noname/character/standard.js

1558 lines
42 KiB
JavaScript
Executable File
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.

'use strict';
character.standard={
character:{
caocao:['male','wei',4,['hujia','jianxiong'],['zhu']],
simayi:['male','wei',3,['fankui','guicai']],
xiahoudun:['male','wei',4,['ganglie']],
zhangliao:['male','wei',4,['tuxi']],
xuzhu:['male','wei',4,['luoyi']],
guojia:['male','wei',3,['tiandu','yiji']],
zhenji:['female','wei',3,['luoshen','qingguo']],
liubei:['male','shu',4,['rende','jijiang'],['zhu']],
guanyu:['male','shu',4,['wusheng']],
zhangfei:['male','shu',4,['paoxiao']],
zhugeliang:['male','shu',3,['guanxing','kongcheng']],
zhaoyun:['male','shu',4,['longdan']],
machao:['male','shu',4,['mashu','tieji']],
huangyueying:['female','shu',3,['jizhi','qicai']],
sunquan:['male','wu',4,['zhiheng','jiuyuan'],['zhu']],
ganning:['male','wu',4,['qixi']],
lvmeng:['male','wu',4,['keji']],
huanggai:['male','wu',4,['kurou']],
zhouyu:['male','wu',3,['yingzi','fanjian']],
daqiao:['female','wu',3,['guose','liuli']],
luxun:['male','wu',3,['qianxun','lianying']],
sunshangxiang:['female','wu',3,['xiaoji','jieyin']],
huatuo:['male','qun',3,['qingnang','jijiu']],
lvbu:['male','qun',4,['wushuang']],
diaochan:['female','qun',3,['lijian','biyue']],
},
perfectPair:{
xiahoudun:['xiahouyuan'],
zhenji:['caopi'],
caocao:['xuzhu','dianwei'],
huangzhong:['weiyan'],
zhugeliang:['huangyueying'],
liubei:['guanyu','zhangfei','ganfuren'],
zhaoyun:['liushan'],
daqiao:['xiaoqiao'],
zhouyu:['huanggai','xiaoqiao'],
sunquan:['zhoutai'],
lvbu:['diaochan']
},
skill:{
hujia:{
audio:2,
unique:true,
trigger:{player:'chooseToRespondBegin'},
filter:function(event,player){
if(event.responded) return false;
if(!player.isZhu) return false;
if(event.filterCard({name:'shan'})==false) return false;
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=player&&game.players[i].group=='wei') return true;
}
return false;
},
content:function(){
"step 0"
if(event.current==undefined) event.current=player.next;
if(event.current==player){
event.finish();
}
else if(event.current.group=='wei'){
if((event.current==game.me&&!_status.auto)||(
ai.get.attitude(event.current,player)>2)){
var next=event.current.chooseToRespond('是否替'+get.translation(player)+'打出一张闪?',{name:'shan'});
next.ai=function(){
var event=_status.event;
return (ai.get.attitude(event.player,event.source)-2);
};
next.autochoose=lib.filter.autoRespondShan;
next.source=player;
}
}
"step 1"
if(result.bool){
event.finish();
trigger.result=result;
trigger.responded=true;
trigger.animate=false;
if(typeof event.current.ai.shown=='number'&&event.current.ai.shown<0.95){
event.current.ai.shown+=0.3;
if(event.current.ai.shown>0.95) event.current.ai.shown=0.95;
}
}
else{
event.current=event.current.next;
event.goto(0);
}
},
},
jianxiong:{
audio:2,
trigger:{player:'damageEnd'},
filter:function(event,player){
return get.itemtype(event.cards)=='cards'&&get.position(event.cards[0])=='d';
},
content:function(){
player.gain(trigger.cards);
player.$gain2(trigger.cards);
},
ai:{
maixie:true,
effect:{
target:function(card,player){
if(player.skills.contains('jueqing')) return [1,-1];
if(get.tag(card,'damage')) return [1,0.5];
}
}
}
},
fankui:{
audio:2,
trigger:{player:'damageEnd'},
direct:true,
filter:function(event,player){
return (event.source&&event.source.num('he'));
},
content:function(){
"step 0"
player.choosePlayerCard('是否对'+get.translation(trigger.source)+'发动【反馈】?',trigger.source,ai.get.buttonValue,'he');
"step 1"
if(result.bool){
player.logSkill('fankui',trigger.source);
player.gain(result.buttons[0].link);
trigger.source.$give(1,player);
}
},
ai:{
result:{
target:function(card,player,target){
if(player.num('he')>1&&get.tag(card,'damage')){
if(player.skills.contains('jueqing')) return [1,-1.5];
if(ai.get.attitude(target,player)<0) return [1,1];
}
}
}
}
},
guicai:{
audio:2,
trigger:{global:'judge'},
direct:true,
filter:function(event,player){
return player.num('h')>0;
},
content:function(){
"step 0"
player.chooseCard(get.translation(trigger.player)+'的'+(trigger.judgestr||'')+'判定为'+
get.translation(trigger.player.judging[0])+',是否发动【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('guicai');
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,
}
}
},
ganglie:{
audio:2,
trigger:{player:'damageEnd'},
filter:function(event,player){
return (event.source!=undefined);
},
check:function(event,player){
return (ai.get.attitude(player,event.source)<=0);
},
content:function(){
"step 0"
player.judge(function(card){
if(get.suit(card)=='heart') return -2;
return 2;
})
"step 1"
if(result.judge<2){
event.finish();return;
}
trigger.source.chooseToDiscard(2).ai=function(card){
return ai.get.unuseful(card)+2.5*(5-get.owner(card).hp);
};
"step 2"
if(result.bool==false){
trigger.source.damage();
}
},
ai:{
result:{
target:function(card,player,target){
if(player.skills.contains('jueqing')) return [1,-1];
if(get.tag(card,'damage')&&ai.get.damageEffect(target,player,player)>0) return [1,0,0,-1.5];
}
}
}
},
tuxi:{
audio:2,
trigger:{player:'phaseDrawBefore'},
direct:true,
content:function(){
"step 0"
var check;
var i,num=0;
for(i=0;i<game.players.length;i++){
if(player!=game.players[i]){
if(ai.get.attitude(player,game.players[i])<=0&&
game.players[i].num('h')) num++;
}
}
check=(num>=2);
player.chooseTarget('是否发动突袭?',[1,2],function(card,player,target){
return target.num('h')>0&&player!=target;
},
function(target){
if(!check) return 0;
return (1-ai.get.attitude(_status.event.player,target));
});
"step 1"
if(result.bool){
player.logSkill('tuxi',result.targets);
for(var i=0;i<result.targets.length;i++){
player.gain(result.targets[i].get('h').randomGet());
result.targets[i].$give(1,player);
}
trigger.finish();
trigger.untrigger();
}
"step 2"
if(result.bool) game.delay();
},
ai:{
threaten:2,
expose:0.3
}
},
luoyi:{
audio:2,
trigger:{player:'phaseDrawBegin'},
check:function(event,player){
var i,cancel=true;
if(player.num('h')<3) return false;
if(player.get('h','sha').length==0) return false;
cancel=true;
for(i=0;i<game.players.length;i++){
if(ai.get.attitude(player,game.players[i])<0&&
player.canUse('sha',game.players[i])){
return true;
}
}
return false;
},
content:function(){
player.addTempSkill('luoyi2','phaseEnd');
trigger.num--;
}
},
luoyi2:{
trigger:{source:'damageBegin'},
filter:function(event){
return event.card&&(event.card.name=='sha'||event.card.name=='juedou')&&
event.parent.name!='_lianhuan'&&event.parent.name!='_lianhuan2';
},
forced:true,
content:function(){
trigger.num++;
}
},
tiandu:{
audio:4,
trigger:{player:'judgeEnd'},
frequent:true,
content:function(){
player.gain(trigger.result.card);
player.$gain2(trigger.result.card);
}
},
yiji:{
audio:2,
trigger:{player:'damageEnd'},
frequent:true,
filter:function(event){
return (event.num>0)
},
content:function(){
"step 0"
event.cards=get.cards(2*trigger.num);
player.gain(event.cards);
player.$draw(event.cards.length);
"step 1"
player.chooseCardTarget({
filterCard:function(card){
return _status.event.parent.cards.contains(card);
},
selectCard:[1,event.cards.length],
filterTarget:function(card,player,target){
return player!=target;
},
ai1:function(card){
if(ui.selected.cards.length>0) return -1;
return (_status.event.player.num('h')-_status.event.player.hp);
},
ai2:function(target){
return ai.get.attitude(_status.event.player,target)-4;
},
prompt:'请选择要送人的卡牌'
});
"step 2"
if(result.bool){
result.targets[0].gain(result.cards);
player.$give(result.cards.length,result.targets[0]);
for(var i=0;i<result.cards.length;i++){
event.cards.remove(result.cards[i]);
}
if(event.cards.length) event.goto(1);
}
},
ai:{
maixie:true,
effect:{
target:function(card,player,target){
if(get.tag(card,'damage')){
if(player.skills.contains('jueqing')) return [1,-2];
if(!target.hasFriend()) return;
if(target.hp>=4) return [1,get.tag(card,'damage')*2];
if(target.hp==3) return [1,get.tag(card,'damage')*1.5];
if(target.hp==2) return [1,get.tag(card,'damage')*0.5];
}
}
}
}
},
luoshen:{
audio:2,
trigger:{player:'phaseBegin'},
frequent:true,
content:function(){
"step 0"
if(event.cards==undefined) event.cards=[];
player.judge(function(card){
if(get.color(card)=='black') return 1.5;
return -1.5;
},ui.special);
"step 1"
if(result.judge>0){
event.cards.push(result.card);
if(lib.config.auto_skill==false){
player.chooseBool('是否再次发动?');
}
else{
event._result={bool:true};
}
}
else{
for(var i=0;i<event.cards.length;i++){
if(get.position(event.cards[i])!='s'){
event.cards.splice(i,1);i--;
}
}
player.gain(event.cards);
event.finish();
}
"step 2"
if(result.bool){
event.goto(0);
}
else{
player.gain(event.cards);
}
}
},
qingguo:{
audio:2,
enable:['chooseToRespond'],
filterCard:function(card){
return get.color(card)=='black';
},
viewAs:{name:'shan'},
viewAsFilter:function(player){
if(!player.num('h',{color:'black'})) return false;
},
prompt:'将一张黑色牌当闪打出',
check:function(){return 1},
ai:{
respondShan:true,
skillTagFilter:function(player){
if(!player.num('h',{color:'black'})) return false;
},
result:{
target:function(card,player,target,current){
if(get.tag(card,'respondShan')&&current<0) return 0.6
}
}
}
},
rende:{
audio:2,
group:['rende1'],
enable:'phaseUse',
filterCard:true,
selectCard:[1,Infinity],
discard:false,
prepare:function(cards,player,targets){
player.$give(cards.length,targets[0]);
},
filterTarget:function(card,player,target){
return player!=target;
},
check:function(card){
if(ui.selected.cards.length>1) return 0;
var player=get.owner(card);
if(player.hp==player.maxHp||player.storage.rende<0||player.num('h')<=1){
if(ui.selected.cards.length){
return -1;
}
for(var i=0;i<game.players.length;i++){
if(game.players[i].get('s').contains('haoshi')&&
!game.players[i].isTurnedOver()&&
!game.players[i].num('j','lebu')&&
ai.get.attitude(player,game.players[i])>=3&&
ai.get.attitude(game.players[i],player)>=3){
return 11-ai.get.value(card);
}
}
if(player.num('h')>player.hp) return 10-ai.get.value(card);
if(player.num('h')>2) return 6-ai.get.value(card);
return -1;
}
return 10-ai.get.value(card);
},
content:function(){
target.gain(cards);
game.delay();
if(typeof player.storage.rende!='number'){
player.storage.rende=0;
}
if(player.storage.rende>=0){
player.storage.rende+=cards.length;
if(player.storage.rende>=2){
player.recover();
player.storage.rende=-1;
}
}
},
ai:{
order:function(skill,player){
if(player.hp<player.maxHp&&player.storage.rende<2&&player.num('h')>1){
return 10;
}
return 1;
},
result:{
target:function(player,target){
if(target.num('j','lebu')) return 0;
var nh=target.num('h');
var np=player.num('h');
if(player.hp==player.maxHp||player.storage.rende<0||player.num('h')<=1){
if(nh>=np-1&&np<=player.hp&&!target.get('s').contains('haoshi')) return 0;
}
return Math.max(1,5-nh);
}
},
effect:{
target:function(card,player,target){
if(player==target&&get.type(card)=='equip'){
if(player.num('e',{subtype:get.subtype(card)})){
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=player&&ai.get.attitude(player,game.players[i])>0){
return 0;
}
}
}
}
}
},
threaten:0.8
}
},
rende1:{
trigger:{player:'phaseUseBegin'},
forced:true,
popup:false,
silent:true,
content:function(){
player.storage.rende=0;
}
},
jijiang:{
unique:true,
group:['jijiang1','jijiang2'],
},
jijiang1:{
audio:2,
trigger:{player:'chooseToRespondBegin'},
filter:function(event,player){
if(event.responded) return false;
if(!player.isZhu) return false;
if(event.filterCard({name:'sha'})==false) return false;
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=player&&game.players[i].group=='shu') return true;
}
return false;
},
content:function(){
"step 0"
if(event.current==undefined) event.current=player.next;
if(event.current==player){
event.finish();
}
else if(event.current.group=='shu'){
var next=event.current.chooseToRespond('是否替'+get.translation(player)+'打出一张杀?',{name:'sha'});
next.ai=function(){
var event=_status.event;
return (ai.get.attitude(event.player,event.source)-2);
};
next.autochoose=lib.filter.autoRespondSha;
next.source=player;
}
else{
event.current=event.current.next;
event.redo();
}
"step 1"
if(result.bool){
event.finish();
trigger.result=result;
trigger.responded=true;
trigger.animate=false;
if(typeof event.current.ai.shown=='number'&&event.current.ai.shown<0.95){
event.current.ai.shown+=0.3;
if(event.current.ai.shown>0.95) event.current.ai.shown=0.95;
}
}
else{
event.current=event.current.next;
event.goto(0);
}
}
},
jijiang2:{
audio:2,
enable:'chooseToUse',
filter:function(event,player){
if(event.filterCard&&!event.filterCard({name:'sha'},player)) return false;
if(!player.isZhu) return false;
if(player!=game.me&&player.skills.contains('jijiang3')) return false;
for(var i=0;i<game.players.length;i++){
if(game.players[i].group=='shu'&&game.players[i]!=player){
return lib.filter.cardUsable({name:'sha'},player);
}
}
return false;
},
filterTarget:function(card,player,target){
if(_status.event._backup&&
typeof _status.event._backup.filterTarget=='function'&&
!_status.event._backup.filterTarget({name:'sha'},player,target)){
return false;
}
return player.canUse({name:'sha'},target);
},
content:function(){
"step 0"
if(event.current==undefined) event.current=player.next;
if(event.current==player){
player.addTempSkill('jijiang3','phaseAfter');
event.parent.parent.step=0;
event.finish();
}
else if(event.current.group=='shu'){
var next=event.current.chooseToRespond('是否替'+get.translation(player)+'对'+get.translation(target)+'使用一张杀',
function(card){return player.canUse(card,target)&&card.name=='sha';});
next.ai=function(card){
var event=_status.event;
return ai.get.effect(event.target,card,event.source,event.player);
};
next.autochoose=lib.filter.autoRespondSha;
next.source=player;
next.target=target;
}
else{
event.current=event.current.next;
event.redo();
}
"step 1"
if(result.bool){
event.finish();
if(result.cards&&result.cards.length==1&&result.cards[0].name=='sha'){
player.useCard(result.cards[0],target).animate=false;
}
else{
player.useCard({name:'sha'},target).animate=false;
}
if(typeof event.current.ai.shown=='number'&&event.current.ai.shown<0.95){
event.current.ai.shown+=0.3;
if(event.current.ai.shown>0.95) event.current.ai.shown=0.95;
}
}
else{
event.current=event.current.next;
event.goto(0);
}
},
ai:{
result:{
target:function(player,target){
if(player.skills.contains('jijiang3')) return 0;
return ai.get.effect(target,{name:'sha'},player,target);
}
},
order:function(){
return lib.card.sha.ai.order-0.1;
},
}
},
jijiang3:{},
wusheng:{
audio:6,
enable:['chooseToRespond','chooseToUse'],
filterCard:function(card){
return get.color(card)=='red';
},
position:'he',
viewAs:{name:'sha'},
viewAsFilter:function(player){
if(!player.num('he',{color:'red'})) return false;
},
prompt:'将一张红色牌当杀使用或打出',
check:function(card){return 4-ai.get.value(card)},
ai:{
skillTagFilter:function(player){
if(!player.num('he',{color:'red'})) return false;
},
respondSha:true,
}
},
paoxiao:{
mod:{
cardUsable:function(card,player,num){
if(card.name=='sha') return Infinity;
}
},
},
guanxing:{
audio:2,
trigger:{player:'phaseBegin'},
frequent:true,
content:function(){
"step 0"
if(player.isUnderControl()){
game.modeSwapPlayer(player);
}
if(event.isMine()){
ui.auto.hide();
event.top=[];
event.bottom=[];
event.status=true;
event.dialog=ui.create.dialog('按顺序选择置于牌堆顶的牌(先选择的在上)',get.cards(Math.min(5,game.players.length)));
event.control=ui.create.control('ok','pileTop','pileBottom',function(link){
var event=_status.event;
if(link=='ok'){
var i;
for(i=0;i<event.top.length;i++){
ui.cardPile.insertBefore(event.top[i].link,ui.cardPile.firstChild);
}
for(i=0;i<event.bottom.length;i++){
ui.cardPile.appendChild(event.bottom[i].link);
}
for(i=0;i<event.dialog.buttons.length;i++){
if(event.dialog.buttons[i].classList.contains('glow')==false&&
event.dialog.buttons[i].classList.contains('target')==false)
ui.cardPile.appendChild(event.dialog.buttons[i].link);
}
event.dialog.close();
event.control.close();
game.log(player,'将'+get.cnNumber(event.top.length)+'张牌置于牌堆顶');
ui.auto.show();
game.resume();
}
else if(link=='pileTop'){
event.status=true;
event.dialog.content.childNodes[0].innerHTML='按顺序选择置于牌堆顶的牌';
}
else{
event.status=false;
event.dialog.content.childNodes[0].innerHTML='按顺序选择置于牌堆底的牌';
}
})
for(var i=0;i<event.dialog.buttons.length;i++){
event.dialog.buttons[i].classList.add('selectable');
}
event.custom.replace.button=function(link){
var event=_status.event;
if(link.classList.contains('target')){
link.classList.remove('target');
event.top.remove(link);
}
else if(link.classList.contains('glow')){
link.classList.remove('glow');
event.bottom.remove(link);
}
else if(event.status){
link.classList.add('target');
event.top.unshift(link);
}
else{
link.classList.add('glow');
event.bottom.push(link);
}
}
event.custom.replace.window=function(){
for(var i=0;i<_status.event.dialog.buttons.length;i++){
_status.event.dialog.buttons[i].classList.remove('target');
_status.event.dialog.buttons[i].classList.remove('glow');
_status.event.top.length=0;
_status.event.bottom.length=0;
}
}
game.pause();
}
else{
var cards=get.cards(Math.min(5,game.players.length));
var top=[];
var judges=player.node.judges.childNodes;
var stopped=false;
if(!player.num('h','wuxie')){
for(var i=0;i<judges.length;i++){
var judge=get.judge(judges[i]);
cards.sort(function(a,b){
return judge(b)-judge(a);
});
if(judge(cards[0])<0){
stopped=true;break;
}
else{
top.unshift(cards.shift());
}
}
}
var bottom;
if(!stopped){
cards.sort(function(a,b){
return ai.get.value(b,player)-ai.get.value(a,player);
});
while(cards.length){
if(ai.get.value(cards[0],player)<=5) break;
top.unshift(cards.shift());
}
}
bottom=cards;
for(i=0;i<top.length;i++){
ui.cardPile.insertBefore(top[i],ui.cardPile.firstChild);
}
for(i=0;i<bottom.length;i++){
ui.cardPile.appendChild(bottom[i]);
}
player.popup(get.cnNumber(top.length)+'上'+get.cnNumber(bottom.length)+'下');
game.log(player,'将'+get.cnNumber(top.length)+'张牌置于牌堆顶');
game.delay(2);
}
},
ai:{
threaten:1.2
}
},
kongcheng:{
mod:{
targetEnabled:function(card,player,target,now){
if(target.num('h')==0){
if(card.name=='sha'||card.name=='juedou') return false;
}
}
},
group:'kongcheng1'
},
kongcheng1:{
audio:2,
trigger:{player:'loseEnd'},
forced:true,
filter:function(event,player){
if(player.num('h')) return false;
for(var i=0;i<event.cards.length;i++){
if(event.cards[i].original=='h') return true;
}
return false;
},
content:function(){}
},
longdan:{
group:['longdan_sha','longdan_shan'],
subSkill:{
sha:{
audio:2,
enable:['chooseToUse','chooseToRespond'],
filterCard:{name:'shan'},
viewAs:{name:'sha'},
viewAsFilter:function(player){
if(!player.num('h','shan')) return false;
},
prompt:'将一张闪当杀使用或打出',
check:function(){return 1},
ai:{
effect:{
target:function(card,player,target,current){
if(get.tag(card,'respondSha')&&current<0) return 0.6
}
},
respondSha:true,
skillTagFilter:function(player){
if(!player.num('h','shan')) return false;
},
order:4,
useful:-1,
value:-1
}
},
shan:{
audio:2,
enable:['chooseToRespond'],
filterCard:{name:'sha'},
viewAs:{name:'shan'},
prompt:'将一张杀当闪打出',
check:function(){return 1},
ai:{
respondShan:true,
skillTagFilter:function(player){
if(!player.num('h','sha')) return false;
},
effect:{
target:function(card,player,target,current){
if(get.tag(card,'respondShan')&&current<0) return 0.6
}
},
order:4,
useful:-1,
value:-1
}
}
}
},
mashu:{
mod:{
globalFrom:function(from,to,distance){
return distance-1;
}
}
},
feiying:{
mod:{
globalTo:function(from,to,distance){
return distance+1;
}
}
},
tieji:{
audio:2,
trigger:{player:'shaBegin'},
content:function(){
"step 0"
player.judge(function(card){
if(get.color(card)=='red') return 2;
return -0.5;
});
"step 1"
if(result.bool){
trigger.directHit=true;
}
}
},
jizhi:{
audio:2,
trigger:{player:'useCard'},
frequent:true,
filter:function(event){
return (get.type(event.card)=='trick'&&event.cards[0]&&event.cards[0]==event.card);
},
content:function(){
player.draw();
},
ai:{
threaten:1.4
}
},
qicai:{
mod:{
targetInRange:function(card,player,target,now){
var type=get.type(card);
if(type=='trick'||type=='delay') return true;
}
},
},
zhiheng:{
audio:2,
enable:'phaseUse',
usable:1,
position:'he',
filterCard:true,
selectCard:[1,Infinity],
prompt:'弃置任意张牌并摸等量的牌',
check:function(card){return 6-ai.get.value(card)},
content:function(){
player.draw(cards.length);
},
ai:{
order:1,
result:{
player:1
},
threaten:1.5
},
},
jiuyuan:{
audio:2,
unique:true,
trigger:{target:'taoBegin'},
forced:true,
filter:function(event,player){
if(event.player==player) return false;
if(!player.isZhu) return false;
if(player.hp>0) return false;
if(event.player.group!='wu') return false;
return true;
},
content:function(){
player.recover();
}
},
qixi:{
audio:4,
enable:'chooseToUse',
filterCard:function(card){
return get.color(card)=='black';
},
position:'he',
viewAs:{name:'guohe'},
viewAsFilter:function(player){
if(!player.num('h',{color:'black'})) return false;
},
prompt:'将一张黑色牌当过河拆桥使用',
check:function(card){return 4-ai.get.value(card)}
},
keji:{
audio:4,
trigger:{player:'phaseDiscardBefore'},
filter:function(event,player){
return (get.cardCount({name:'sha'},player)==0);
},
content:function(){
trigger.untrigger();
trigger.finish();
}
},
kurou:{
audio:4,
enable:'phaseUse',
prompt:'失去一点体力并摸两张牌',
content:function(){
"step 0"
player.loseHp(1);
"step 1"
player.draw(2);
},
ai:{
basic:{
order:1
},
result:{
player:function(player){
if(player.num('h')>=player.hp-1) return -1;
if(player.hp<3) return -1;
return 1;
}
}
}
},
yingzi:{
audio:2,
trigger:{player:'phaseDrawBegin'},
frequent:true,
content:function(){
trigger.num++;
},
ai:{
threaten:1.3
}
},
fanjian:{
audio:2,
enable:'phaseUse',
usable:1,
filter:function(event,player){
return player.num('h')>0;
},
filterTarget:function(card,player,target){
return player!=target;
},
content:function(){
"step 0"
target.chooseControl('heart2','diamond2','club2','spade2').ai=function(event){
//var player=event.parent.player;
//var list=[player.get('h',{suit:'heart'}),
//player.get('h',{suit:'diamond'}),
//player.get('h',{suit:'club'}),
//player.get('h',{suit:'spade'})];
//for(var i=0;i<list.length;i++){
// list[i]+=Math.random()*player.num('h')*2;
//}
//var max=list[0],result=0;
//for(var i=1;i<4;i++){
// if(list[i]>max){
// result=i;
// max=list[i];
// }
//}
switch(Math.floor(Math.random()*6)){
case 0:return 'heart2';
case 1:case 4:case 5:return 'diamond2';
case 2:return 'club2';
case 3:return 'spade2';
}
};
"step 1"
event.choice=result.control;
target.popup(event.choice);
event.card=player.get('h').randomGet();
target.gain(event.card);
player.$give(event.card,target);
game.delay();
"step 2"
if(get.suit(event.card)+'2'!=event.choice) target.damage();
},
ai:{
order:1,
result:{
target:function(player,target){
var eff=ai.get.damageEffect(target,player);
if(eff>=0) return 1+eff;
var value=0,i;
var cards=player.get('h');
for(i=0;i<cards.length;i++){
value+=ai.get.value(cards[i]);
}
value/=player.num('h');
if(target.hp==1) return Math.min(0,value-7);
return Math.min(0,value-5);
}
}
}
},
guose:{
audio:1,
enable:'chooseToUse',
filterCard:function(card){
return get.suit(card)=='diamond';
},
position:'he',
viewAs:{name:'lebu'},
prompt:'将一张方片牌当乐不思蜀使用',
check:function(card){return 6-ai.get.value(card)},
ai:{
threaten:1.5
}
},
liuli:{
audio:2,
trigger:{target:'shaBefore'},
direct:true,
priority:5,
filter:function(event,player){
for(var i=0;i<game.players.length;i++){
if(get.distance(player,game.players[i],'attack')<=1&&
game.players[i]!=event.player&&game.players[i]!=player){
if(player.canUse(event.card,game.players[i])) return true;
}
}
return false;
},
content:function(){
"step 0"
var next=player.chooseCardTarget({
position:'he',
filterTarget:function(card,player,target){
if(get.distance(player,target,'attack')<=1&&
target!=trigger.player&&target!=player){
if(player.canUse(trigger.card,target)) return true;
}
return false;
},
ai1:function(card){
return ai.get.unuseful(card)+9;
},
ai2:function(target){
if(_status.event.player.num('h','shan')){
return -ai.get.attitude(_status.event.player,target);
}
if(ai.get.attitude(_status.event.player,target)<5){
return 6-ai.get.attitude(_status.event.player,target);
}
if(_status.event.player.hp==1&&player.num('h','shan')==0){
return 10-ai.get.attitude(_status.event.player,target);
}
if(_status.event.player.hp==2&&player.num('h','shan')==0){
return 8-ai.get.attitude(_status.event.player,target);
}
return -1;
},
prompt:'是否发动[流离]'
});
"step 1"
if(result.bool){
player.discard(result.cards);
player.logSkill('liuli',result.targets);
trigger.target=result.targets[0];
trigger.targets.remove(player);
trigger.targets.push(result.targets[0]);
}
else{
event.finish();
}
"step 2"
trigger.untrigger();
trigger.trigger('useCardToBefore');
trigger.trigger('shaBefore');
game.delay();
},
ai:{
effect:{
target:function(card,player,target){
if(target.num('he')==0) return;
if(card.name!='sha') return;
var min=1;
var friend=ai.get.attitude(player,target)>0;
var vcard={name:'shacopy',nature:card.nature,suit:card.suit};
for(var i=0;i<game.players.length;i++){
if(player!=game.players[i]&&
ai.get.attitude(target,game.players[i])<0&&
target.canUse(card,game.players[i])){
if(!friend) return 0;
if(ai.get.effect(game.players[i],vcard,player,player)>0){
if(!player.canUse(card,game.players[0])){
return [0,0.1];
}
min=0;
}
}
}
return min;
}
}
}
},
qianxun:{
mod:{
targetEnabled:function(card,player,target,now){
if(card.name=='shunshou'||card.name=='lebu') return false;
}
},
},
lianying:{
audio:2,
trigger:{player:'loseEnd'},
frequent:true,
filter:function(event,player){
if(player.num('h')) return false;
for(var i=0;i<event.cards.length;i++){
if(event.cards[i].original=='h') return true;
}
return false;
},
content:function(){
player.draw();
},
ai:{
threaten:0.8,
effect:{
target:function(card){
if(card.name=='guohe'||card.name=='liuxinghuoyu') return 0.5;
}
},
noh:true,
skillTagFilter:function(player,tag){
if(tag=='noh'){
if(player.num('h')!=1) return false;
}
}
}
},
xiaoji:{
audio:4,
trigger:{player:'loseEnd'},
frequent:true,
filter:function(event,player){
for(var i=0;i<event.cards.length;i++){
if(event.cards[i].original=='e') return true;
}
return false;
},
content:function(){
var num=0;
for(var i=0;i<trigger.cards.length;i++){
if(trigger.cards[i].original=='e') num+=2;
}
player.draw(num);
},
ai:{
effect:{
target:function(card,player,target,current){
if(get.type(card)=='equip') return [1,3];
}
}
}
},
jieyin:{
audio:2,
enable:'phaseUse',
filterCard:true,
usable:1,
selectCard:2,
check:function(card){
var player=get.owner(card);
if(player.num('h')>player.hp)
return 8-ai.get.value(card)
if(player.hp<player.maxHp)
return 6-ai.get.value(card)
return 4-ai.get.value(card)
},
filterTarget:function(card,player,target){
if(target.sex!='male') return false;
if(target.hp>=target.maxHp) return false;
if(target==player) return false;
return true;
},
content:function(){
player.recover();
target.recover();
},
ai:{
order:5.5,
result:{
player:function(player){
if(player.hp<player.maxHp) return 4;
if(player.num('h')>player.hp) return 0
return -1;
},
target:4
},
threaten:2,
}
},
qingnang:{
audio:2,
enable:'phaseUse',
filterCard:true,
usable:1,
check:function(card){
return 9-ai.get.value(card)
},
filterTarget:function(card,player,target){
if(target.hp>=target.maxHp) return false;
return true;
},
content:function(){
target.recover();
},
ai:{
order:9,
result:{
target:function(player,target){
if(target.hp==1) return 5;
if(player==target&&player.num('h')>player.hp) return 5;
return 2;
}
},
threaten:2
}
},
jijiu:{
audio:2,
enable:'chooseToUse',
filter:function(event,player){
return _status.currentPhase!=player;
},
filterCard:function(card){
return get.color(card)=='red';
},
position:'he',
viewAs:{name:'tao'},
prompt:'将一张红色牌当桃使用',
check:function(card){return 15-ai.get.value(card)},
ai:{
skillTagFilter:function(player){
return player.num('he',{color:'red'})>0&&_status.currentPhase!=player;
},
threaten:1.5,
save:true,
}
},
wushuang:{
forced:true,
group:['wushuang1','wushuang2']
},
wushuang1:{
audio:2,
trigger:{player:'shaBegin'},
forced:true,
content:function(){
"step 0"
var next=trigger.target.chooseToRespond({name:'shan'});
next.autochoose=lib.filter.autoRespondShan;
next.ai=function(card){
if(trigger.target.num('h','shan')>1){
return ai.get.unuseful2(card);
}
return -1;
};
"step 1"
if(result.bool==false){
trigger.untrigger();
trigger.directHit=true;
}
}
},
wushuang2:{
audio:2,
trigger:{player:'juedou',target:'juedou'},
forced:true,
filter:function(event,player){
return event.turn!=player;
},
content:function(){
"step 0"
var next=trigger.turn.chooseToRespond({name:'sha'});
next.autochoose=lib.filter.autoRespondSha;
next.ai=function(card){
if(ai.get.attitude(trigger.turn,player)<0&&trigger.turn.num('h','sha')>1){
return ai.get.unuseful2(card);
}
return -1;
};
"step 1"
if(result.bool==false){
trigger.directHit=true;
}
},
ai:{
result:{
target:function(card,player,target){
if(card.name=='juedou'&&target.num('h')>0) return [1,0,0,-1];
}
}
}
},
lijian:{
audio:2,
enable:'phaseUse',
usable:1,
filter:function(event,player){
var num=0;
for(var i=0;i<game.players.length;i++){
if(game.players[i].sex=='male'&&game.players[i]!=player) num++
}
return (num>1)
},
check:function(card){return 10-ai.get.value(card)},
filterCard:true,
position:'he',
filterTarget:function(card,player,target){
if(player==target) return false;
if(target.sex!='male') return false;
if(ui.selected.targets.length==1){
return target.canUse({name:'juedou'},ui.selected.targets[0]);
}
return true;
},
targetprompt:['先出杀','后出杀'],
selectTarget:2,
multitarget:true,
content:function(){
targets[1].useCard({name:'juedou'},targets[0]).animate=false;
game.delay(0.5);
},
ai:{
order:8,
result:{
target:function(player,target){
if(ui.selected.targets.length==0){
return -3;
}
else{
return ai.get.effect(target,{name:'juedou'},ui.selected.targets[0],target);
}
}
},
expose:0.4,
threaten:3,
}
},
biyue:{
audio:2,
trigger:{player:'phaseEnd'},
frequent:true,
content:function(){
player.draw();
},
},
},
translate:{
caocao:'曹操',
simayi:'司马懿',
xiahoudun:'夏侯惇',
zhangliao:'张辽',
xuzhu:'许褚',
guojia:'郭嘉',
zhenji:'甄姬',
liubei:'刘备',
guanyu:'关羽',
zhangfei:'张飞',
zhugeliang:'诸葛亮',
zhaoyun:'赵云',
machao:'马超',
huangyueying:'黄月英',
sunquan:'孙权',
ganning:'甘宁',
lvmeng:'吕蒙',
huanggai:'黄盖',
zhouyu:'周瑜',
daqiao:'大乔',
luxun:'陆逊',
sunshangxiang:'孙尚香',
huatuo:'华佗',
lvbu:'吕布',
diaochan:'貂蝉',
hujia:'护驾',
jianxiong:'奸雄',
fankui:'反馈',
guicai:'鬼才',
ganglie:'刚烈',
tuxi:'突袭',
luoyi:'裸衣',
luoyi2:'裸衣',
tiandu:'天妒',
yiji:'遗计',
luoshen:'洛神',
qingguo:'倾国',
rende:'仁德',
jijiang:'激将',
jijiang1:'激将',
jijiang2:'激将',
wusheng:'武圣',
paoxiao:'咆哮',
guanxing:'观星',
kongcheng:'空城',
kongcheng1:'空城',
longdan:'龙胆',
longdan1:'龙胆',
longdan2:'龙胆',
mashu:'马术',
feiying:'飞影',
tieji:'铁骑',
jizhi:'集智',
qicai:'奇才',
zhiheng:'制衡',
jiuyuan:'救援',
qixi:'奇袭',
keji:'克己',
kurou:'苦肉',
yingzi:'英姿',
fanjian:'反间',
guose:'国色',
liuli:'流离',
qianxun:'谦逊',
lianying:'连营',
xiaoji:'枭姬',
jieyin:'结姻',
qingnang:'青囊',
jijiu:'急救',
wushuang:'无双',
wushuang1:'无双',
wushuang2:'无双',
lijian:'离间',
biyue:'闭月',
pileTop:'牌堆顶',
pileBottom:'牌堆底',
hujia_info:'主公技,魏势力角色可以替你打出[闪]',
jianxiong_info:'你可以立即获得对你造成伤害的牌',
fankui_info:'当你受到伤害时,可以获得伤害来源的一张牌',
guicai_info:'在任意角色的判定牌生效前,你可以打出一张手牌代替之',
ganglie_info:'每当你受到一次伤害,可进行一次判定,若结果不为红桃,则伤害来源须弃置两张手牌或受到来自你的一点伤害',
tuxi_info:'摸牌阶段你可以放弃摸牌并从1~2名其他角色各抽取一张手牌',
luoyi_info:'摸牌阶段,你可以少摸一张牌,若如此做,你本回合内[杀]或[决斗]造成的伤害+1',
tiandu_info:'你可以立即获得你的判定牌',
yiji_info:'每当你受到一点伤害可以观看牌堆顶的两张牌并将其交给任意1~名角色',
luoshen_info:'回合开始阶段,你可以进行一定判定,若为黑色则可以继续判定,直到出现红色。然后你获得所有黑色的判定牌',
qingguo_info:'你可以将一张黑色手牌当[闪]使用或打出',
rende_info:'出牌阶段,你可以将任意手牌送给其他角色,若送出的手牌不少于两张,你回复一点体力',
jijiang_info:'蜀势力角色可以帮你使用或打出[杀]',
wusheng_info:'你可以将一张红色牌当[杀]使用',
paoxiao_info:'出牌阶段,你使用[杀]无数量限制',
guanxing_info:'回合开始阶段你可以观看牌堆顶的x张牌并将其以任意顺序置于牌堆项或牌堆底x为存活角色个数且不超过5',
kongcheng_info:'锁定技,当你没有手牌时,不能成为[杀]或[决斗]的目标',
longdan_info:'你可以将[杀]当[闪],或[闪]当[杀]使用或打出',
mashu_info:'当计算你与其它角色的距离时,始终-1',
feiying_info:'当计算其它角色与你的距离时,始终+1',
tieji_info:'当你使用一张[杀]时,可进行一次判定,若为红色则此[杀]不可闪避',
jizhi_info:'每当你使用或打出一张非延时锦囊,可以摸一张牌',
qicai_info:'锁定技,你使用的锦囊牌无距离限制',
zhiheng_info:'出牌阶段你可以弃置任意张牌并摸等量的牌每阶段限1次',
jiuyuan_info:'锁定技,濒死阶段,吴势力角色对你使用的[桃]额外回复一点体力',
qixi_info:'你可以将一张黑色牌当[过河拆桥]使用',
keji_info:'若你在出牌阶段没有使用[杀],则可跳过弃牌阶段',
kurou_info:'出牌阶段,你可以流失一点体力并摸两张牌',
yingzi_info:'摸牌阶段,你可以额外摸一张牌',
fanjian_info:'出牌阶段你可以令一名角色选择一种花色并展示你的一张手牌若选择的花色与展示的不同该角色受到来自你的一点伤害。结算结束后该角色获得展示的牌。每阶段限1次',
guose_info:'你可以将一张方片花色的手牌当[乐不思蜀]使用',
liuli_info:'当你成为[杀]的目标时,可以弃置一张牌将其转移给攻击范围内的一名其他角色,此角色不能是[杀]的使用者',
qianxun_info:'锁定技,你不能成为[顺手牵羊]和[乐不思蜀]的目标',
lianying_info:'每当你失去最后一张手牌,可摸一张牌',
xiaoji_info:'每当你失去一张装备牌,可以摸两张牌',
jieyin_info:'出牌阶段你可以弃置两张牌并选择1名已经受伤的男性角色你与其各回复一点体力每阶段限一次',
qingnang_info:'出牌阶段,你可以弃置一张手牌令一名角色回复一点体力,每阶段限一次',
jijiu_info:'回合外,你可以将一张红色牌当[桃]使用',
wushuang_info:'锁定技,你使用的[杀]或[决斗]需要两张[闪]或[杀]响应',
lijian_info:'出牌阶段,你可以弃一张牌,视为一名男性角色对另一名男性角色使用一张[决斗],每阶段限一次',
biyue_info:'回合结束阶段,你可以摸一张牌',
},
}