkill('jianyan');
|
||
player.loseMaxHp();
|
||
}
|
||
},
|
||
jianyan:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseControl(['red','black'].concat(get.types())).ai=function(){
|
||
if(player.num('shan')==0) return 'basic';
|
||
if(player.num('e')<=1) return 'equip';
|
||
if(player.num('h')>2) return 'trick';
|
||
return 'red';
|
||
};
|
||
"step 1"
|
||
var num=20;
|
||
var card;
|
||
event.cards=[];
|
||
while(num--){
|
||
card=get.cards(0);
|
||
event.cards.push(card);
|
||
if(get.color(card)==result.control) break;
|
||
else if(get.type(card,'trick')==result.control) break;
|
||
}
|
||
event.card=card;
|
||
player.showCards(event.cards);
|
||
player.chooseTarget(true,'选择一名男性角色送出'+get.translation(event.card),function(card,player,target){
|
||
return target.sex=='male';
|
||
});
|
||
"step 2"
|
||
result.targets[0].$gain(event.card);
|
||
for(var i=0;i<cards.length-1;i++){
|
||
ui.discardPile.appendChild(cards[i]);
|
||
}
|
||
game.delay(0,1000);
|
||
"step 3"
|
||
result.targets[0].gain(event.card);
|
||
|
||
},
|
||
ai:{
|
||
order:9,
|
||
result:{
|
||
player:2
|
||
},
|
||
threaten:1.2
|
||
}
|
||
},
|
||
reguose:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
discard:false,
|
||
filter:function(event,player){
|
||
return player.num('he',{suit:'diamond'})>0;
|
||
},
|
||
prepare:function(cards,player,targets){
|
||
player.$throw(cards);
|
||
},
|
||
position:'he',
|
||
filterCard:{suit:'diamond'},
|
||
filterTarget:function(card,player,target){
|
||
if(player==target) return false;
|
||
if(target.hasJudge('lebu')) return true;
|
||
return lib.filter.targetEnabled({name:'lebu'},player,target);
|
||
},
|
||
check:function(card){
|
||
return 7-ai.get.value(card);
|
||
},
|
||
content:function(){
|
||
if(target.hasJudge('lebu')){
|
||
target.discard(target.getJudge('lebu'));
|
||
}
|
||
else{
|
||
target.addJudge('lebu',cards);
|
||
}
|
||
player.draw();
|
||
},
|
||
ai:{
|
||
result:{
|
||
target:function(player,target){
|
||
if(target.hasJudge('lebu')) return -ai.get.effect(target,{name:'lebu'},player,target);
|
||
return ai.get.effect(target,{name:'lebu'},player,target);
|
||
}
|
||
},
|
||
order:9,
|
||
}
|
||
},
|
||
fenwei:{
|
||
unique:true,
|
||
mark:true,
|
||
trigger:{global:'useCard'},
|
||
priority:5,
|
||
filter:function(event,player){
|
||
if(get.info(event.card).multitarget) return false;
|
||
if(event.targets.length<2) return false;
|
||
if(player.storage.fenwei) return false;
|
||
return true;
|
||
},
|
||
init:function(player){
|
||
player.storage.fenwei=false;
|
||
},
|
||
direct:true,
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseTarget('选择令'+get.translation(trigger.card)+'无效的目标',
|
||
[1,trigger.targets.length],function(card,player,target){
|
||
return trigger.targets.contains(target);
|
||
}).ai=function(target){
|
||
if(game.phaseNumber>game.players.length*2&&trigger.targets.length>=game.players.length-1){
|
||
return -ai.get.effect(target,trigger.card,trigger.player,player);
|
||
}
|
||
return -1;
|
||
};
|
||
"step 1"
|
||
if(result.bool){
|
||
player.unmarkSkill('fenwei');
|
||
player.logSkill('fenwei',result.targets);
|
||
player.storage.fenwei=true;
|
||
for(var i=0;i<result.targets.length;i++){
|
||
trigger.targets.remove(result.targets[i]);
|
||
}
|
||
game.delay();
|
||
}
|
||
},
|
||
intro:{
|
||
content:'limited'
|
||
}
|
||
},
|
||
chulao:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filterTarget:function(card,player,target){
|
||
if(player==target) return false;
|
||
if(target.group=='unknown') return false;
|
||
for(var i=0;i<ui.selected.targets.length;i++){
|
||
if(ui.selected.targets[i].group==target.group) return false;
|
||
}
|
||
return target.num('he')>0;
|
||
},
|
||
filterCard:true,
|
||
position:'he',
|
||
selectTarget:[1,Infinity],
|
||
check:function(card){
|
||
if(get.suit(card)=='spade') return 8-ai.get.value(card);
|
||
return 5-ai.get.value(card);
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
if(num==0&&get.suit(cards[0])=='spade') player.draw();
|
||
player.choosePlayerCard(targets[num],'he',true);
|
||
"step 1"
|
||
if(result.bool){
|
||
if(result.links.length) targets[num].discard(result.links[0]);
|
||
if(get.suit(result.links[0])=='spade') targets[num].draw();
|
||
}
|
||
},
|
||
ai:{
|
||
result:{
|
||
target:-1
|
||
},
|
||
threaten:1.2,
|
||
order:3
|
||
}
|
||
},
|
||
xunxun:{
|
||
trigger:{player:'phaseDrawBefore'},
|
||
frequent:true,
|
||
content:function(){
|
||
"step 0"
|
||
event.cards=get.cards(4);
|
||
player.chooseCardButton(event.cards,2,true,'选择获得两张牌').ai=ai.get.buttonValue;
|
||
trigger.untrigger();
|
||
trigger.finish();
|
||
"step 1"
|
||
var choice=[];
|
||
for(var i=0;i<result.links.length;i++){
|
||
choice.push(result.links[i]);
|
||
cards.remove(result.links[i]);
|
||
}
|
||
for(var i=0;i<cards.length;i++){
|
||
ui.cardPile.appendChild(cards[i]);
|
||
}
|
||
player.gain(choice);
|
||
player.$gain(choice.length);
|
||
game.delay();
|
||
},
|
||
},
|
||
wangxi:{
|
||
trigger:{player:'damageEnd',source:'damageEnd'},
|
||
filter:function(event){
|
||
return event.num&&event.source&&event.player&&
|
||
event.player.isAlive()&&event.source.isAlive()&&event.source!=event.player;
|
||
},
|
||
check:function(event,player){
|
||
if(event.player==player) return ai.get.attitude(player,event.source)>-3;
|
||
return ai.get.attitude(player,event.player)>-3;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
game.asyncDraw([trigger.player,trigger.source],trigger.num);
|
||
"step 1"
|
||
game.delay();
|
||
}
|
||
}
|
||
},
|
||
translate:{
|
||
re_zhangliao:'张辽',
|
||
re_huangyueying:'黄月英',
|
||
re_simayi:'司马懿',
|
||
re_xuzhu:'许褚',
|
||
re_xiahoudun:'夏侯惇',
|
||
re_lvmeng:'吕蒙',
|
||
re_zhouyu:'周瑜',
|
||
re_luxun:'陆逊',
|
||
re_zhaoyun:'赵云',
|
||
re_guanyu:'关羽',
|
||
re_zhangfei:'张飞',
|
||
re_machao:'马超',
|
||
re_caocao:'曹操',
|
||
re_guojia:'郭嘉',
|
||
re_lvbu:'吕布',
|
||
re_xushu:'徐庶',
|
||
re_huanggai:'黄盖',
|
||
re_gongsunzan:'公孙瓒',
|
||
re_daqiao:'大乔',
|
||
re_ganning:'甘宁',
|
||
re_huatuo:'华佗',
|
||
re_lidian:'李典',
|
||
qinxue:'勤学',
|
||
retuxi:'突袭·新',
|
||
reluoyi:'裸衣·新',
|
||
reluoyi2:'裸衣·新',
|
||
reganglie:'刚烈·新',
|
||
qingjian:'清俭',
|
||
reyingzi:'英姿·新',
|
||
refanjian:'反间·新',
|
||
refanjian_card:'弃牌',
|
||
refanjian_hp:'流失体力',
|
||
reqianxun:'谦逊·新',
|
||
reqianxun2:'谦逊·新',
|
||
relianying:'连营·新',
|
||
retishen:'替身',
|
||
retishen2:'替身',
|
||
reyajiao:'涯角',
|
||
rejianxiong:'奸雄·新',
|
||
rejianxiong_mopai:'摸牌',
|
||
rejianxiong_napai:'拿牌',
|
||
reyiji:'遗计·新',
|
||
reyiji2:'遗计·新',
|
||
yijue:'义绝',
|
||
yijue2:'义绝',
|
||
retieji:'铁骑·新',
|
||
retieji2:'铁骑·新',
|
||
refankui:'反馈·新',
|
||
reyicong:'义从',
|
||
qiaomeng:'趫猛',
|
||
rekurou:'苦肉·新',
|
||
zhaxiang:'诈降',
|
||
zhaxiang2:'诈降',
|
||
zhuhai:'诛害',
|
||
qianxin:'潜心',
|
||
jianyan:'荐言',
|
||
reguicai:'鬼才·新',
|
||
xunxun:'恂恂',
|
||
wangxi:'忘隙',
|
||
reguose:'国色·新',
|
||
fenwei:'奋威',
|
||
chulao:'除痨',
|
||
rejizhi:'集智',
|
||
// rejizhi_info:'当你使用一张装备牌或锦囊牌时,你可以展示牌堆顶牌,若该牌为基本牌,将之置入弃牌堆或用一张手牌与之交换;若不为基本牌,则将之收入手牌。',
|
||
rejizhi_info:'当你使用一张装备牌或锦囊牌时,你可以摸一张牌并展示之,若此牌是基本牌,你须弃置一张手牌',
|
||
xunxun_info:'摸牌阶段,你可以放弃摸牌,改为观看牌堆顶的四张牌,然后获得其中的两张牌,将其余的牌以任意顺序置于牌堆底。',
|
||
wangxi_info:'每当你对其他角色造成1点伤害后,或受到其他角色造成的1点伤害后,你可与该角色各摸一张牌。',
|
||
reguose_info:'出牌阶段限一次,你可以选择一项:将一张方片花色牌当做【乐不思蜀】使用;或弃置一张方片花色牌并弃置场上的一张【乐不思蜀】。选择完成后,你摸一张牌。',
|
||
fenwei_info:'当一名角色使用的锦囊牌指定了至少两名角色为目标时,你可以令此牌对其中任意名角色无效。',
|
||
chulao_info:'出牌阶段限一次,若你有牌,你可以选择任意名势力各不相同的其他角色,你弃置你和这些角色的各一张牌。然后以此法弃置黑桃牌的角色各摸一张牌。',
|
||
reguicai_info:'在任意角色的判定牌生效前,你可以打出一张牌代替之',
|
||
zhuhai_info:'一名其他角色的结束阶段开始时,若该角色本回合造成过伤害,你可以对其使用一张【杀】。',
|
||
qianxin_info:'觉醒技,当你造成一次伤害后,若你已受伤,你须减1点体力上限,并获得技能“荐言”。',
|
||
jianyan_info:'出牌阶段限一次,你可以声明一种牌的类别或颜色,然后连续亮出牌堆顶的牌,直到亮出符合你声明的牌为止,选择一名男性角色,该角色获得此牌,再将其余以此法亮出的牌置入弃牌堆。',
|
||
rekurou_info:'出牌阶段限一次,你可以弃置一张牌,然后失去1点体力。',
|
||
zhaxiang_info:'锁定技 每当你失去1点体力后,你摸三张牌。然后若此时是你的出牌阶段,则直到回合结束,你使用红色【杀】无距离限制且不能被【闪】响应,你可以额外使用一张【杀】。',
|
||
qiaomeng_info:'每当你使用黑色【杀】对一名角色造成伤害后,你可以弃置该角色装备区里的一张牌,若此牌是坐骑牌,你于此牌置入弃牌堆时获得之。',
|
||
reyicong_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。',
|
||
refankui_info:'每当你受到1点伤害后,你可以获得伤害来源的一张牌。',
|
||
retieji_info:'当你使用【杀】指定一名角色为目标后,你可以进行一次判定并令该角色的非锁定技失效直到回合结束,除非该角色弃置一张与判定结果花色相同的牌,否则不能使用【闪】抵消此【杀】。',
|
||
yijue_info:'出牌阶段限一次,你可以与一名其他角色拼点,若你赢,则直到回合结束,该角色不能使用或打出手牌且其非锁定技失效,若你没赢,你可令该角色回复一点体力。',
|
||
reyiji_info:'每当你受到1点伤害后,你可以摸两张牌。然后你可以在至多两名角色的武将牌旁边分别扣置至多两张手牌,这些角色的下个摸牌阶段开始时,该角色获得其武将牌旁的这些牌。',
|
||
rejianxiong_info:'每当你受到伤害后,你可以选择一项:摸一张牌,或获得对你造成伤害的牌。',
|
||
reyajiao_info:'每当你于回合外使用或打出一张手牌时,你可以亮出牌堆顶的一张牌,若此牌与你此次使用或打出的牌类别相同,你可以将之交给任意一名角色;若不同则你可以将之置入弃牌堆。',
|
||
retishen_info:'限定技,准备阶段开始时,你可以将体力回复至等同于你上回合结束时的体力值,然后你每以此法回复1点体力,便摸一张牌。',
|
||
reqianxun_info:'每当一张延时类锦囊牌或其他角色使用的非延时类锦囊牌生效时,若你是此牌的唯一目标,你可以将所有手牌置于你的武将牌上,若如此做,此回合结束时,你获得你武将牌上的所有牌。',
|
||
relianying_info:'当你失去最后的手牌时,你可以令至多X名角色各摸一张牌(X为你此次失去的手牌数)。',
|
||
reyingzi_info:'锁定技,摸牌阶段摸牌时,你额外摸一张牌;你的手牌上限不会因体力值的减少而减少。',
|
||
refanjian_info:'出牌阶段限一次,你可以展示一张手牌并将此牌交给一名其他角色。然后该角色选择一项:展示其手牌并弃置所有与此牌花色相同的牌,或是去一点体力。',
|
||
qingjian_info:'每当你于摸牌阶段外获得牌时,你可以将其中任意牌以任意顺序交给其他角色',
|
||
qinxue_info:'觉醒技,准备阶段开始时,若你的手牌数比体力值多3(人数不少于7时改为2)或更多,你须减一点体力上限并获得技能【攻心】',
|
||
retuxi_info:'摸牌阶段摸牌时,你可以少摸任意张牌,然后选择等量的手牌数大于或等于你的其他角色,获得这些角色的各一张手牌。',
|
||
reluoyi_info:'你可以跳过摸牌阶段,然后展示牌堆顶的三张牌,获得其中的基本牌、武器牌和【决斗】,若如此做,直到你的下回合开始,你为伤害来源的【杀】或【决斗】造成的伤害+1。',
|
||
reganglie_info:'每当你受到1点伤害后,可进行一次判定,若结果为红色,你对伤害来源造成1点伤害,若结果为黑色,你弃置其一张牌。'
|
||
},
|
||
}
|