941 lines
24 KiB
JavaScript
941 lines
24 KiB
JavaScript
'use strict';
|
||
card.guozhan={
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||
connect:true,
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card:{
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||
yuxi:{
|
||
mode:['guozhan'],
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||
fullskin:true,
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||
type:'equip',
|
||
subtype:'equip5',
|
||
skills:['yuxi_skill'],
|
||
ai:{
|
||
equipValue:9
|
||
}
|
||
},
|
||
xietianzi:{
|
||
fullskin:true,
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||
type:'trick',
|
||
lianheng:true,
|
||
enable:function(card,player){
|
||
if(get.mode()=='guozhan'&&!player.isMajor()) return false;
|
||
return _status.event.getParent().name=='phaseUse';
|
||
},
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||
filterTarget:function(card,player,target){
|
||
return player==target;
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||
},
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||
selectTarget:-1,
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||
content:function(){
|
||
var evt=_status.event.getParent('phaseUse');
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||
if(evt&&evt.name=='phaseUse'){
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evt.skipped=true;
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||
}
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target.addSkill('xietianzi');
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||
},
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||
ai:{
|
||
order:0.5,
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||
value:4,
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||
useful:2,
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||
result:{
|
||
target:function(player,target){
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||
if(target.num('he')>=2) return 1;
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||
return 0;
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||
}
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||
}
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||
}
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},
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||
shuiyanqijunx:{
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fullskin:true,
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type:'trick',
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filterTarget:function(card,player,target){
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||
return target!=player&&target.num('e')>0;
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||
},
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enable:true,
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content:function(){
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'step 0'
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target.chooseControl('discard_card','take_damage',function(event,player){
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||
if(ai.get.damageEffect(player,event.player,player,'thunder')>=0){
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return 'take_damage';
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||
}
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if(player.hp>=3&&player.num('e')>=2){
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return 'take_damage';
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||
}
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||
return 'discard_card';
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||
});
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'step 1'
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if(result.control=='discard_card'){
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target.discard(target.get('e'));
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}
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else{
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target.damage('thunder');
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}
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},
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ai:{
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order:7,
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value:4,
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useful:2,
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tag:{
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damage:1,
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thunderDamage:1,
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natureDamage:1
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||
},
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result:{
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target:function(player,target){
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return -target.num('e');
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}
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}
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}
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},
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lulitongxin:{
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fullskin:true,
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type:'trick',
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enable:function(card,player){
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for(var i=0;i<game.players.length;i++){
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if(game.players[i].isMajor()) return true;
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}
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return false;
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},
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mode:['guozhan'],
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filterTarget:true,
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chongzhu:true,
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changeTarget:function(player,targets){
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var target=targets[0];
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for(var i=0;i<game.players.length;i++){
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if(game.players[i].isMajor()==target.isMajor()&&game.players[i]!=target){
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targets.push(game.players[i]);
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}
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}
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},
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content:function(){
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if(target.isLinked()){
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target.draw();
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}
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else{
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target.link();
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}
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},
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ai:{
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order:7.5,
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value:4,
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useful:2,
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wuxie:function(){
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return 0;
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},
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result:{
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player:function(player,target){
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var num=0;
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for(var i=0;i<game.players.length;i++){
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if(target.isMajor()==game.players[i].isMajor()){
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if(game.players[i].isLinked()){
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num+=ai.get.attitude(player,target);
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}
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else{
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num-=ai.get.attitude(player,target)*0.8;
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}
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}
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}
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return num;
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}
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}
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}
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},
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lianjunshengyan:{
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fullskin:true,
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type:'trick',
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enable:function(card,player){
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return !player.isUnseen();
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},
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mode:['guozhan'],
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filterTarget:function(card,player,target){
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return target.identity!='unknown'&&(target.identity!=player.identity||target.identity=='ye');
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},
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changeTarget:function(player,targets){
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var target=targets[0];
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targets.push(player);
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if(target.identity!='ye'){
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for(var i=0;i<game.players.length;i++){
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if(target!=game.players[i]&&target.identity==game.players[i].identity){
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targets.push(game.players[i]);
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}
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}
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}
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},
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content:function(){
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'step 0'
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if(target==player){
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target.draw(targets.length-1);
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event.finish();
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}
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else if(target.hp==target.maxHp){
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event.directdraw=true;
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}
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else{
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target.chooseControl('draw_card','recover_hp',function(event,target){
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if(target.hp>=2||target.hp>=target.maxHp-1) return 'draw_card';
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if(target.hp==2&&target.num('h')==0) return 'draw_card';
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return 'recover_hp';
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});
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}
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'step 1'
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if(!event.directdraw&&result&&result.control=='recover_hp'){
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target.recover();
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event.finish();
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}
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else{
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target.draw();
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}
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'step 2'
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if(target.isLinked()){
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target.link();
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}
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},
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ai:{
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order:3,
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value:4,
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useful:2,
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result:{
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player:0.8,
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target:1
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}
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}
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},
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chiling:{
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fullskin:true,
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type:'trick',
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enable:true,
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mode:['guozhan'],
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filterTarget:function(card,player,target){
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return target.isUnseen();
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},
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selectTarget:-1,
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chooseai:function(event,player){
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if(_status.event.controls.contains('选项三')){
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return Math.random()<0.5?'选项一':'选项三';
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}
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else{
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if(player.hasSkillTag('maixie')||player.hp<=2) return '选项一';
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return Math.random()<0.5?'选项一':'选项二';
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}
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},
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content:function(){
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'step 0'
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var choiceList=['明置一张武将牌,然后摸一张牌','失去1点体力'];
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if(target.num('he',{type:'equip'})){
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choiceList.push('弃置一张装备牌');
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}
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target.chooseControl(lib.card.chiling.chooseai).set('prompt','敕令').set('choiceList',choiceList);
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'step 1'
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if(result.control=='选项一'){
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target.showCharacter(2);
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target.draw();
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}
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else if(result.control=='选项二'){
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target.loseHp();
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}
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else{
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target.chooseToDiscard('he',{type:'equip'},true);
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}
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},
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ai:{
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order:6,
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result:{
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target:-1
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}
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}
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},
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diaohulishan:{
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fullskin:true,
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type:'trick',
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lianheng:true,
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enable:true,
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||
filterTarget:function(card,player,target){
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return target!=player;
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},
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content:function(){
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target.addTempSkill('diaohulishan','phaseAfter');
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},
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ai:{
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order:10,
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value:4,
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useful:2,
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wuxie:function(){
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return 0;
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},
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result:{
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player:function(player,target){
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var att=ai.get.attitude(player,target);
|
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if(target.hp==1&&att<0) return 0;
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for(var i=0;i<game.players.length;i++){
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if(game.players[i]==target) continue;
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if(ai.get.attitude(player,game.players[i])<att){
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var num=1;
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if(target==player.next||target==player.previous){
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num+=0.5;
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}
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return num;
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}
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}
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return 0;
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}
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}
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}
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},
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huxinjing:{
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lianheng:true,
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fullskin:true,
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type:"equip",
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subtype:"equip2",
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nomod:true,
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||
skills:['huxinjing'],
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||
ai:{
|
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basic:{
|
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equipValue:6
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},
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},
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},
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huoshaolianying:{
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fullskin:true,
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type:'trick',
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lianheng:true,
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filterTarget:function(card,player,target){
|
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if(get.mode()=='guozhan'){
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var next=player.getNext();
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return target==next||target.inline(next);
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}
|
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if(player==target) return false;
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||
var link=false;
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for(var i=0;i<game.players.length;i++){
|
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if(game.players[i].isLinked()&&game.players[i]!=player){
|
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link=true;break;
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}
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}
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if(link){
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if(!target.isLinked()) return false;
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var distance=get.distance(player,target,'absolute');
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for(var i=0;i<game.players.length;i++){
|
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if(target!=game.players[i]&&
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game.players[i]!=player&&
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game.players[i].isLinked()){
|
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if(get.distance(player,game.players[i],'absolute')<distance){
|
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return false;
|
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}
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if(get.distance(player,game.players[i],'absolute')==distance&&
|
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parseInt(game.players[i].dataset.position)<parseInt(target.dataset.position)){
|
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return false;
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||
}
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}
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||
}
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return true;
|
||
}
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else{
|
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var dist=get.distance(player,target);
|
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for(var i=0;i<game.players.length;i++){
|
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if(game.players[i]!=player&&get.distance(player,game.players[i])<dist) return false;
|
||
}
|
||
return true;
|
||
}
|
||
},
|
||
enable:true,
|
||
selectTarget:-1,
|
||
content:function(){
|
||
target.damage('fire');
|
||
},
|
||
ai:{
|
||
order:5,
|
||
value:6,
|
||
tag:{
|
||
damage:1,
|
||
natureDamage:1,
|
||
fireDamage:1,
|
||
},
|
||
result:{
|
||
target:function(player,target){
|
||
if(target.hasSkillTag('nofire')||target.hasSkillTag('nodamage')) return 0;
|
||
if(target.hasSkill('xuying')&&target.num('h')==0) return 0;
|
||
if(!target.isLinked()){
|
||
return ai.get.damageEffect(target,player,target,'fire');
|
||
}
|
||
var num=0;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].isLinked()){
|
||
var eff=ai.get.damageEffect(game.players[i],player,target,'fire');
|
||
if(eff>0){
|
||
num++;
|
||
}
|
||
else if(eff<0){
|
||
num--;
|
||
}
|
||
}
|
||
}
|
||
return num;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
yuanjiao:{
|
||
audio:true,
|
||
fullskin:true,
|
||
type:'trick',
|
||
enable:function(card,player){
|
||
if(get.mode()=='guozhan'&&player.isUnseen()) return false;
|
||
return true;
|
||
},
|
||
filterTarget:function(card,player,target){
|
||
if(get.mode()!='guozhan') return player!=target;
|
||
if(target.identity=='unknown'||player.identity=='unknown') return false;
|
||
if(player==target) return false;
|
||
if(player.identity=='ye') return true;
|
||
return player.identity!=target.identity;
|
||
},
|
||
content:function(){
|
||
game.asyncDraw([target,player],[1,get.mode()=='guozhan'?3:1]);
|
||
},
|
||
ai:{
|
||
basic:{
|
||
useful:4,
|
||
value:8,
|
||
order:9
|
||
},
|
||
result:{
|
||
target:1,
|
||
player:3,
|
||
},
|
||
},
|
||
},
|
||
zhibi:{
|
||
audio:true,
|
||
fullskin:true,
|
||
type:'trick',
|
||
enable:true,
|
||
chongzhu:true,
|
||
filterTarget:function(card,player,target){
|
||
if(player==target) return false;
|
||
return (target.get('h').length||
|
||
target.classList.contains('unseen')||
|
||
target.classList.contains('unseen2'))
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
if(!player.storage.zhibi){
|
||
player.storage.zhibi=[];
|
||
}
|
||
player.storage.zhibi.add(target);
|
||
var controls=[];
|
||
if(target.get('h').length) controls.push('手牌');
|
||
if(target.classList.contains('unseen')) controls.push('主将');
|
||
if(target.classList.contains('unseen2')) controls.push('副将');
|
||
if(controls.length>1){
|
||
player.chooseControl(controls);
|
||
}
|
||
if(controls.length==0) event.finish();
|
||
"step 1"
|
||
var content;
|
||
var str=get.translation(target)+'的';
|
||
if(result.control){
|
||
if(result.control=='手牌'){
|
||
content=[str+'手牌',target.get('h')];
|
||
game.log(player,'观看了',target,'的手牌');
|
||
}
|
||
else if(result.control=='主将'){
|
||
content=[str+'主将',[[target.name1],'character']];
|
||
game.log(player,'观看了',target,'的主将');
|
||
}
|
||
else{
|
||
content=[str+'副将',[[target.name2],'character']];
|
||
game.log(player,'观看了',target,'的副将');
|
||
}
|
||
}
|
||
else if(target.get('h').length){
|
||
content=[str+'手牌',target.get('h')];
|
||
game.log(player,'观看了',target,'的手牌');
|
||
}
|
||
else if(target.classList.contains('unseen')){
|
||
content=[str+'主将',[[target.name1],'character']];
|
||
game.log(player,'观看了',target,'的主将');
|
||
}
|
||
else{
|
||
content=[str+'副将',[[target.name2],'character']];
|
||
game.log(player,'观看了',target,'的副将');
|
||
}
|
||
player.chooseControl('ok').set('dialog',content);
|
||
},
|
||
mode:['guozhan'],
|
||
ai:{
|
||
order:9.5,
|
||
wuxie:function(){
|
||
return 0;
|
||
},
|
||
result:{
|
||
player:function(player,target){
|
||
if(player.num('h')<=player.hp) return 0;
|
||
if(player.storage.zhibi&&player.storage.zhibi.contains(target)) return 0;
|
||
return target.isUnseen()?1:0;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
yiyi:{
|
||
audio:true,
|
||
fullskin:true,
|
||
type:'trick',
|
||
enable:true,
|
||
filterTarget:function(card,player,target){
|
||
if(get.mode()=='guozhan'){
|
||
if(player.identity=='unknown'||player.identity=='ye') return player==target;
|
||
return player.identity==target.identity;
|
||
}
|
||
else{
|
||
return true;
|
||
}
|
||
},
|
||
selectTarget:function(){
|
||
if(get.mode()=='guozhan') return -1;
|
||
return [1,3];
|
||
},
|
||
content:function(){
|
||
target.draw(2);
|
||
target.chooseToDiscard(2,'he',true).ai=ai.get.disvalue;
|
||
},
|
||
ai:{
|
||
wuxie:function(){
|
||
return 0;
|
||
},
|
||
basic:{
|
||
useful:3,
|
||
value:3,
|
||
order:5
|
||
},
|
||
result:{
|
||
target:function(player,target){
|
||
var hs=target.get('h');
|
||
if(hs.length<=1){
|
||
if(target==player&&hs[0].name=='yiyi'){
|
||
return 0;
|
||
}
|
||
return 0.3;
|
||
}
|
||
return 1;
|
||
},
|
||
},
|
||
},
|
||
// mode:['guozhan'],
|
||
},
|
||
wuliu:{
|
||
fullskin:true,
|
||
type:'equip',
|
||
subtype:'equip1',
|
||
distance:{attackFrom:-1},
|
||
ai:{
|
||
basic:{
|
||
equipValue:function(card,player){
|
||
if(player.identity=='unknown'||player.identity=='ye') return 2.5;
|
||
var num=2;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].identity==player.identity) num+=0.5;
|
||
}
|
||
return num;
|
||
}
|
||
}
|
||
},
|
||
skills:['wuliu_skill'],
|
||
mode:['guozhan'],
|
||
},
|
||
sanjian:{
|
||
fullskin:true,
|
||
type:'equip',
|
||
subtype:'equip1',
|
||
distance:{attackFrom:-2},
|
||
ai:{
|
||
basic:{
|
||
equipValue:4
|
||
}
|
||
},
|
||
skills:['sanjian_skill']
|
||
},
|
||
jingfanma:{
|
||
fullskin:true,
|
||
type:'equip',
|
||
subtype:'equip4',
|
||
lianheng:true,
|
||
distance:{globalFrom:-1},
|
||
},
|
||
},
|
||
skill:{
|
||
yuxi_skill:{
|
||
trigger:{player:'phaseDrawBegin'},
|
||
forced:true,
|
||
content:function(){
|
||
trigger.num++;
|
||
},
|
||
ai:{
|
||
threaten:1.3
|
||
},
|
||
group:'yuxi_skill2'
|
||
},
|
||
yuxi_skill2:{
|
||
trigger:{player:'phaseUseBegin'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(player.canUse({name:'zhibi'},game.players[i])) return true;
|
||
}
|
||
return false;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.chooseTarget('玉玺:选择知己知彼的目标',function(card,player,target){
|
||
return player.canUse({name:'zhibi'},target);
|
||
},true).set('ai',function(target){
|
||
var player=_status.event.player;
|
||
return ai.get.effect(target,{name:'zhibi'},player,player);
|
||
});
|
||
'step 1'
|
||
if(result.bool){
|
||
player.useCard({name:'zhibi'},result.targets);
|
||
}
|
||
}
|
||
},
|
||
xietianzi:{
|
||
trigger:{player:'phaseAfter'},
|
||
filter:function(event,player){
|
||
return player.hasSkill('xietianzi');
|
||
},
|
||
forced:true,
|
||
popup:false,
|
||
priority:-50,
|
||
content:function(){
|
||
"step 0"
|
||
player.removeSkill('xietianzi');
|
||
if(player.num('he')>0){
|
||
player.chooseToDiscard('he','是否弃置一张牌并获得一个额外回合?').set('ai',function(card){
|
||
return 10-ai.get.value(card);
|
||
});
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
player.phase();
|
||
}
|
||
},
|
||
},
|
||
_chiling1:{
|
||
mode:['guozhan'],
|
||
trigger:{player:'discardAfter'},
|
||
filter:function(event,player){
|
||
for(var i=0;i<event.cards.length;i++){
|
||
if(event.cards[i].name=='chiling'&&get.position(event.cards[i])=='d'){
|
||
return true;
|
||
}
|
||
}
|
||
return false;
|
||
},
|
||
forced:true,
|
||
popup:false,
|
||
content:function(){
|
||
var cards=[];
|
||
for(var i=0;i<trigger.cards.length;i++){
|
||
if(trigger.cards[i].name=='chiling'&&get.position(trigger.cards[i])=='d'){
|
||
cards.push(trigger.cards[i]);
|
||
}
|
||
}
|
||
if(cards.length){
|
||
for(var i=0;i<cards.length;i++){
|
||
cards[i].remove();
|
||
}
|
||
_status.chiling=true;
|
||
player.popup('敕令');
|
||
}
|
||
},
|
||
},
|
||
_chiling2:{
|
||
mode:['guozhan'],
|
||
trigger:{player:'judgeAfter'},
|
||
forced:true,
|
||
popup:false,
|
||
filter:function(event,player){
|
||
if(event.result.card.parentNode.id!='discardPile') return false;
|
||
return event.result.card.name=='chiling';
|
||
},
|
||
content:function(){
|
||
_status.chiling=true;
|
||
trigger.result.card.remove();
|
||
player.popup('敕令');
|
||
}
|
||
},
|
||
_chiling3:{
|
||
mode:['guozhan'],
|
||
trigger:{player:'phaseAfter'},
|
||
forced:true,
|
||
popup:false,
|
||
filter:function(){
|
||
return _status.chiling;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
_status.chiling=false;
|
||
var targets=game.filterPlayer(function(target){
|
||
return target.isUnseen();
|
||
});
|
||
targets.sort(lib.sort.seat);
|
||
event.targets=targets;
|
||
'step 1'
|
||
if(event.targets.length){
|
||
var target=event.targets.shift();
|
||
event.current=target;
|
||
|
||
var choiceList=['明置一张武将牌,然后摸一张牌','失去1点体力'];
|
||
if(target.num('he',{type:'equip'})){
|
||
choiceList.push('弃置一张装备牌');
|
||
}
|
||
target.chooseControl(lib.card.chiling.chooseai).set('prompt','敕令').set('choiceList',choiceList);
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
'step 2'
|
||
var target=event.current;
|
||
if(result.control=='选项一'){
|
||
target.showCharacter(2);
|
||
target.draw();
|
||
}
|
||
else if(result.control=='选项二'){
|
||
target.loseHp();
|
||
}
|
||
else{
|
||
target.chooseToDiscard('he',{type:'equip'},true);
|
||
}
|
||
'step 3'
|
||
event.goto(1);
|
||
}
|
||
},
|
||
_diaohulishan:{
|
||
trigger:{player:'useCardAfter'},
|
||
forced:true,
|
||
popup:false,
|
||
filter:function(event,player){
|
||
return event.card.name=='diaohulishan';
|
||
},
|
||
content:function(){
|
||
player.draw();
|
||
}
|
||
},
|
||
diaohulishan:{
|
||
mod:{
|
||
cardEnabled:function(){
|
||
return false;
|
||
},
|
||
cardSavable:function(){
|
||
return false;
|
||
},
|
||
targetEnabled:function(){
|
||
return false;
|
||
}
|
||
},
|
||
mark:true,
|
||
intro:{
|
||
content:'不计入距离的计算且不能使用牌且不是牌的合法目标'
|
||
},
|
||
group:'undist'
|
||
},
|
||
huxinjing:{
|
||
trigger:{player:'damageBegin'},
|
||
priority:10,
|
||
forced:true,
|
||
filter:function(event){
|
||
return event.num>0;
|
||
},
|
||
content:function(){
|
||
trigger.num--;
|
||
player.addSkill('huxinjing2');
|
||
}
|
||
},
|
||
huxinjing2:{
|
||
trigger:{player:'damageEnd'},
|
||
priority:10,
|
||
forced:true,
|
||
popup:false,
|
||
content:function(){
|
||
var card=player.get('e','2');
|
||
if(card&&card.name.indexOf('huxinjing')==0){
|
||
player.discard(card);
|
||
}
|
||
}
|
||
},
|
||
_lianheng:{
|
||
mode:['guozhan'],
|
||
enable:'phaseUse',
|
||
prompt:'将可连横的牌交给一名与你势力不同的角色,或未确定势力的角色,若你交给与你势力不同的角色,则你摸一张牌',
|
||
filter:function(event,player){
|
||
return (player.get('h',function(card){
|
||
return get.info(card).lianheng;
|
||
}).length);
|
||
},
|
||
filterCard:function(card){
|
||
return get.info(card).lianheng;
|
||
},
|
||
filterTarget:function(card,player,target){
|
||
if(target==player) return false;
|
||
if(player.isUnseen()) return target.isUnseen();
|
||
if(player.identity=='ye') return true;
|
||
return target.identity!=player.identity;
|
||
},
|
||
prepare:'give',
|
||
discard:false,
|
||
// delay:0.5,
|
||
content:function(){
|
||
"step 0"
|
||
target.gain(cards,player);
|
||
"step 1"
|
||
if(!target.isUnseen()){
|
||
player.draw();
|
||
}
|
||
},
|
||
ai:{
|
||
basic:{
|
||
order:2
|
||
},
|
||
result:{
|
||
player:function(player,target){
|
||
if(target.isUnseen()) return 0;
|
||
return 0.5;
|
||
},
|
||
target:function(player,target){
|
||
if(target.isUnseen()) return 0;
|
||
return 1;
|
||
}
|
||
},
|
||
}
|
||
},
|
||
wuliu_skill:{},
|
||
_wuliu_skill2:{
|
||
mod:{
|
||
attackFrom:function(from,to,distance){
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i]==from) continue;
|
||
if(game.players[i].identity=='unknown'||game.players[i].identity=='ye') continue;
|
||
if(game.players[i].identity!=from.identity) continue;
|
||
if(game.players[i].num('e','wuliu')) distance--;
|
||
}
|
||
return distance;
|
||
}
|
||
}
|
||
},
|
||
sanjian_skill:{
|
||
audio:true,
|
||
trigger:{source:'damageAfter'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
if(player.num('h')==0) return false;
|
||
if(!event.card) return false;
|
||
if(event.card.name!='sha') return false;
|
||
var num=0;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i]!=event.player&&get.distance(event.player,game.players[i])<=1) num++;
|
||
}
|
||
return num>0;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
var damaged=trigger.player;
|
||
player.chooseCardTarget({
|
||
filterCard:lib.filter.cardDiscardable,
|
||
filterTarget:function(card,player,target){
|
||
var damaged=_status.event.damaged;
|
||
return get.distance(damaged,target)<=1&&target!=damaged;
|
||
},
|
||
ai1:function(card){
|
||
return 9-ai.get.value(card);
|
||
},
|
||
ai2:function(target){
|
||
var player=_status.event.player;
|
||
return ai.get.damageEffect(target,player,player);
|
||
},
|
||
prompt:get.prompt('sanjian')
|
||
}).set('damaged',damaged);
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('sanjian_skill',result.targets);
|
||
player.discard(result.cards);
|
||
result.targets[0].damage();
|
||
}
|
||
}
|
||
},
|
||
},
|
||
translate:{
|
||
yuxi_skill:'玉玺',
|
||
yuxi_skill2:'玉玺',
|
||
yuxi:'玉玺',
|
||
yuxi_info:'锁定技,若你有明置的武将牌,你的势力视为唯一的大势力;锁定技,摸牌阶段,若你有明置的武将牌,你多摸一张牌;锁定技,出牌阶段开始时,若你有明置的武将牌,你视为使用【知己知彼】',
|
||
xietianzi:'挟令',
|
||
xietianzi_info:'出牌阶段,对自己使用。你结束出牌阶段,若如此做,此回合结束时,你可以弃置一张牌,获得一个额外的回合',
|
||
xietianzi_info_guozhan:'出牌阶段,对为大势力角色的你使用。你结束出牌阶段,若如此做,此回合结束时,你可以弃置一张牌,获得一个额外的回合',
|
||
shuiyanqijunx:'水淹七军',
|
||
shuiyanqijunx_info:'出牌阶段,对一名装备区里有牌的其他角色使用。目标角色选择一项:1、弃置装备区里的所有牌;2、受到你造成的1点雷电伤害',
|
||
lulitongxin:'勠力同心',
|
||
lulitongxin_info:'出牌阶段,对所有大势力角色或所有小势力角色使用。若目标角色:不处于“连环状态”,其横置;处于“连环状态”,其摸一张牌',
|
||
lianjunshengyan:'联军盛宴',
|
||
lianjunshengyan_info:'出牌阶段,对你和你选择的除你的势力外的一个势力的所有角色。若目标角色:为你,你摸X张牌(X为该势力的角色数);不为你,其选择一项:1、回复1点体力;2、摸一张牌,然后重置',
|
||
chiling:'敕令',
|
||
chiling_info:'出牌阶段,对所有没有势力的角色使用。目标角色选择一项:1、明置一张武将牌,然后摸一张牌;2、弃置一张装备牌;3、失去1点体力。当【敕令】因判定或弃置而置入弃牌堆时,系统将之移出游戏,然后系统于当前回合结束后视为对所有没有势力的角色使用【敕令】',
|
||
diaohulishan:'调虎离山',
|
||
diaohulishan_info:'出牌阶段,对至多两名其他角色使用。目标角色于此回合结束之前不计入距离的计算且不能使用牌且不是牌的合法目标。此牌结算结束时,你摸一张牌',
|
||
_lianheng:'连横',
|
||
huoshaolianying:'火烧连营',
|
||
huoshaolianying_bg:'烧',
|
||
huoshaolianying_info_guozhan:'出牌阶段,对你的下家和与其处于同一队列的角色使用,每名角色受到一点火焰伤害',
|
||
huoshaolianying_info:'对离你最近的一名横置角色使用(若无横置角色则改为对距离你最近的所有角色使用),对目标造成一点火焰伤害',
|
||
yuanjiao:'远交近攻',
|
||
yuanjiao_info_guozhan:'对一名不同势力的角色使用,对方摸一张牌,然后你摸3张牌',
|
||
yuanjiao_info:'对一名其他角色使用,你与其各摸一张牌',
|
||
yuanjiao_bg:'交',
|
||
zhibi:'知己知彼',
|
||
zhibi_info:'出牌阶段对一名其他角色使用,观看其手牌或武将牌',
|
||
yiyi:'以逸待劳',
|
||
yiyi_info_guozhan:'对与自己势力相同的所有角色使用,摸两张牌然后弃置两张牌',
|
||
yiyi_info:'对与任意三名角色使用,摸两张牌然后弃置两张牌',
|
||
yiyi_bg:'逸',
|
||
wuliu:'吴六剑',
|
||
wuliu_info:'其他与装备者势力相同的角色攻击范围+1',
|
||
sanjian:'三尖两刃刀',
|
||
sanjian_info:'当你使用杀造成伤害后,可以弃置1张手牌对一名距离受伤害角色1以内的其他角色造成1点伤害',
|
||
wuliu_skill:'吴六剑',
|
||
sanjian_skill:'三尖两刃刀',
|
||
jingfanma_bg:'-马',
|
||
jingfanma:'惊帆',
|
||
jingfanma_info:'其他角色与你的距离-1',
|
||
huxinjing_bg:'镜',
|
||
huxinjing:'护心镜',
|
||
huxinjing_info:'抵消一点伤害',
|
||
},
|
||
list:[
|
||
['heart',9,'yuanjiao'],
|
||
['club',3,'zhibi'],
|
||
['club',4,'zhibi'],
|
||
['diamond',4,'yiyi'],
|
||
['heart',11,'yiyi'],
|
||
['diamond',6,'wuliu'],
|
||
['diamond',12,'sanjian'],
|
||
['heart',3,'jingfanma'],
|
||
["spade",4,'shunshou'],
|
||
["spade",12,'guohe'],
|
||
["spade",11,'wuxie'],
|
||
['spade',3,'huoshaolianying','fire'],
|
||
['club',11,'huoshaolianying','fire'],
|
||
['heart',12,'huoshaolianying','fire'],
|
||
['club',2,'huxinjing'],
|
||
['heart',2,'diaohulishan'],
|
||
['diamond',10,'diaohulishan'],
|
||
['heart',1,'lianjunshengyan'],
|
||
['club',3,'chiling'],
|
||
['spade',12,'lulitongxin'],
|
||
['club',10,'lulitongxin'],
|
||
['club',12,'shuiyanqijunx'],
|
||
['heart',13,'shuiyanqijunx'],
|
||
['spade',1,'xietianzi'],
|
||
['diamond',1,'xietianzi'],
|
||
['diamond',4,'xietianzi'],
|
||
['club',1,'yuxi'],
|
||
],
|
||
}
|