noname/character/extra.js

1240 lines
34 KiB
JavaScript
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

character.extra={
character:{
shen_guanyu:['male','shu',6,['wuhun','wushen']],
shen_zhaoyun:['male','shu',2,['juejing','longhun']],
shen_zhugeliang:['male','shu',3,['qixing','kuangfeng','dawu']],
shen_lvmeng:['male','wu',3,['shelie','gongxin']],
shen_zhouyu:['male','wu',4,['yeyan','qinyin']],
shen_simayi:['male','wei',4,['renjie','sbaiyin','lianpo']],
shen_caocao:['male','wei',3,['guixin','feiying']],
shen_lvbu:['male','qun',5,['baonu','wuqian','shenfen']],
},
skill:{
qinyin:{
audio:2,
trigger:{player:'phaseDiscardEnd'},
direct:true,
filter:function(event,player){
return event.cards&&event.cards.length>1
},
content:function(){
"step 0"
if(typeof event.count!='number'){
// event.count=trigger.cards.length-1;
event.count=1;
}
var recover=0,lose=0;
for(var i=0;i<game.players.length;i++){
if(!game.players[i].isOut()){
if(game.players[i].hp<game.players[i].maxHp){
if(ai.get.attitude(player,game.players[i])>0){
if(game.players[i].hp<2){
lose--;
recover+=0.5;
}
lose--;
recover++;
}
else if(ai.get.attitude(player,game.players[i])<0){
if(game.players[i].hp<2){
lose++;
recover-=0.5;
}
lose++;
recover--;
}
}
else{
if(ai.get.attitude(player,game.players[i])>0){
lose--;
}
else if(ai.get.attitude(player,game.players[i])<0){
lose++;
}
}
}
}
var prompt=get.prompt('qinyin')+'(剩余'+get.cnNumber(event.count)+'次)';
player.chooseControl('失去体力','回复体力','cancel2',
ui.create.dialog(get.prompt('qinyin'),'hidden')).ai=function(){
if(lose>recover&&lose>0) return 0;
if(lose<recover&&recover>0) return 1;
return 2;
}
"step 1"
if(result.control=='cancel2'){
event.finish();
}
else{
player.logSkill('qinyin');
event.bool=(result.control=='回复体力');
event.num=0;
event.players=game.players.slice(0);
}
"step 2"
if(event.num<event.players.length){
var target=event.players[event.num];
if(event.bool){
target.recover();
}
else{
target.loseHp();
}
event.num++;
event.redo();
}
"step 3"
if(event.count>1){
event.count--;
event.goto(0);
}
},
ai:{
expose:0.1,
threaten:2
}
},
lianpo:{
audio:true,
trigger:{source:'dieAfter'},
forced:true,
filter:function(event,player){
return !player.hasSkill('lianpo2');
},
content:function(){
player.addSkill('lianpo2');
}
},
lianpo2:{
trigger:{global:'phaseAfter'},
forced:true,
priority:-50,
content:function(){
player.removeSkill('lianpo2');
player.phase();
}
},
baonu:{
trigger:{source:'damageEnd',player:'damageEnd'},
forced:true,
mark:true,
audio:2,
filter:function(event){
return event.num>0;
},
init:function(player){
player.storage.baonu=2;
game.addVideo('storage',player,['baonu',player.storage.baonu]);
},
content:function(){
player.storage.baonu+=trigger.num;
game.addVideo('storage',player,['baonu',player.storage.baonu]);
},
intro:{
content:'mark'
}
},
shenfen:{
audio:2,
enable:'phaseUse',
filter:function(event,player){
return !player.storage.shenfen&&player.storage.baonu>=6;
},
init:function(player){
player.storage.shenfen=false;
},
skillAnimation:true,
animationColor:'metal',
mark:true,
content:function(){
"step 0"
player.awakenSkill('shenfen');
player.storage.shenfen=true;
player.storage.baonu-=6;
event.targets=game.players.slice(0);
event.targets.remove(player);
event.targets.sort(lib.sort.seat);
event.targets2=event.targets.slice(0);
player.turnOver();
"step 1"
if(event.targets.length){
event.targets.shift().damage();
event.redo();
}
"step 2"
if(event.targets2.length){
var cur=event.targets2.shift();
if(cur&&cur.num('he')){
cur.chooseToDiscard('he',true,4);
}
event.redo();
}
},
intro:{
content:'limited'
},
ai:{
order:10,
result:{
player:function(player){
var num=0;
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=player){
if(game.players[i].ai.shown==0) return 0;
num+=ai.get.damageEffect(game.players[i],player,player)>0?1:-1;
}
}
return num;
}
}
}
},
wuqian:{
audio:2,
enable:'phaseUse',
filter:function(event,player){
return player.storage.baonu>=2&&!player.hasSkill('wushuang');
},
content:function(){
player.storage.baonu-=2;
player.addTempSkill('wushuang','phaseAfter');
},
ai:{
order:5,
result:{
player:function(player){
if(!player.storage.shenfen) return 0;
var cards=player.get('h','sha');
if(cards.length){
for(var i=0;i<game.players.length;i++){
if(player.canUse('sha',game.players[i])&&
ai.get.effect(game.players[i],cards[0],player,player)>0&&
game.players[i].num('h','shan')){
return 1;
}
}
}
return 0;
}
}
}
},
renjie:{
audio:true,
trigger:{player:'damageEnd'},
forced:true,
unique:true,
group:'renjie2',
mark:true,
filter:function(event){
return event.num>0;
},
init:function(player){
player.storage.renjie=0;
game.addVideo('storage',player,['renjie',player.storage.renjie]);
},
content:function(){
player.storage.renjie+=trigger.num;
game.addVideo('storage',player,['renjie',player.storage.renjie]);
},
intro:{
content:'mark'
},
ai:{
maixie:true,
effect:{
target:function(card,player,target){
if(player.hasSkill('jueqing')) return [1,-2];
if(get.tag(card,'damage')){
if(target.hp==target.maxHp){
if(!target.hasSkill('jilue')){
return [0,1];
}
return [0.7,1];
}
return 0.7;
}
},
player:function(card,player){
if(_status.currentPhase!=player) return;
if(get.type(card)=='basic'||get.type(card,'trick')=='trick') return;
if(player.hp<=2) return;
if(!player.hasSkill('jilue')||player.storage.renjie==0){
return [0,0,0,0];
}
}
}
}
},
renjie2:{
audio:true,
trigger:{player:'phaseDiscardEnd'},
forced:true,
filter:function(event){
return event.cards&&event.cards.length>0;
},
content:function(){
player.storage.renjie+=trigger.cards.length;
game.addVideo('storage',player,['renjie',player.storage.renjie]);
}
},
sbaiyin:{
skillAnimation:'epic',
trigger:{player:'phaseBegin'},
forced:true,
unique:true,
audio:true,
filter:function(event,player){
return player.storage.renjie>=4;
},
content:function(){
player.loseMaxHp();
player.addSkill('jilue');
player.awakenSkill('sbaiyin');
}
},
jilue:{
unique:true,
group:['jilue_guicai','jilue_fangzhu','jilue_wansha','jilue_zhiheng','jilue_jizhi']
},
jilue_guicai:{
audio:true,
trigger:{global:'judge'},
direct:true,
filter:function(event,player){
return player.num('h')>0&&player.storage.renjie>0;
},
content:function(){
"step 0"
player.chooseCard('是否弃置一枚“忍”,并发动【鬼才】?').ai=function(card){
var trigger=_status.event.parent._trigger;
var player=_status.event.player;
var result=trigger.judge(card)-trigger.judge(trigger.player.judging[0]);
var attitude=ai.get.attitude(player,trigger.player);
if(attitude==0||result==0) return 0;
if(attitude>0){
return result-ai.get.value(card)/2;
}
else{
return -result-ai.get.value(card)/2;
}
};
"step 1"
if(result.bool){
player.respond(result.cards,'highlight');
}
else{
event.finish();
}
"step 2"
if(result.bool){
player.logSkill('jilue_guicai');
player.storage.renjie--;
player.updateMarks();
if(trigger.player.judging[0].clone){
trigger.player.judging[0].clone.delete();
game.addVideo('deletenode',player,get.cardsInfo([trigger.player.judging[0].clone]));
}
ui.discardPile.appendChild(trigger.player.judging[0]);
trigger.player.judging[0]=result.cards[0];
trigger.position.appendChild(result.cards[0]);
game.log(trigger.player,'的判定牌改为',result.cards[0]);
game.delay(2);
}
},
ai:{
tag:{
rejudge:1,
}
}
},
jilue_fangzhu:{
audio:true,
trigger:{player:'damageEnd'},
direct:true,
priority:-1,
filter:function(event,player){
return player.storage.renjie>0;
},
content:function(){
"step 0"
player.chooseTarget('是否弃置一枚“忍”,并发动【放逐】?',function(card,player,target){
return player!=target
}).ai=function(target){
if(target.isTurnedOver()){
return ai.get.attitude(player,target)-1;
}
else{
if(player.maxHp-player.hp==1){
return -ai.get.attitude(player,target)-1;
}
}
return 0;
}
"step 1"
if(result.bool){
player.storage.renjie--;
player.updateMarks();
player.logSkill('jilue_fangzhu',result.targets);
result.targets[0].draw(player.maxHp-player.hp);
result.targets[0].turnOver();
}
},
},
jilue_wansha:{
audio:true,
enable:'phaseUse',
usable:1,
filter:function(event,player){
return player.storage.renjie>0;
},
content:function(){
player.storage.renjie--;
player.updateMarks();
player.addTempSkill('wansha','phaseAfter');
}
},
jilue_zhiheng:{
audio:true,
enable:'phaseUse',
usable:1,
filter:function(event,player){
return player.storage.renjie>0;
},
position:'he',
filterCard:true,
selectCard:[1,Infinity],
prompt:'弃置一枚“忍”,然后弃置任意张牌并摸等量的牌',
check:function(card){return 6-ai.get.value(card)},
content:function(){
player.storage.renjie--;
player.updateMarks();
player.draw(cards.length);
},
ai:{
order:1,
result:{
player:function(player){
var num=0;
var cards=player.get('he');
for(var i=0;i<cards.length;i++){
if(ai.get.value(cards[i])<6){
num++;
}
}
if(cards.length>2) return 1;
if(cards.length==2&&player.storage.jilue>1);
return 0;
}
},
threaten:1.5
},
},
jilue_jizhi:{
audio:true,
trigger:{player:'useCard'},
filter:function(event,player){
return (get.type(event.card)=='trick'&&event.cards[0]&&event.cards[0]==event.card)&&player.storage.renjie>0;
},
content:function(){
player.storage.renjie--;
player.updateMarks();
player.draw();
},
ai:{
threaten:1.4
}
},
wushen:{
mod:{
cardEnabled:function(card,player){
if(_status.event.skill!='wushen'&&card.name!='sha'&&get.suit(card)=='heart') return false;
},
cardUsable:function(card,player){
if(_status.event.skill!='wushen'&&card.name!='sha'&&get.suit(card)=='heart') return false;
},
cardRespondable:function(card,player){
if(_status.event.skill!='wushen'&&card.name!='sha'&&get.suit(card)=='heart') return false;
},
cardSavable:function(card,player){
if(_status.event.skill!='wushen'&&card.name!='sha'&&get.suit(card)=='heart') return false;
},
targetInRange:function(card){
if(get.suit(card)=='heart'||_status.event.skill=='wushen') return true;
}
},
audio:2,
enable:['chooseToUse','chooseToRespond'],
filterCard:{suit:'heart'},
viewAs:{name:'sha'},
check:function(){return 1},
ai:{
effect:{
target:function(card,player,target,current){
if(get.tag(card,'respondSha')&&current<0) return 0.6
}
},
respondSha:true,
order:4,
useful:-1,
value:-1
}
},
wuhun:{
trigger:{player:'dieBegin'},
forced:true,
popup:false,
filter:function(event){
return event.source!=undefined;
},
content:function(){
trigger.source.addSkill('wuhun2');
},
ai:{
threaten:function(player,target){
if(target.hp==1) return 0.5;
},
effect:{
target:function(card,player,target,current){
if(target.hp<=1&&get.tag(card,'damage')){
if(player.hasSkill('jueqing')) return [1,-5];
var hasfriend=false;
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=target&&ai.get.attitude(game.players[i],target)>=0){
hasfriend=true;break;
}
}
if(!hasfriend) return;
if(player.hp>2&&ai.get.attitude(player,target)<=0) return [0,2];
return [1,0,0,-player.hp];
}
}
}
}
},
wuhun2:{
audio:3,
trigger:{global:'dieAfter'},
forced:true,
content:function(){
if(player.hp<Infinity){
player.loseHp(player.hp);
}
player.removeSkill('wuhun2');
}
},
guixin:{
audio:2,
trigger:{player:'damageEnd'},
check:function(event,player){
if(player.isTurnedOver()) return true;
var num=0;
for(var i=0;i<game.players.length;i++){
if(game.players[i].num('he')&&game.players[i]!=player&&
ai.get.attitude(player,game.players[i])<=0){
num++;
}
if(game.players[i].num('j')&&game.players[i]!=player&&
ai.get.attitude(player,game.players[i])>0){
num++;
}
if(num>=2) return true;
}
return false;
},
content:function(){
"step 0"
var targets=game.players.slice(0);
targets.remove(player);
targets.sort(lib.sort.seat);
event.targets=targets;
event.num=0;
"step 1"
if(num<event.targets.length){
var hej=event.targets[num].get('hej')
if(hej.length){
var card=hej.randomGet();
player.gain(card,event.targets[num]);
if(get.position(card)=='h'){
event.targets[num].$give(1,player);
}
else{
event.targets[num].$give(card,player);
}
}
event.num++;
event.redo();
}
"step 2"
player.turnOver();
},
ai:{
maixie:true,
threaten:function(player,target){
if(target.hp==1) return 2.5;
return 1;
},
effect:{
target:function(card,player,target){
if(get.tag(card,'damage')){
if(player.hasSkill('jueqing')) return [1,-2];
if(target.hp==1) return;
if(target.isTurnedOver()) return [0,3];
var num=0;
for(var i=0;i<game.players.length;i++){
if(game.players[i].num('he')&&game.players[i]!=player&&
ai.get.attitude(player,game.players[i])<=0){
num++;
}
if(game.players[i].num('j')&&game.players[i]!=player&&
ai.get.attitude(player,game.players[i])>0){
num++;
}
if(num>2) return [0,1];
if(num==2) return [0.5,1];
}
}
}
}
}
},
qixing:{
audio:2,
unique:true,
trigger:{global:'gameDrawAfter',player:'phaseBegin'},
forced:true,
check:function(event,player){
return player.hp<=1;
},
filter:function(event,player){
return !player.storage.qixing;
},
content:function(){
"step 0"
player.gain(get.cards(7))._triggered=null;
"step 1"
if(player==game.me){
game.addVideo('delay',null);
}
player.chooseCard('选择七张牌作为星',7,true).ai=function(card){
return ai.get.value(card);
};
"step 2"
player.lose(result.cards,ui.special)._triggered=null;
player.storage.qixing=result.cards;
game.addVideo('storage',player,['qixing',get.cardsInfo(player.storage.qixing),'cards']);
},
mark:true,
intro:{
mark:function(dialog,content,player){
if(content&&content.length){
if(player==game.me||player.isUnderControl()){
dialog.addAuto(content);
}
else{
return '共有'+get.cnNumber(content.length)+'张星';
}
}
},
content:function(content,player){
if(content&&content.length){
if(player==game.me||player.isUnderControl()){
return get.translation(content);
}
return '共有'+get.cnNumber(content.length)+'张星';
}
}
},
group:['qixing2'],
},
qixing2:{
trigger:{player:'phaseDrawAfter'},
direct:true,
filter:function(event,player){
return player.storage.qixing&&player.storage.qixing.length;
},
content:function(){
"step 0"
player.chooseCard('选择任意张手牌与星交换',[1,player.num('h')]).ai=function(card){
return 1;
};
"step 1"
if(result.bool){
player.logSkill('qixing');
player.lose(result.cards,ui.special)._triggered=null;
player.storage.qixing=player.storage.qixing.concat(result.cards);
game.addVideo('storage',player,['qixing',get.cardsInfo(player.storage.qixing),'cards']);
event.num=result.cards.length;
}
else{
event.finish();
}
"step 2"
player.chooseCardButton(player.storage.qixing,'选择'+event.num+'张牌作为手牌',event.num,true).ai=function(button){
if(player.skipList.contains('phaseUse')&&button.link!='du'){
return -ai.get.value(button.link);
}
return ai.get.value(button.link);
}
if(player==game.me&&_status.auto){
game.delay(0.5);
}
"step 3"
player.gain(result.links)._triggered=null;
for(var i=0;i<result.links.length;i++){
player.storage.qixing.remove(result.links[i]);
}
game.addVideo('storage',player,['qixing',get.cardsInfo(player.storage.qixing),'cards']);
if(player==game.me&&_status.auto){
game.delay(0.5);
}
}
},
dawu:{
unique:true,
trigger:{player:'phaseEnd'},
priority:1,
direct:true,
filter:function(event,player){
return player.storage.qixing&&player.storage.qixing.length;
},
audio:2,
content:function(){
"step 0"
player.chooseTarget('选择角色获得大雾标记',
[1,Math.min(game.players.length,player.storage.qixing.length)]).ai=function(target){
if(target.isMin()) return 0;
if(target.hasSkill('biantian2')) return 0;
var att=ai.get.attitude(player,target);
if(att>=4){
if(target.hp==1&&target.maxHp>2) return att;
if(target.hp==2&&target.maxHp>3&&target.num('he')==0) return att*0.7;
return 0;
}
return -1;
}
"step 1"
if(result.bool){
var length=result.targets.length;
for(var i=0;i<length;i++){
result.targets[i].addSkill('dawu2');
result.targets[i].popup('dawu');
}
player.logSkill('dawu',result.targets,'thunder');
game.log(player,'对',result.targets,'发动了大雾')
player.chooseCardButton('弃置'+get.cnNumber(length)+'枚星',length,player.storage.qixing,true);
}
else{
event.finish();
}
"step 2"
for(var i=0;i<result.links.length;i++){
player.storage.qixing.remove(result.links[i]);
}
if(player.storage.qixing.length==0){
player.unmarkSkill('qixing');
}
game.addVideo('storage',player,['qixing',get.cardsInfo(player.storage.qixing),'cards']);
player.discard(result.links);
},
group:'dawu3'
},
dawu2:{
trigger:{player:'damageBefore'},
filter:function(event){
if(event.nature!='thunder') return true;
return false;
},
mark:true,
forced:true,
content:function(){
trigger.untrigger();
trigger.finish();
},
ai:{
nofire:true,
nodamage:true,
effect:{
target:function(card,player,target,current){
if(get.tag(card,'damage')&&!get.tag(card,'thunderDamage')) return [0,0];
}
},
},
intro:{
content:'已获得大雾标记'
}
},
dawu3:{
trigger:{player:['phaseBegin','dieBegin']},
forced:true,
popup:false,
silent:true,
content:function(){
for(var i=0;i<game.players.length;i++){
if(game.players[i].hasSkill('dawu2')){
game.players[i].removeSkill('dawu2');
game.players[i].popup('dawu2');
}
if(game.players[i].hasSkill('kuangfeng2')){
game.players[i].removeSkill('kuangfeng2');
game.players[i].popup('kuangfeng2');
}
}
}
},
kuangfeng:{
unique:true,
audio:2,
trigger:{player:'phaseEnd'},
direct:true,
filter:function(event,player){
return player.storage.qixing&&player.storage.qixing.length;
},
content:function(){
"step 0"
player.chooseTarget('选择一名角色获得狂风标记').ai=function(target){
return -1;
}
"step 1"
if(result.bool){
var length=result.targets.length;
for(var i=0;i<length;i++){
result.targets[i].addSkill('kuangfeng2');
result.targets[i].popup('kuangfeng');
}
player.logSkill('kuangfeng',result.targets,'fire');
player.chooseCardButton('弃置'+get.cnNumber(length)+'枚星',length,player.storage.qixing,true);
}
else{
event.finish();
}
"step 2"
for(var i=0;i<result.links.length;i++){
player.storage.qixing.remove(result.links[i]);
}
if(player.storage.qixing.length==0){
player.unmarkSkill('qixing');
}
game.addVideo('storage',player,['qixing',get.cardsInfo(player.storage.qixing),'cards']);
player.discard(result.links);
},
},
kuangfeng2:{
trigger:{player:'damageBegin'},
filter:function(event){
if(event.nature=='fire') return true;
return false;
},
mark:true,
intro:{
content:'已获得大雾标记'
},
forced:true,
content:function(){
trigger.num++;
},
ai:{
effect:{
target:function(card,player,target,current){
if(get.tag(card,'fireDamage')) return 1.5;
}
}
}
},
yeyan:{
unique:true,
enable:'phaseUse',
audio:3,
animationColor:'fire',
skillAnimation:'legend',
filter:function(event,player){
return !player.storage.yeyan;
},
init:function(player){
player.storage.yeyan=false;
},
filterTarget:function(card,player,target){
var length=ui.selected.cards.length;
return (length==0||length==4);
},
filterCard:function(card){
var suit=get.suit(card);
for(var i=0;i<ui.selected.cards.length;i++){
if(get.suit(ui.selected.cards[i])==suit) return false;
}
return true;
},
mark:true,
selectCard:[0,4],
line:'fire',
check:function(){return -1},
selectTarget:function(){
if(ui.selected.cards.length==4) return 1;
if(ui.selected.cards.length==0) return [1,3];
game.uncheck('target');
return [1,3];
},
content:function(){
player.awakenSkill('yeyan');
player.storage.yeyan=true;
if(cards.length==4){
player.loseHp(3);
target.damage('fire',3);
}
else{
target.damage('fire');
}
},
intro:{
content:'limited'
},
ai:{
order:1,
result:{
target:function(player,target){
if(target.hasSkillTag('nofire')) return 0;
if(lib.config.mode=='versus') return -1;
for(var i=0;i<game.players.length;i++){
if(lib.config.mode=='identity'){
if(game.players[i].ai.shown<=0.2) return 0;
}
else if(lib.config.mode=='guozhan'){
if(game.players[i].identity=='unknown') return 0;
}
}
return ai.get.damageEffect(target,player);
}
}
}
},
longhun:{
group:['longhun1','longhun2','longhun3','longhun4'],
ai:{
skillTagFilter:function(player,tag){
switch(tag){
case 'respondSha':{
if(player.num('he',{suit:'diamond'})<Math.max(1,player.hp)) return false;
break;
}
case 'respondShan':{
if(player.num('he',{suit:'club'})<Math.max(1,player.hp)) return false;
break;
}
case 'save':{
if(player.num('he',{suit:'heart'})<Math.max(1,player.hp)) return false;
break;
}
}
},
maixie:true,
save:true,
respondSha:true,
respondShan:true,
effect:{
target:function(card,player,target){
if(get.tag(card,'recover')&&target.hp>=1) return [0,0];
var hasfriend=false;
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=target&&ai.get.attitude(game.players[i],target)>=0){
hasfriend=true;break;
}
}
if(!hasfriend) return;
if((get.tag(card,'damage')==1||get.tag(card,'loseHp'))&&target.hp>1) return [0,1];
}
},
threaten:function(player,target){
if(target.hp==1) return 2;
return 0.5;
},
}
},
longhun1:{
audio:true,
enable:['chooseToUse','chooseToRespond'],
prompt:'将一张红桃牌当桃使用',
position:'he',
check:function(card,event){
if(_status.event.player.hp>1) return 0;
return 10-ai.get.value(card);
},
selectCard:function(){
return Math.max(1,_status.event.player.hp);
},
viewAs:{name:'tao'},
filterCard:function(card){
return get.suit(card)=='heart';
}
},
longhun2:{
audio:true,
enable:['chooseToUse','chooseToRespond'],
prompt:'将一张方片牌当火杀使用或打出',
position:'he',
check:function(card,event){
if(_status.event.player.hp>1) return 0;
return 10-ai.get.value(card);
},
selectCard:function(){
return Math.max(1,_status.event.player.hp);
},
viewAs:{name:'sha',nature:'fire'},
filterCard:function(card){
return get.suit(card)=='diamond';
}
},
longhun3:{
audio:true,
enable:['chooseToUse','chooseToRespond'],
prompt:'将一张黑桃牌当无懈可击使用',
position:'he',
check:function(card,event){
if(_status.event.player.hp>1) return 0;
return 7-ai.get.value(card);
},
selectCard:function(){
return Math.max(1,_status.event.player.hp);
},
viewAs:{name:'wuxie'},
viewAsFilter:function(player){
return player.num('he',{suit:'spade'})>=player.hp;
},
filterCard:function(card){
return get.suit(card)=='spade';
}
},
longhun4:{
audio:true,
enable:['chooseToUse','chooseToRespond'],
prompt:'将一张梅花牌当闪打出',
position:'he',
check:function(card,event){
if(_status.event.player.hp>1) return 0;
return 10-ai.get.value(card);
},
selectCard:function(){
return Math.max(1,_status.event.player.hp);
},
viewAs:{name:'shan'},
filterCard:function(card){
return get.suit(card)=='club';
}
},
juejing:{
mod:{
maxHandcard:function(player,num){
return 2+num;
}
},
audio:true,
trigger:{player:'phaseDrawBegin'},
priority:-5,
filter:function(event,player){
return player.hp<player.maxHp;
},
forced:true,
content:function(){
trigger.num=2+player.maxHp-player.hp;
}
},
shelie:{
audio:2,
trigger:{player:'phaseDrawBefore'},
content:function(){
"step 0"
trigger.untrigger();
trigger.finish();
"step 1"
event.cards=get.cards(5);
if(event.isMine()==false){
event.dialog=ui.create.dialog('涉猎',event.cards);
game.delay(2);
}
"step 2"
if(event.dialog) event.dialog.close();
var dialog=ui.create.dialog('涉猎',event.cards);
player.chooseButton([0,5],dialog,true).filterButton=function(button){
for(var i=0;i<ui.selected.buttons.length;i++){
if(get.suit(button.link)==get.suit(ui.selected.buttons[i].link)) return false;
}
return true;
}
"step 3"
var cards2=[];
for(var i=0;i<result.buttons.length;i++){
cards2.push(result.buttons[i].link);
cards.remove(result.buttons[i].link);
}
player.gain(cards2,'log');
if(cards2.length) player.$gain2(cards2);
for(var i=0;i<cards.length;i++){
ui.discardPile.appendChild(cards[i]);
}
game.delay(2);
},
ai:{
threaten:1.2
}
},
gongxin:{
audio:2,
enable:'phaseUse',
usable:1,
filterTarget:function(card,player,target){
return target!=player&&target.num('h');
},
content:function(){
"step 0"
event.videoId=lib.status.videoId++;
var cards=target.get('h');
if(player.isOnline2()){
player.send(function(cards,id){
ui.create.dialog('攻心',cards).videoId=id;
},cards,event.videoId);
}
event.dialog=ui.create.dialog('攻心',cards);
event.dialog.videoId=event.videoId;
if(!event.isMine()){
event.dialog.style.display='none';
}
player.chooseButton().set('filterButton',function(button){
return get.suit(button.link)=='heart';
}).set('dialog',event.videoId);
"step 1"
if(result.bool){
event.card=result.links[0];
var func=function(card,id){
var dialog=get.idDialog(id);
if(dialog){
for(var i=0;i<dialog.buttons.length;i++){
if(dialog.buttons[i].link==card){
dialog.buttons[i].classList.add('selectedx');
}
else{
dialog.buttons[i].classList.add('unselectable');
}
}
}
}
if(player.isOnline2()){
player.send(func,event.card,event.videoId);
}
else if(event.isMine()){
func(event.card,event.videoId);
}
player.chooseControl('gongxin_discard','gongxin_top');
}
else{
if(player.isOnline2()){
player.send('closeDialog',event.videoId);
}
event.dialog.close();
event.finish();
}
"step 2"
if(player.isOnline2()){
player.send('closeDialog',event.videoId);
}
event.dialog.close();
var card=event.card;
if(result.control=='gongxin_top'){
target.lose(card);
player.showCards(card,'置于牌堆顶');
}
else{
target.discard(card);
event.finish();
}
"step 3"
event.card.fix();
ui.cardPile.insertBefore(event.card,ui.cardPile.firstChild);
game.log(player,'将',event.card,'置于牌堆顶');
},
ai:{
threaten:1.5,
result:{
target:function(player,target){
return -target.num('h');
}
},
order:10,
expose:0.4,
}
}
},
translate:{
shen_zhaoyun:'神赵云',
shen_guanyu:'神关羽',
shen_lvmeng:'神吕蒙',
shen_simayi:'神司马懿',
shen_caocao:'神曹操',
shen_zhugeliang:'神诸葛亮',
shen_zhouyu:'神周瑜',
shen_lvbu:'神吕布',
longhun:'龙魂',
longhun1:'龙魂♥︎',
longhun2:'龙魂♦︎',
longhun3:'龙魂♠︎',
longhun4:'龙魂♣︎',
juejing:'绝境',
longhun_info:'你可以将同花色的X张牌按下列规则使用或打出红桃当【桃】方块当具火焰伤害的【杀】梅花当【闪】黑桃当【无懈可击】X为你当前的体力值且至少为1',
juejing_info:'锁定技,摸牌阶段,你摸牌的数量改为你已损失的体力值+2你的手牌上限+2。',
wushen:'武神',
wushen_info:'锁定技,你的红桃手牌视为杀;锁定技,你使用红桃杀时无距离限制。',
wuhun:'武魂',
wuhun2:'武魂',
wuhun_info:'锁定技,杀死你的角色立即进入濒死状态',
shelie:'涉猎',
gongxin:'攻心',
gongxin_discard:'弃置',
gongxin_top:'牌堆顶',
renjie:'忍戒',
renjie2:'忍戒',
renjie_info:'锁定技,每当你受到一次伤害后,你获得等同于你受到的伤害数量的“忍”标记;锁定技,每当你于弃牌阶段内因你的弃置而失去手牌时,你获得等同于你失去的手牌数量的“忍”标记。',
sbaiyin:'拜印',
sbaiyin_info:'觉醒技准备阶段开始时若你拥有的“忍”标记枚数不小于4你减1点体力上限然后获得“极略”',
jilue:'极略',
jilue_info:'每当一名角色的判定牌生效前若你有手牌你可以弃1枚“忍”标记发动“鬼才”每当你受到伤害后你可以弃1枚“忍”标记发动“放逐”每当你使用锦囊牌时你可以弃1枚“忍”标记发动“集智”出牌阶段限一次若你有牌你可以弃1枚“忍”标记发动“制衡”出牌阶段你可以弃1枚“忍”标记执行“完杀”的效果直到回合结束。',
jilue_guicai:'鬼才',
jilue_fangzhu:'放逐',
jilue_wansha:'完杀',
jilue_zhiheng:'制衡',
jilue_jizhi:'集智',
lianpo:'连破',
lianpo2:'连破',
lianpo_info:'若你在一回合内杀死了至少一名角色,此回合结束后,你可以进行一个额外的回合。',
guixin:'归心',
qinyin:'琴音',
yeyan:'业炎',
shelie_info:'摸牌阶段,你可以放弃摸牌,改为从牌堆顶亮出五张牌,你获得不同花色的牌各一张,将其余的牌置入弃牌堆。',
gongxin_info:'出牌阶段,你可以观看一名其他角色的手牌,并可以展示其中一张红桃牌,然后将其弃置或置于牌堆顶,每阶段限一次。',
guixin_info:'当你受到1次伤害后你可以随机获得每名其他角色区域里的一张牌然后你翻面',
qinyin_info:'弃牌阶段结束时若你于此阶段内弃置过你的至少两张手牌则你可以选择一项1. 所有角色各回复1点体力2. 所有角色各失去1点体力。',
// qinyin_info:'每当你于弃牌阶段内因你的弃置而失去第X张手牌时X至少为2你可以选择一项1.令所有角色各回复1点体力2.令所有角色各失去1点体力。每阶段限一次。',
yeyan_info:'限定技出牌阶段你可以对一至三名角色造成至多共3点火焰伤害你可以任意分配每名目标角色受到的伤害点数若你将对一名角色分配2点或更多的火焰伤害你须先弃置四张不同花色的手牌再失去3点体力。',
qixing:'七星',
qixing_bg:'星',
qixing2:'七星',
qixing3:'七星',
qixing_info:'游戏开始前共发你11张牌选4张作为手牌其余的面朝下置于一旁移出游戏称之为“星”。每当你于摸牌阶段摸牌后可用任意数量的手牌等量交换这些“星”。',
dawu:'大雾',
dawu2_bg:'雾',
dawu2:'大雾',
dawu3:'大雾',
// dawu2_info:'已获得大雾标记',
dawu_info:'回合结束阶段你可以弃掉X枚“星”指定X名角色直到你的下回合开始防止他们受到的除雷电伤害外的一切伤害。',
kuangfeng:'狂风',
kuangfeng2:'狂风',
kuangfeng2_bg:'风',
// kuangfeng2_info:'已获得狂风标记',
kuangfeng3:'狂风',
kuangfeng_info:'回合结束阶段你可以弃掉1枚“星”指定一名角色直到你的下回合开始该角色每次受到的火焰伤害+1。',
baonu:'暴怒',
baonu_info:'锁定技,游戏开始时,你获得两枚暴怒标记,每当你造成或受到一点伤害,你获得一枚暴怒标记',
shenfen:'神愤',
shenfen_info:'限定技出牌阶段你可以弃置6枚暴怒标记对场上所有其他角色造成一点伤害然后令其弃置4张牌',
wuqian:'无前',
wuqian_info:'出牌阶段,你可以弃置两枚暴怒标记并获得技能【无双】直到回合结束',
},
}