1201 lines
34 KiB
JavaScript
1201 lines
34 KiB
JavaScript
character.diy={
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character:{
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// diy_caocao:['male','wei',4,['xicai','diyjianxiong','hujia']],
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// diy_hanlong:['male','wei',4,['siji','ciqiu']],
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diy_feishi:['male','shu',3,['shuaiyan','moshou']],
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diy_liuyan:['male','shu',3,['juedao','geju']],
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// diy_luxun:['male','wu',3,['shaoying','zonghuo']],
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diy_yuji:['male','qun',3,['diyguhuo','diychanyuan']],
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// diy_zhouyu:['male','wu',3,['jieyan','honglian']],
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// diy_zhouyu:['male','wu',3,['xiongzi','yaliang']],
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diy_caiwenji:['female','qun',3,['beige','guihan']],
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diy_lukang:['male','wu',4,['luweiyan','qianxun']],
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diy_xuhuang:['male','wei',4,['diyduanliang']],
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// diy_dianwei:['male','wei',4,['diyqiangxi']],
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// diy_huangzhong:['male','shu',4,['liegong','fuli']],
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// diy_weiyan:['male','shu',4,['diykuanggu']],
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diy_zhenji:['female','wei',3,['diy_jiaoxia','yiesheng']],
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// diy_menghuo:['male','shu',4,['huoshou','zaiqix']],
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re_huangyueying:['female','shu',3,['rejizhi','qicai']],
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diy_liufu:['male','wei',3,['zhucheng','duoqi']],
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diy_xizhenxihong:['male','shu',3,['fuchou','jinyan']],
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diy_liuzan:['male','wu',4,['kangyin']],
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diy_zaozhirenjun:['male','shu',3,[]],
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diy_yangyi:['male','shu',3,['choudu','liduan']],
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diy_tianyu:['male','wei',4,['chezhen','youzhan']],
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},
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perfectPair:{
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yuji:['zuoci']
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},
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skill:{
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choudu:{
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enable:'phaseUse',
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usable:1,
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filterCard:true,
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position:'he',
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filterTarget:function(card,player,target){
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return lib.filter.cardEnabled({name:'diaobingqianjiang'},target);
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},
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check:function(card){
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return 6-ai.get.value(card);
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},
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content:function(){
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var list=game.players.slice(0);
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get.sortSeat(list,target);
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target.useCard({name:'diaobingqianjiang'},list);
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},
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ai:{
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order:1,
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result:{
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player:function(player,target){
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if(ai.get.attitude(player,target)<=1) return 0;
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var num=0;
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for(var i=0;i<game.players.length;i++){
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num+=ai.get.effect(game.players[i],{name:'diaobingqianjiang'},target,player);
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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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liduan:{
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trigger:{global:'gainAfter'},
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filter:function(event,player){
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if(event.player==player) return false;
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if(_status.currentPhase==event.player) return false;
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if(event.cards.length!=1) return false;
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return get.type(event.cards[0])=='equip'&&get.position(event.cards[0])=='h';
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},
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logTarget:'player',
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check:function(event,player){
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var att=ai.get.attitude(player,event.player);
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var subtype=get.subtype(event.cards[0]);
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if(att>0){
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if(event.player.num('h')>=player.num('h')+2) return true;
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return event.player.num('e',{subtype:subtype})==0;
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}
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else{
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return event.player.num('e',{subtype:subtype})>0;
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}
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},
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content:function(){
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'step 0'
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var bool=false;
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var subtype=get.subtype(trigger.cards[0]);
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var current=trigger.player.get('e',subtype[5]);
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var att=ai.get.attitude(trigger.player,player);
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if(current){
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if(att>0){
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bool=true;
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}
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else{
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if(ai.get.equipValue(current)>ai.get.equipValue(trigger.cards[0])){
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bool=true;
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}
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}
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}
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trigger.player.chooseCard('立断:将一张手牌交给'+get.translation(player)+',或取消并使用'+get.translation(trigger.cards)).ai=function(card){
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if(bool){
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if(att>0){
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return 8-ai.get.value(card);
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}
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else{
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return 4-ai.get.value(card);
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}
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}
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else{
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if(att<=0) return -ai.get.value(card);
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return 0;
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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.gain(result.cards,trigger.player);
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trigger.player.$give(1,player);
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}
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else{
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trigger.player.useCard(trigger.cards,trigger.player);
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}
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}
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},
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jinyan:{
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mod:{
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cardEnabled:function(card,player){
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if(_status.event.skill!='jinyan'&&player.hp<=2&&get.type(card,'trick')=='trick'&&get.color(card)=='black') return false;
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},
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cardUsable:function(card,player){
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if(_status.event.skill!='jinyan'&&player.hp<=2&&get.type(card,'trick')=='trick'&&get.color(card)=='black') return false;
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},
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cardRespondable:function(card,player){
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if(_status.event.skill!='jinyan'&&player.hp<=2&&get.type(card,'trick')=='trick'&&get.color(card)=='black') return false;
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},
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cardSavable:function(card,player){
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if(_status.event.skill!='jinyan'&&player.hp<=2&&get.type(card,'trick')=='trick'&&get.color(card)=='black') return false;
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},
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},
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enable:['chooseToUse','chooseToRespond'],
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filterCard:function(card){
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return get.type(card,'trick')=='trick'&&get.color(card)=='black';
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},
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viewAsFilter:function(player){
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if(player.hp>2) return false;
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if(!player.hasCard(function(card){
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return get.type(card,'trick')=='trick'&&get.color(card)=='black';
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})) return false;
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},
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viewAs:{name:'sha'},
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prompt:'将一张黑色锦囊牌当作杀使用或打出',
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check:function(){return 1},
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ai:{
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respondSha:true,
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skillTagFilter:function(player){
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if(player.hp>2) return false;
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if(!player.hasCard(function(card){
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return get.type(card,'trick')=='trick'&&get.color(card)=='black';
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})) return false;
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}
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}
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},
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fuchou:{
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trigger:{target:'shaBefore'},
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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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direct:true,
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content:function(){
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'step 0'
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var bool=false;
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if(!player.hasShan()&&ai.get.effect(player,trigger.card,trigger.player,player)<0){
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bool=true;
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}
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player.chooseCard('he',get.prompt('fuchou',trigger.player)).ai=function(card){
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if(bool){
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if(player.hp<=1){
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if(get.tag(card,'save')) return 0;
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return 8-ai.get.value(card);
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}
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return 6-ai.get.value(card);
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}
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return -ai.get.value(card);
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}
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'step 1'
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if(result.bool){
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trigger.untrigger();
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trigger.finish();
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player.logSkill('fuchou',trigger.player);
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trigger.player.gain(result.cards,player);
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if(get.position(result.cards[0])=='h'){
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player.$give(1,trigger.player);
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}
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else{
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player.$give(result.cards,trigger.player);
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}
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player.storage.fuchou2.add(trigger.player);
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}
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},
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group:'fuchou2'
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},
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fuchou2:{
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init:function(player){
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player.storage.fuchou2=[];
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},
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forced:true,
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trigger:{global:'phaseAfter'},
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filter:function(event,player){
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for(var i=0;i<player.storage.fuchou2.length;i++){
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if(player.storage.fuchou2[i].isAlive()) return true;
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}
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return false;
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},
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content:function(){
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'step 0'
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if(player.storage.fuchou2.length){
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var target=player.storage.fuchou2.shift();
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if(target.isAlive()){
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player.draw();
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if(player.canUse('sha',target,false)&&player.hasSha()){
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player.chooseToUse({name:'sha'},target,-1,'对'+get.translation(target)+'使用一张杀,或失去一点体力');
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}
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else{
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player.loseHp();
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event.redo();
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}
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}
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}
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else{
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event.finish();
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}
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'step 1'
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if(!result.bool){
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player.loseHp();
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}
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event.goto(0);
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}
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},
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chezhen:{
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mod:{
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globalFrom:function(from,to,distance){
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if(from.num('e')) return distance-1;
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},
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globalTo:function(from,to,distance){
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if(!to.num('e')) return distance+1;
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}
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}
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},
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youzhan:{
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trigger:{global:'shaBefore'},
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direct:true,
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filter:function(event,player){
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return get.distance(player,event.target)<=1&&player.num('he',{type:'equip'});
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},
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content:function(){
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'step 0'
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var bool=(ai.get.attitude(player,trigger.player)<0&&ai.get.attitude(player,trigger.target)>0);
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var next=player.chooseToDiscard('he',{type:'equip'},get.prompt('youzhan',trigger.target));
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next.ai=function(card){
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if(bool){
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return 7-ai.get.value(card);
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}
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return 0;
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};
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next.logSkill=['youzhan',trigger.target];
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'step 1'
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if(result.bool){
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event.youdiinfo={
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source:trigger.player,
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evt:trigger
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}
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trigger.target.useCard({name:'youdishenru'});
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}
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}
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},
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kangyin:{
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enable:'phaseUse',
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usable:1,
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filterTarget:function(card,player,target){
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return target!=player&&target.num('he')>0;
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},
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content:function(){
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'step 0'
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player.loseHp();
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'step 1'
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player.discardPlayerCard(target,true);
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'step 2'
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if(player.isDamaged()&&result.links&&result.links.length){
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if(get.type(result.links[0])=='basic'){
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player.chooseTarget([1,player.maxHp-player.hp],
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'选择至多'+get.cnNumber(player.maxHp-player.hp)+'名角色各摸一张牌').ai=function(target){
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return ai.get.attitude(player,target);
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}
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}
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else{
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player.storage.kangyin2=player.maxHp-player.hp;
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player.addTempSkill('kangyin2','phaseAfter');
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event.finish();
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}
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}
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else{
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event.finish();
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}
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'step 3'
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if(result.targets&&result.targets.length){
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result.targets.sort(lib.sort.seat);
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player.line(result.targets,'green');
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game.asyncDraw(result.targets);
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}
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},
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ai:{
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order:7,
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result:{
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target:function(player,target){
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if(player.hp>=4) return -1;
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if(player.hp==3&&!player.needsToDiscard()) 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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kangyin2:{
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mark:true,
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intro:{
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content:'到其他角色的距离-#;使用【杀】的额外目标数上限+#'
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},
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onremove:true,
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mod:{
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globalFrom:function(from,to,distance){
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return distance-from.storage.kangyin2;
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},
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selectTarget:function(card,player,range){
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if(card.name=='sha'&&range[1]!=-1) range[1]+=player.storage.kangyin2;
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},
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}
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},
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duoqi:{
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trigger:{global:'discardAfter'},
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filter:function(event,player){
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if(_status.currentPhase==player) return false;
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if(!player.storage.zhucheng||!player.storage.zhucheng.length) return false;
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var evt=event.getParent('phaseUse');
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if(evt&&evt.name=='phaseUse') return true;
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return false;
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},
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direct:true,
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content:function(){
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'step 0'
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var bool=false;
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if(ai.get.attitude(player,trigger.player)<0&&trigger.player.needsToDiscard()){
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bool=true;
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}
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player.chooseCardButton(get.prompt('zhucheng',_status.currentPhase),player.storage.zhucheng).ai=function(button){
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return bool?1:0;
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}
|
||
'step 1'
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if(result.bool){
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player.logSkill('zhucheng',_status.currentPhase);
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player.$throw(result.links[0]);
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player.storage.zhucheng.remove(result.links[0]);
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ui.discardPile.appendChild(result.links[0]);
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player.syncStorage('zhucheng');
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if(player.storage.zhucheng.length==0){
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player.unmarkSkill('zhucheng');
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}
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else{
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player.updateMarks();
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||
}
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||
var evt=trigger.getParent('phaseUse');
|
||
if(evt&&evt.name=='phaseUse'){
|
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evt.skipped=true;
|
||
}
|
||
}
|
||
},
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ai:{
|
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expose:0.2
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}
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},
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zhucheng:{
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trigger:{player:'phaseEnd'},
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filter:function(event,player){
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return !player.storage.zhucheng||!player.storage.zhucheng.length;
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||
},
|
||
check:function(event,player){
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if(player.storage.zhucheng&&player.storage.zhucheng.length){
|
||
if(!player.hasShan()) return false;
|
||
if(player.storage.zhucheng.length>=2) return false;
|
||
}
|
||
return true;
|
||
},
|
||
intro:{
|
||
content:'cards'
|
||
},
|
||
content:function(){
|
||
if(player.storage.zhucheng&&player.storage.zhucheng.length){
|
||
player.gain(player.storage.zhucheng,'gain2');
|
||
delete player.storage.zhucheng;
|
||
player.unmarkSkill('zhucheng');
|
||
}
|
||
else{
|
||
var cards=get.cards(Math.max(1,player.maxHp-player.hp));
|
||
player.$gain2(cards);
|
||
player.storage.zhucheng=cards;
|
||
player.markSkill('zhucheng');
|
||
}
|
||
},
|
||
ai:{
|
||
target:function(card,player,target,current){
|
||
if(card.name=='sha'&&player.storage.zhucheng&&player.storage.zhucheng.length){
|
||
if(player.storage.zhucheng.length>=2){
|
||
if(!player.hasFriend()&&player.num('he')-2<player.storage.zhucheng.length) return 'zeroplayertarget';
|
||
return 0.1;
|
||
}
|
||
else{
|
||
var he=player.get('he');
|
||
var sha=false;
|
||
for(var i=0;i<he.length;i++){
|
||
if(he[i]=='sha'&&!sha){
|
||
sha=true;
|
||
}
|
||
else{
|
||
if(ai.get.value(he[i])<=6){
|
||
return [1,0,1,-0.5];
|
||
}
|
||
}
|
||
}
|
||
return 'zeroplayertarget';
|
||
}
|
||
}
|
||
}
|
||
},
|
||
group:'zhucheng2'
|
||
},
|
||
zhucheng2:{
|
||
trigger:{target:'shaBefore'},
|
||
check:function(event,player){
|
||
if(ai.get.attitude(event.player,player)<=0) return true;
|
||
return ai.get.effect(player,event.card,event.player,player)<=0;
|
||
},
|
||
filter:function(event,player){
|
||
return player.storage.zhucheng&&player.storage.zhucheng.length>0;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var bool=false;
|
||
if(ai.get.effect(player,trigger.card,trigger.player,trigger.player)>=0){
|
||
bool=true;
|
||
}
|
||
var num=player.storage.zhucheng.length;
|
||
trigger.player.chooseToDiscard('弃置'+get.cnNumber(num)+'张牌,或令杀无效',num).ai=function(card){
|
||
if(bool){
|
||
return 7-ai.get.value(card);
|
||
}
|
||
return 0;
|
||
}
|
||
'step 1'
|
||
if(!result.bool){
|
||
trigger.untrigger();
|
||
trigger.finish();
|
||
}
|
||
}
|
||
},
|
||
diy_jiaoxia:{
|
||
audio:['jiaoxia',2],
|
||
trigger:{target:'useCardToBegin'},
|
||
filter:function(event,player){
|
||
return event.card&&get.color(event.card)=='red';
|
||
},
|
||
frequent:true,
|
||
content:function(){
|
||
player.draw();
|
||
},
|
||
ai:{
|
||
effect:function(card,player,target){
|
||
if(get.color(card)=='red') return [1,1];
|
||
},
|
||
}
|
||
},
|
||
zaiqix:{
|
||
trigger:{player:'phaseDrawBefore'},
|
||
filter:function(event,player){
|
||
return player.hp<player.maxHp;
|
||
},
|
||
check:function(event,player){
|
||
if(1+player.maxHp-player.hp<2){
|
||
return false;
|
||
}
|
||
else if(1+player.maxHp-player.hp==2){
|
||
return player.num('h')>=2;
|
||
}
|
||
return true;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
trigger.untrigger();
|
||
trigger.finish();
|
||
event.cards=get.cards(player.maxHp-player.hp+1);
|
||
player.showCards(event.cards);
|
||
"step 1"
|
||
var num=0;
|
||
for(var i=0;i<event.cards.length;i++){
|
||
if(get.suit(event.cards[i])=='heart'){
|
||
num++;
|
||
ui.discardPile.appendChild(event.cards[i]);
|
||
event.cards.splice(i--,1);
|
||
}
|
||
}
|
||
if(num){
|
||
player.recover(num);
|
||
}
|
||
"step 2"
|
||
if(event.cards.length){
|
||
player.gain(event.cards);
|
||
player.$gain2(event.cards);
|
||
game.delay();
|
||
}
|
||
},
|
||
ai:{
|
||
threaten:function(player,target){
|
||
if(target.hp==1) return 2;
|
||
if(target.hp==2) return 1.5;
|
||
return 1;
|
||
},
|
||
}
|
||
},
|
||
batu:{
|
||
trigger:{player:'phaseEnd'},
|
||
frequent:true,
|
||
filter:function(event,player){
|
||
var num=0;
|
||
var list=['wei','shu','wu','qun'];
|
||
for(var i=0;i<game.players.length&&list.length;i++){
|
||
if(list.contains(game.players[i].group)){
|
||
list.remove(game.players[i].group);
|
||
num++;
|
||
}
|
||
}
|
||
return player.num('h')<num;
|
||
},
|
||
content:function(){
|
||
var num=0;
|
||
var list=['wei','shu','wu','qun'];
|
||
for(var i=0;i<game.players.length&&list.length;i++){
|
||
if(list.contains(game.players[i].group)){
|
||
list.remove(game.players[i].group);
|
||
num++;
|
||
}
|
||
}
|
||
player.draw(num-player.num('h'));
|
||
},
|
||
ai:{
|
||
threaten:1.3
|
||
}
|
||
},
|
||
diyzaiqi:{
|
||
trigger:{player:'phaseDrawBegin'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return player.hp<player.maxHp;
|
||
},
|
||
content:function(){
|
||
trigger.num+=player.maxHp-player.hp;
|
||
},
|
||
ai:{
|
||
threaten:function(player,target){
|
||
if(target.hp==1) return 2.5;
|
||
if(target.hp==2) return 1.8;
|
||
return 0.5;
|
||
},
|
||
maixie:true,
|
||
effect:{
|
||
target:function(card,player,target){
|
||
if(get.tag(card,'damage')){
|
||
if(target.hp==target.maxHp) return [0,1];
|
||
}
|
||
if(get.tag(card,'recover')&&player.hp>=player.maxHp-1) return [0,0];
|
||
}
|
||
}
|
||
}
|
||
},
|
||
diykuanggu:{
|
||
trigger:{source:'damageEnd'},
|
||
forced:true,
|
||
content:function(){
|
||
if(get.distance(trigger.player,player,'attack')>1){
|
||
player.draw(trigger.num);
|
||
}
|
||
else{
|
||
player.recover(trigger.num);
|
||
}
|
||
}
|
||
},
|
||
diyduanliang:{
|
||
group:['diyduanliang1','diyduanliang2'],
|
||
ai:{
|
||
threaten:1.2
|
||
}
|
||
},
|
||
diyduanliang1:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
discard:false,
|
||
filter:function(event,player){
|
||
var cards=player.get('he',{color:'black'});
|
||
for(var i=0;i<cards.length;i++){
|
||
var type=get.type(cards[i]);
|
||
if(type=='basic') return true;
|
||
}
|
||
return false;
|
||
},
|
||
prepare:'throw',
|
||
position:'he',
|
||
filterCard:function(card){
|
||
if(get.color(card)!='black') return false;
|
||
var type=get.type(card);
|
||
return type=='basic';
|
||
},
|
||
filterTarget:function(card,player,target){
|
||
return lib.filter.filterTarget({name:'bingliang'},player,target);
|
||
},
|
||
check:function(card){
|
||
return 7-ai.get.value(card);
|
||
},
|
||
content:function(){
|
||
player.useCard({name:'bingliang'},target,cards).animate=false;
|
||
player.draw();
|
||
},
|
||
ai:{
|
||
result:{
|
||
target:function(player,target){
|
||
return ai.get.effect(target,{name:'bingliang'},player,target);
|
||
}
|
||
},
|
||
order:9,
|
||
}
|
||
},
|
||
diyduanliang2:{
|
||
mod:{
|
||
targetInRange:function(card,player,target){
|
||
if(card.name=='bingliang'){
|
||
if(get.distance(player,target)<=2) return true;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
guihan:{
|
||
unique:true,
|
||
enable:'chooseToUse',
|
||
mark:true,
|
||
skillAnimation:'epic',
|
||
init:function(player){
|
||
player.storage.guihan=false;
|
||
},
|
||
filter:function(event,player){
|
||
if(event.type!='dying') return false;
|
||
if(player!=_status.dying) return false;
|
||
if(player.storage.guihan) return false;
|
||
return true;
|
||
},
|
||
filterTarget:function(card,player,target){
|
||
return target.sex=='male'&&player!=target;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.awakenSkill('guihan');
|
||
player.recover();
|
||
player.storage.guihan=true;
|
||
"step 1"
|
||
player.draw(2);
|
||
"step 2"
|
||
target.recover();
|
||
"step 3"
|
||
target.draw(2);
|
||
// if(lib.config.mode=='identity'){
|
||
// player.node.identity.style.backgroundColor=get.translation('weiColor');
|
||
// player.group='wei';
|
||
// }
|
||
},
|
||
ai:{
|
||
skillTagFilter:function(player){
|
||
if(player.storage.guihan) return false;
|
||
if(player.hp>0) return false;
|
||
},
|
||
save:true,
|
||
result:{
|
||
player:4,
|
||
target:function(player,target){
|
||
if(target.hp==target.maxHp) return 2;
|
||
return 4;
|
||
}
|
||
},
|
||
threaten:function(player,target){
|
||
if(!target.storage.guihan) return 0.8;
|
||
}
|
||
},
|
||
intro:{
|
||
content:'limited'
|
||
}
|
||
},
|
||
luweiyan:{
|
||
enable:'chooseToUse',
|
||
filterCard:{type:'equip'},
|
||
position:'he',
|
||
filter:function(event,player){
|
||
return player.num('he',{type:'equip'}>0);
|
||
},
|
||
viewAs:{name:'shuiyanqijun'},
|
||
prompt:'将一张装备牌当水淹七军使用',
|
||
check:function(card){return 8-ai.get.equipValue(card)},
|
||
},
|
||
yaliang:{
|
||
inherit:'wangxi'
|
||
},
|
||
xiongzi:{
|
||
trigger:{player:'phaseDrawBegin'},
|
||
forced:true,
|
||
content:function(){
|
||
trigger.num+=1+Math.floor(player.num('e')/2);
|
||
}
|
||
},
|
||
honglian:{
|
||
trigger:{player:'damageEnd'},
|
||
check:function(event,player){
|
||
return ai.get.attitude(player,event.player)<0;
|
||
},
|
||
filter:function(event,player){
|
||
return event.source&&event.source!=player&&event.source.num('he',{color:'red'})>0;
|
||
},
|
||
content:function(){
|
||
trigger.source.discard(trigger.source.get('he',{color:'red'}));
|
||
},
|
||
ai:{
|
||
expose:0.1,
|
||
result:{
|
||
threaten:0.8,
|
||
target:function(card,player,target){
|
||
if(get.tag(card,'damage')&&ai.get.attitude(target,player)<0){
|
||
return [1,0,0,-player.num('he',{color:'red'})];
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
diyguhuo:{
|
||
trigger:{player:'phaseBegin'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return player.num('hej')>0;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.draw(2);
|
||
"step 1"
|
||
player.chooseToDiscard('hej',2,true);
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card){
|
||
if(get.type(card)=='delay') return [0,0.5];
|
||
}
|
||
}
|
||
}
|
||
},
|
||
diychanyuan:{
|
||
trigger:{player:'dieBegin'},
|
||
forced:true,
|
||
filter:function(event){
|
||
return event.source!=undefined;
|
||
},
|
||
content:function(){
|
||
trigger.source.loseMaxHp(true);
|
||
},
|
||
ai:{
|
||
threaten:function(player,target){
|
||
if(target.hp==1) return 0.2;
|
||
},
|
||
result:{
|
||
target:function(card,player,target,current){
|
||
if(target.hp<=1&&get.tag(card,'damage')){
|
||
if(player.hasSkill('jueqing')) return [1,-5];
|
||
return [1,0,0,-2];
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
zonghuo:{
|
||
trigger:{source:'damageBefore'},
|
||
direct:true,
|
||
priority:10,
|
||
filter:function(event){
|
||
return event.nature!='fire';
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseToDiscard(get.prompt('zonghuo')).ai=function(card){
|
||
var att=ai.get.attitude(player,trigger.player);
|
||
if(trigger.player.hasSkillTag('nofire')){
|
||
if(att>0) return 8-ai.get.value(card);
|
||
return -1;
|
||
}
|
||
if(att<0){
|
||
return 7-ai.get.value(card);
|
||
}
|
||
return -1;
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('zonghuo',trigger.player,'fire');
|
||
trigger.nature='fire';
|
||
}
|
||
}
|
||
},
|
||
shaoying:{
|
||
trigger:{source:'damageAfter'},
|
||
direct:true,
|
||
filter:function(event){
|
||
return event.nature=='fire';
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseTarget(get.prompt('shaoying'),function(card,player,target){
|
||
return get.distance(trigger.player,target)<=1&&trigger.player!=target;
|
||
}).ai=function(target){
|
||
return ai.get.damageEffect(target,player,player,'fire');
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
var card=get.cards()[0];
|
||
ui.discardPile.appendChild(card);
|
||
player.showCards(card);
|
||
event.bool=get.color(card)=='red';
|
||
event.target=result.targets[0];
|
||
player.logSkill('shaoying',event.target,false);
|
||
trigger.player.line(event.target,'fire');
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 2"
|
||
if(event.bool){
|
||
event.target.damage('fire');
|
||
}
|
||
}
|
||
},
|
||
tiangong:{
|
||
group:['tiangong2'],
|
||
trigger:{player:'damageBefore'},
|
||
filter:function(event){
|
||
if(event.nature=='thunder') return true;
|
||
},
|
||
forced:true,
|
||
content:function(){
|
||
trigger.untrigger();
|
||
trigger.finish();
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player,target,current){
|
||
if(card.name=='tiesuo') return 0;
|
||
if(get.tag(card,'thunderDamage')) return 0;
|
||
}
|
||
},
|
||
threaten:0.5
|
||
}
|
||
},
|
||
tiangong2:{
|
||
trigger:{source:'damageAfter'},
|
||
filter:function(event){
|
||
if(event.nature=='thunder') return true;
|
||
},
|
||
forced:true,
|
||
popup:false,
|
||
priority:1,
|
||
content:function(){
|
||
player.draw();
|
||
},
|
||
},
|
||
xicai:{
|
||
inherit:'jianxiong'
|
||
},
|
||
diyjianxiong:{
|
||
mode:['identity'],
|
||
trigger:{global:'dieBefore'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return event.player!=game.zhu&&_status.currentPhase==player;
|
||
},
|
||
content:function(){
|
||
trigger.player.identity='fan';
|
||
trigger.player.setIdentity('fan');
|
||
trigger.player.identityShown=true;
|
||
}
|
||
},
|
||
shuaiyan:{
|
||
trigger:{global:'recoverAfter'},
|
||
filter:function(event,player){
|
||
return event.player!=player&&_status.currentPhase!=player;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
var att=ai.get.attitude(trigger.player,player);
|
||
var bool=0;
|
||
if(att<0){
|
||
if(trigger.player.num('e')==0&&trigger.player.num('h')>2) bool=1;
|
||
else if(trigger.player.num('he')==0) bool=1;
|
||
}
|
||
else if(att==0&&trigger.player.num('he')==0){
|
||
bool=1;
|
||
}
|
||
trigger.player.chooseControl(function(){
|
||
return bool;
|
||
}).set('prompt','率言').set('choiceList',['令'+get.translation(player)+'摸一张牌','令'+get.translation(player)+'弃置你一张牌']);
|
||
"step 1"
|
||
if(result.control=='选项一'){
|
||
player.draw();
|
||
event.finish();
|
||
}
|
||
else if(trigger.player.num('he')){
|
||
player.discardPlayerCard(trigger.player,true,'he');
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
},
|
||
ai:{
|
||
threaten:1.2
|
||
}
|
||
},
|
||
moshou:{
|
||
mod:{
|
||
targetEnabled:function(card,player,target,now){
|
||
if(card.name=='bingliang'||card.name=='lebu') return false;
|
||
}
|
||
},
|
||
},
|
||
siji:{
|
||
trigger:{player:'phaseDiscardEnd'},
|
||
frequent:true,
|
||
filter:function(event,player){
|
||
if(event.cards){
|
||
for(var i=0;i<event.cards.length;i++){
|
||
if(event.cards[i].name=='sha') return true;
|
||
}
|
||
}
|
||
return false;
|
||
},
|
||
content:function(){
|
||
var num=0;
|
||
for(var i=0;i<trigger.cards.length;i++){
|
||
if(trigger.cards[i].name=='sha') num++;
|
||
}
|
||
player.draw(2*num);
|
||
}
|
||
},
|
||
ciqiu:{
|
||
unique:true,
|
||
trigger:{source:'damageBegin'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return event.card&&event.card.name=='sha'&&event.player.hp==event.player.maxHp&&event.notLink();
|
||
},
|
||
content:function(){
|
||
trigger.num++;
|
||
player.addTempSkill('ciqiu3','damageAfter');
|
||
},
|
||
group:['ciqiu2']
|
||
},
|
||
ciqiu2:{
|
||
trigger:{source:'damage'},
|
||
filter:function(event,player){
|
||
return player.hasSkill('ciqiu3')&&event.player.hp<=0;
|
||
},
|
||
forced:true,
|
||
content:function(){
|
||
trigger.player.die(trigger);
|
||
player.removeSkill('ciqiu');
|
||
}
|
||
},
|
||
ciqiu3:{},
|
||
juedao:{
|
||
enable:'phaseUse',
|
||
filter:function(event,player){
|
||
return player.isLinked()==false;
|
||
},
|
||
filterCard:true,
|
||
check:function(card){
|
||
return 6-ai.get.value(card);
|
||
},
|
||
content:function(){
|
||
if(player.isLinked()==false) player.link();
|
||
},
|
||
ai:{
|
||
order:2,
|
||
result:{
|
||
player:function(player){
|
||
if(player.isLinked()) return 0;
|
||
return 1;
|
||
},
|
||
},
|
||
effect:{
|
||
target:function(card,player,target){
|
||
if(card.name=='tiesuo'){
|
||
if(target.isLinked()){
|
||
return [0,-0.5];
|
||
}
|
||
else{
|
||
return [0,0.5];
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
mod:{
|
||
globalFrom:function(from,to,distance){
|
||
if(from.isLinked()) return distance+1;
|
||
},
|
||
globalTo:function(from,to,distance){
|
||
if(to.isLinked()) return distance+1;
|
||
},
|
||
}
|
||
},
|
||
geju:{
|
||
trigger:{player:'phaseBegin'},
|
||
frequent:true,
|
||
filter:function(event,player){
|
||
var list=[];
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(player!=game.players[i]) list.add(game.players[i].group);
|
||
}
|
||
list.remove('unknown');
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i]!=player){
|
||
if(lib.filter.targetInRange({name:'sha'},game.players[i],player)){
|
||
list.remove(game.players[i].group);
|
||
}
|
||
}
|
||
}
|
||
return list.length>0;
|
||
},
|
||
content:function(){
|
||
var list=[];
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(player!=game.players[i]) list.add(game.players[i].group);
|
||
}
|
||
list.remove('unknown');
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i]!=player){
|
||
if(lib.filter.targetInRange({name:'sha'},game.players[i],player)){
|
||
list.remove(game.players[i].group);
|
||
}
|
||
}
|
||
}
|
||
if(list.length>0) player.draw(list.length);
|
||
}
|
||
},
|
||
diyqiangxi:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filterCard:function(card){
|
||
return get.subtype(card)=='equip1';
|
||
},
|
||
selectCard:[0,1],
|
||
filterTarget:function(card,player,target){
|
||
if(player==target) return false;
|
||
return get.distance(player,target,'attack')<=1;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
if(cards.length==0){
|
||
player.loseHp();
|
||
}
|
||
"step 1"
|
||
target.damage();
|
||
"step 2"
|
||
if(target.isAlive()&&target.num('he')){
|
||
player.discardPlayerCard(target);
|
||
}
|
||
},
|
||
check:function(card){
|
||
return 10-ai.get.value(card);
|
||
},
|
||
position:'he',
|
||
ai:{
|
||
order:8,
|
||
result:{
|
||
player:function(player,target){
|
||
if(ui.selected.cards.length) return 0;
|
||
if(player.hp>=target.hp) return -0.9;
|
||
if(player.hp<=2) return -10;
|
||
return -2;
|
||
},
|
||
target:function(player,target){
|
||
if(player.hp<=1) return 0;
|
||
return ai.get.damageEffect(target,player);
|
||
}
|
||
}
|
||
},
|
||
threaten:1.3
|
||
},
|
||
},
|
||
translate:{
|
||
diy_liufu:'刘馥',
|
||
diy_xizhenxihong:'习珍习宏',
|
||
diy_liuzan:'留赞',
|
||
diy_zaozhirenjun:'枣祗任峻',
|
||
diy_yangyi:'杨仪',
|
||
diy_tianyu:'田豫',
|
||
|
||
// diy_caocao:'曹操',
|
||
diy_menghuo:'孟获',
|
||
diy_huangzhong:'黄汉升',
|
||
diy_xuhuang:'徐公明',
|
||
diy_dianwei:'新典韦',
|
||
diy_weiyan:'魏文长',
|
||
xicai:'惜才',
|
||
diyjianxiong:'奸雄',
|
||
diy_feishi:'费诗',
|
||
shuaiyan:'率言',
|
||
moshou:'墨守',
|
||
diy_hanlong:'韩龙',
|
||
diy_luxun:'陆伯言',
|
||
diy_yuji:'于吉',
|
||
diy_zhouyu:'周公瑾',
|
||
diy_lukang:'陆抗',
|
||
diy_caiwenji:'蔡昭姬',
|
||
diy_zhenji:'甄宓',
|
||
|
||
choudu:'筹度',
|
||
choudu_info:'出牌阶段限一次,你可以弃置一张牌,并指定一名角色视为其使用一张调兵遣将',
|
||
liduan:'立断',
|
||
liduan_info:'当一名其他角色于其回合外获得牌后,若其此次获得的牌数为1且为装备牌(无论是否可见),你可以令该角色选择一项:1.使用此牌;2.将一张手牌交给你',
|
||
fuchou:'负仇',
|
||
fuchou2:'负仇',
|
||
fuchou_info:'当你成为【杀】的目标时,你可以将一张牌交给此【杀】的使用者,令此【杀】对你无效且你到其的距离于当前回合内视为1,若如此做,此回合的结束阶段开始时,其令你摸一张牌,然后你需对其使用【杀】,否则失去1点体力',
|
||
jinyan:'噤言',
|
||
jinyan_info:'锁定技。若你的体力值不大于2,你的黑色锦囊牌视为【杀】',
|
||
chezhen:'车阵',
|
||
chezhen_info:'锁定技。若你的装备区里:没有牌,其他角色到你的距离+1;有牌,你到其他角色的距离-1',
|
||
youzhan:'诱战',
|
||
youzhan_info:'当以你距离不大于1的角色为目标的【杀】的使用结算开始时,你可以弃置一张装备牌,令该角色视为使用【诱敌深入】',
|
||
kangyin:'亢音',
|
||
kangyin2:'亢音',
|
||
kangyin_info:'出牌阶段限一次,你可以失去1点体力并选择一名其他角色,弃置该角色的一张牌。若此牌:为基本牌,你可以令一至X名角色各摸一张牌;不为基本牌,于此回合内:你到其他角色的距离-X,且你使用杀的额外目标数上限+X。(X为你已损失的体力值)',
|
||
zhucheng:'筑城',
|
||
zhucheng2:'筑城',
|
||
zhucheng_info:'①结束阶段开始时,若没有“筑”,你可以将牌堆顶的X张牌置于你的武将牌上〔称为“筑”〕(X为你已损失的体力值与1中的较大值),否则你可以获取所有“筑”。②当你成为杀的目标时,若有“筑”,你可以令此杀的使用者弃置X张牌(X为“筑”的数量),否则杀对你无效',
|
||
duoqi:'夺气',
|
||
duoqi_info:'当一名角色于除你之外的角色的出牌阶段内因弃置而失去牌后,你可以将一张“筑”置入弃牌堆,结束此出牌阶段',
|
||
|
||
siji:'伺机',
|
||
ciqiu:'刺酋',
|
||
ciqiu2:'刺酋',
|
||
ciqiu3:'刺酋',
|
||
diy_liuyan:'刘焉',
|
||
juedao:'绝道',
|
||
geju:'割据',
|
||
shaoying:'烧营',
|
||
zonghuo:'纵火',
|
||
diychanyuan:'缠怨',
|
||
diyguhuo:'蛊惑',
|
||
jieyan:'劫焰',
|
||
honglian:'红莲',
|
||
xiongzi:'雄姿',
|
||
luweiyan:'围堰',
|
||
guihan:'归汉',
|
||
diyduanliang:'断粮',
|
||
diyduanliang1:'断粮',
|
||
diyduanliang2:'断粮',
|
||
diyqiangxi:'强袭',
|
||
diykuanggu:'狂骨',
|
||
diyzaiqi:'再起',
|
||
batu:'霸图',
|
||
zaiqix:'再起',
|
||
diy_jiaoxia:'皎霞',
|
||
yaliang:'雅量',
|
||
yaliang_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。',
|
||
diy_jiaoxia_info:'每当你成为红色牌的目标,你可以摸一张牌',
|
||
zaiqix_info:'摸牌阶段,若你已受伤,你可以放弃摸牌并展示牌堆顶的X+1张牌,X为你已损失的体力值,其中每有一张♥牌,你回复1点体力,然后弃掉这些♥牌,将其余的牌收入手牌。',
|
||
batu_info:'回合结束阶段,你可以将手牌数补至X,X为现存的势力数',
|
||
diyzaiqi_info:'锁定技,你摸牌阶段额外摸X张牌,X为你已损失的体力值',
|
||
diykuanggu_info:'锁定技,每当你造成一点伤害,你在其攻击范围内,你回复一点体力,否则你摸一张牌',
|
||
diyqiangxi_info:'出牌阶段,你可以自减一点体力或弃一张武器牌,然后你对你攻击范围内的一名角色造成一点伤害并弃置其一张牌,每回合限一次。',
|
||
diyduanliang_info:'出牌阶段限一次,你可以将一张黑色的基本牌当兵粮寸断对一名角色使用,然后摸一张牌。你的兵粮寸断可以指定距离2以内的角色作为目标',
|
||
guihan_info:'限定技,当你进入濒死状态时,可以指定一名男性角色与其各回复一点体力并摸两张牌',
|
||
luweiyan_info:'你可以将一张装备牌当水淹七军使用',
|
||
xiongzi_info:'锁定技,你于摸牌阶段额外摸X+1张牌,X为你装备区牌数的一半,向下取整',
|
||
honglian_info:'每当你受到来自其他角色的伤害,可以弃置伤害来源的所有红色牌',
|
||
jieyan_info:'出牌阶段限一次,你可以弃置一张红色手牌令场上所有角色受到一点火焰伤害',
|
||
diyguhuo_info:'锁定技,回合开始阶段,你摸两张牌,然后弃置区域内的两张牌',
|
||
diychanyuan_info:'锁定技,杀死你的角色失去一点体力上限',
|
||
zonghuo_info:'你可弃置一张牌将你即将造成的伤害变为火焰伤害',
|
||
shaoying_info:'每当你造成一次火焰伤害,可指定距离受伤害角色1以内的另一名角色,并展示牌堆顶的一张牌,若此牌为红色,该角色受到一点火焰伤害',
|
||
juedao_info:'出牌阶段,你可以弃置一张手牌,横置你的武将牌;锁定技,若你处于连环状态,你与其他角色的距离、其他角色与你的距离各+1。',
|
||
geju_info:'准备阶段开始时,你可以摸X张牌(X为攻击范围内不含有你的势力数)。',
|
||
siji_info:'弃牌阶段结束后,你可以摸2X张牌(X为你于此阶段内弃置的【杀】的数量)。',
|
||
ciqiu_info:'锁定技,每当你使用【杀】对目标角色造成伤害时,若该角色未受伤,你令此伤害+1;锁定技,每当未受伤的角色因受到你使用【杀】造成的伤害而扣减体力后,若该角色的体力值为0,你令其死亡,然后你失去“刺酋”。 ',
|
||
shuaiyan_info:'每当其他角色于你的回合外回复体力后,你可以令该角色选择一项:1.令你摸一张牌;2.令你弃置其一张牌。',
|
||
moshou_info:'锁定技,你不能成为乐不思蜀和兵粮寸断的目标。',
|
||
xicai_info:'你可以立即获得对你造成伤害的牌',
|
||
diyjianxiong_info:'锁定技,在身份局中,在你回合内死亡的角色均视为反贼,国战中,在你回合内死亡的角色若与你势力相同则随机改为另一个势力',
|
||
},
|
||
}
|