5593 lines
198 KiB
JavaScript
5593 lines
198 KiB
JavaScript
'use strict';
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game.import('character',function(lib,game,ui,get,ai,_status){
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return {
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//strategy and battle, "sb" in short
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name:'sb',
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connect:true,
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character:{
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sb_huangyueying:['female','shu',3,['sbqicai','sbjizhi']],
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sb_sp_zhugeliang:['male','shu',3,['sbhuoji','sbkanpo']],
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sb_zhugeliang:['male','shu',3,['sbguanxing','sbkongcheng']],
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sb_zhanghe:['male','wei',4,['sbqiaobian']],
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sb_yujin:['male','wei',4,['sbxiayuan','sbjieyue']],
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sb_huaxiong:['male','qun','3/4/1',['new_reyaowu','sbyangwei']],
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liucheng:['female','qun',3,['splveying','spyingwu']],
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sp_yangwan:['female','qun',3,['spmingxuan','spxianchou']],
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sb_huangzhong:['male','shu',4,['sbliegong']],
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sb_lvmeng:['male','wu',4,['sbkeji','sbdujiang']],
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sb_sunshangxiang:['female','shu',4,['sbjieyin','sbliangzhu','sbxiaoji'],['border:wu']],
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sb_sunquan:['male','wu',4,['sbzhiheng','sbtongye','sbjiuyuan'],['zhu']],
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sb_huanggai:['male','wu',4,['sbkurou','sbzhaxiang']],
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sb_zhouyu:['male','wu',3,['sbyingzi','sbfanjian']],
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sb_caoren:['male','wei','4/4/1',['sbjushou','sbjiewei']],
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sb_xiahoushi:['female','shu',3,['sbqiaoshi','sbyanyu']],
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sb_zhangjiao:['male','qun',3,['sbleiji','sbguidao','sbhuangtian'],['zhu']],
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sb_caocao:['male','wei',4,['sbjianxiong','sbqingzheng','sbhujia'],['zhu']],
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sb_zhenji:['female','wei',3,['sbluoshen','qingguo']],
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sb_ganning:['male','wu',4,['sbqixi','sbfenwei']],
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sb_machao:['male','shu',4,['mashu','sbtieji']],
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sb_xuhuang:['male','wei',4,['sbduanliang','sbshipo']],
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sb_zhangfei:['male','shu',4,['sbpaoxiao','sbxieji']],
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sb_zhaoyun:['male','shu',4,['sblongdan','sbjizhu']],
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sb_liubei:['male','shu',4,['sbrende','sbzhangwu','sbjijiang'],['zhu']],
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sb_jiangwei:['male','shu','4/4/1',['sbtiaoxin','sbzhiji']],
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sb_fazheng:['male','shu',3,['sbxuanhuo','sbenyuan']],
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sb_chengong:['male','qun',3,['sbmingce','sbzhichi']],
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sb_diaochan:['female','qun',3,['sblijian','sbbiyue']],
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sb_yuanshao:['male','qun',4,['sbluanji','sbxueyi'],['zhu']],
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sb_pangtong:['male','shu',3,['sblianhuan','sbniepan']],
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sb_sunce:['male','wu',4,['sbjiang','sbhunzi','sbzhiba'],['zhu']],
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sb_daqiao:['female','wu',3,['sbguose','sbliuli']],
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sb_liubiao:['male','qun',3,['sbzishou','sbzongshi']],
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sb_zhurong:['female','shu',4,['sblieren','sbjuxiang']],
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sb_menghuo:['male','shu',4,['sbhuoshou','sbzaiqi']],
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sb_yl_luzhi:['male','qun',3,['nzry_mingren','sbzhenliang']],
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sb_xiaoqiao:['female','wu',3,['sbtianxiang','xinhongyan']],
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},
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characterSort:{
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sb:{
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sb_zhi:['sb_sunquan','sb_zhouyu','sb_zhangjiao','sb_caocao','sb_zhenji','sb_liubei','sb_daqiao','sb_liubiao'],
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sb_shi:['sb_xuhuang','sb_machao','sb_fazheng','sb_chengong','sb_diaochan','sb_pangtong','sb_zhanghe'],
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sb_tong:['liucheng','sp_yangwan','sb_xiahoushi','sb_zhangfei','sb_zhaoyun','sb_sunce','sb_zhurong','sb_xiaoqiao'],
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sb_yu:['sb_yujin','sb_lvmeng','sb_huangzhong','sb_huanggai','sb_zhouyu','sb_caoren','sb_ganning','sb_yl_luzhi'],
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sb_neng:['sb_huaxiong','sb_sunshangxiang','sb_jiangwei','sb_yuanshao','sb_menghuo'],
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}
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},
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skill:{
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//黄月英
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sbqicai:{
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mod:{
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targetInRange:function(card,player,target){
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if(get.type2(card)=='trick') return true;
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},
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},
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init:function(player){
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var skill='sbqicai_'+player.playerid;
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if(!lib.skill[skill]){
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lib.skill[skill]={
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onremove:true,
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mark:true,
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marktext:'奇',
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intro:{
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markcount:function(storage){
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return (storage||0).toString();
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},
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content:function(storage){
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return '已被掠夺'+(storage||0)+'张普通锦囊牌';
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},
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},
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};
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lib.translate[skill]='奇才';
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lib.translate[skill+'_bg']='奇';
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}
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},
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getLimit:3,
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audio:2,
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enable:'phaseUse',
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filter:function(event,player){
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if(!game.hasPlayer(target=>target!=player&&target.hasEmptySlot(2))) return false;
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return player.countCards('h',card=>lib.skill.sbqicai.filterCardx(card,player))||Array.from(ui.discardPile.childNodes).some(card=>lib.skill.sbqicai.filterCardx(card,player));
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},
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filterCardx:function(card,player){
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if(player.getStorage('sbqicai').includes(card.name)) return false;
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return get.type(card)=='equip'&&get.subtype(card)=='equip2';
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},
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usable:1,
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chooseButton:{
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dialog:function(event,player){
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var list1=player.getCards('h',card=>lib.skill.sbqicai.filterCardx(card,player));
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var list2=Array.from(ui.discardPile.childNodes).filter(card=>lib.skill.sbqicai.filterCardx(card,player));
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var dialog=ui.create.dialog('###奇才###<div class="text center">请选择一张防具牌置入一名其他角色的装备区</div>');
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if(list1.length){
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dialog.add('<div class="text center">手牌区</div>');
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dialog.add(list1);
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}
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if(list2.length){
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dialog.add('<div class="text center">弃牌堆</div>');
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dialog.add(list2);
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}
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return dialog;
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},
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check:function(button){
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var player=_status.event.player;
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var num=get.value(button.link);
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if(!game.hasPlayer(target=>target!=player&&target.hasEmptySlot(2)&&get.attitude(player,target)>0)) num=1/(get.value(button.link)||0.5);
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if(get.owner(button.link)) return num;
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return num*5;
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},
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backup:function(links,player){
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return {
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audio:'sbqicai',
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card:links[0],
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filterCard:function(card,player){
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var cardx=lib.skill.sbqicai_backup.card;
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if(get.owner(cardx)) return card==cardx;
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return false;
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},
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selectCard:-1,
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filterTarget:function(card,player,target){
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return target!=player&&target.canEquip(lib.skill.sbqicai_backup.card);
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},
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check:()=>1,
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discard:false,
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lose:false,
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prepare:function(cards,player,targets){
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if(cards&&cards.length) player.$give(cards,targets[0],false);
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},
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content:function(){
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if(!cards||!cards.length){
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cards=[lib.skill.sbqicai_backup.card];
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target.$gain2(cards);
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game.delayx();
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}
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player.markAuto('sbqicai',[cards[0].name]);
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target.equip(cards[0]);
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player.addSkill('sbqicai_gain');
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target.addSkill('sbqicai_'+player.playerid);
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},
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ai:{
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result:{
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target:function(player,target){
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var att=get.attitude(player,target);
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if(att>0) return 3;
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if(att<0) 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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},
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prompt:function(links,player){
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return '请选择置入'+get.translation(links)+'的角色';
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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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player:function(player){
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if(!game.hasPlayer(target=>target!=player&&target.hasEmptySlot(2)&&get.attitude(player,target)!=0)) return 0;
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return 1;
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},
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},
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},
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intro:{content:'已使用$发动过此技能'},
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subSkill:{
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gain:{
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audio:'sbqicai',
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trigger:{global:['gainAfter','loseAsyncAfter']},
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filter:function(event,player){
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return game.hasPlayer(function(current){
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if(!event.getg(current).length||!current.hasSkill('sbqicai_'+player.playerid)) return false;
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if(current.countMark('sbqicai_'+player.playerid)>=lib.skill.sbqicai.getLimit) return false;
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return event.getg(current).some(card=>get.type(card)=='trick'&&lib.filter.canBeGained(card,current,player));
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});
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},
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forced:true,
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content:function(){
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'step 0'
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var target=game.findPlayer(function(current){
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if(!trigger.getg(current).length||!current.hasSkill('sbqicai_'+player.playerid)) return false;
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if(current.countMark('sbqicai_'+player.playerid)>=lib.skill.sbqicai.getLimit) return false;
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return trigger.getg(current).some(card=>get.type(card)=='trick'&&lib.filter.canBeGained(card,current,player));
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});
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event.target=target;
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var cards=trigger.getg(target).filter(card=>get.type(card)=='trick'&&lib.filter.canBeGained(card,target,player));
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if(cards.length<=lib.skill.sbqicai.getLimit-target.countMark('sbqicai_'+player.playerid)) event._result={bool:true,links:cards};
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else{
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var num=(lib.skill.sbqicai.getLimit-target.countMark('sbqicai_'+player.playerid));
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target.chooseButton(['奇才:将其中'+get.cnNumber(num)+'张牌交给'+get.translation(player),cards],num,true).set('ai',function(button){
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return get.value(button.link)*get.sgn(_status.event.att);
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}).set('att',get.attitude(target,player));
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}
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'step 1'
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if(result.bool){
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target.give(result.links,player);
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target.addMark('sbqicai_'+player.playerid,result.links.length,false);
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}
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},
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},
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},
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},
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sbjizhi:{
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audio:2,
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trigger:{player:'useCard'},
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filter:function(event,player){
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return get.type(event.card)=='trick';
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},
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forced:true,
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content:function(){
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player.draw().gaintag=['sbjizhi'];
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player.addTempSkill('sbjizhi_mark')
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},
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subSkill:{
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mark:{
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charlotte:true,
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onremove:function(player){
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player.removeGaintag('sbjizhi');
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},
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mod:{
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ignoredHandcard:function(card,player){
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if(card.hasGaintag('sbjizhi')) return true;
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},
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cardDiscardable:function(card,player,name){
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if(name=='phaseDiscard'&&card.hasGaintag('sbjizhi')) return false;
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},
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},
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},
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},
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},
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//诸葛亮
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sbhuoji:{
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audio:2,
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enable:'phaseUse',
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filterTarget:lib.filter.notMe,
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prompt:'选择一名其他角色,对其与其势力相同的所有其他角色各造成1点火属性伤害',
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usable:1,
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line:false,
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content:function(){
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var targets=game.filterPlayer(current=>{
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if(current==player) return false;
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return current.group==target.group;
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});
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player.line(targets);
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targets.forEach(i=>i.damage(1,'fire'));
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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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var att=get.attitude(player,target);
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return get.sgn(att)*game.filterPlayer(current=>{
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if(current==player) return false;
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return current.group==target.group;
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}).reduce((num,current)=>num+get.damageEffect(current,player,player,'fire'),0);
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},
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},
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},
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derivation:['sbguanxing','sbkongcheng'],
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group:['sbhuoji_achieve','sbhuoji_fail','sbhuoji_mark'],
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subSkill:{
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achieve:{
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audio:'sbhuoji',
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trigger:{player:'phaseZhunbeiBegin'},
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filter:function(event,player){
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return player.getAllHistory('sourceDamage',evt=>evt.hasNature('fire')).reduce((num,evt)=>num+evt.num,0)>=game.players.length+game.dead.length;
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},
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forced:true,
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locked:false,
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skillAnimation:true,
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animationColor:'fire',
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content:function(){
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player.awakenSkill('sbhuoji');
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game.log(player,'成功完成使命');
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var list=[];
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if(player.name&&get.character(player.name)[3].includes('sbhuoji')) list.add(player.name);
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if(player.name1&&get.character(player.name1)[3].includes('sbhuoji')) list.add(player.name1);
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if(player.name2&&get.character(player.name2)[3].includes('sbhuoji')) list.add(player.name2);
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if(list.length) list.forEach(name=>player.reinit(name,'sb_zhugeliang'));
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else{
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player.removeSkill(['sbhuoji','sbkanpo']);
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player.addSkill(['sbguanxing','sbkongcheng']);
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}
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},
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},
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fail:{
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audio:'sbhuoji',
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trigger:{player:'dying'},
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forced:true,
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locked:false,
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content:function(){
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player.awakenSkill('sbhuoji');
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game.log(player,'使命失败');
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},
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},
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mark:{
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charlotte:true,
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trigger:{source:'damage'},
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filter:function(event,player){
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return event.hasNature('fire');
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},
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firstDo:true,
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forced:true,
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popup:false,
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content:function(){
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player.addTempSkill('sbhuoji_count',{player:['sbhuoji_achieveBegin','sbhuoji_failBegin']});
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player.storage.sbhuoji_count=player.getAllHistory('sourceDamage',evt=>evt.hasNature('fire')).reduce((num,evt)=>num+evt.num,0);
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player.markSkill('sbhuoji_count');
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},
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},
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count:{
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charlotte:true,
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intro:{content:'本局游戏已造成过#点火属性伤害'},
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},
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},
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},
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sbkanpo:{
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audio:2,
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trigger:{global:'roundStart'},
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forced:true,
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locked:false,
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content:function*(event,map){
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var player=map.player;
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var storage=player.getStorage('sbkanpo').slice();
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if(storage.length){
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player.unmarkAuto('sbkanpo',storage);
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}
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var result=yield player.chooseButton(['看破:是否记录三张不同的牌名',[lib.inpile.map(name=>[get.translation(get.type(name)),'',name]),'vcard']],3).set('ai',function(button){
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switch(button.link[2]){
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case 'wuxie':return 5+Math.random();
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case 'sha':return 5+Math.random();
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case 'tao':return 4+Math.random();
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case 'lebu':return 3+Math.random();
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||
case 'shan':return 4.5+Math.random();
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||
case 'wuzhong':return 4+Math.random();
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||
case 'shunshou':return 3+Math.random();
|
||
case 'nanman':return 2+Math.random();
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||
case 'wanjian':return 2+Math.random();
|
||
default:return Math.random();
|
||
}
|
||
}).set('filterButton',button=>{
|
||
return !_status.event.names.includes(button.link[2]);
|
||
}).set('names',storage);
|
||
if(result.bool){
|
||
var names=result.links.map(link=>link[2]);
|
||
player.markAuto('sbkanpo',names);
|
||
game.log(player,'记录了','#y'+get.translation(names));
|
||
}
|
||
},
|
||
intro:{content:'已记录$'},
|
||
group:'sbkanpo_kanpo',
|
||
subSkill:{
|
||
kanpo:{
|
||
audio:'sbkanpo',
|
||
trigger:{global:'useCard'},
|
||
filter:function(event,player){
|
||
return event.player!=player&&player.getStorage('sbkanpo').includes(event.card.name);
|
||
},
|
||
prompt2:function(event,player){
|
||
return '移除'+get.translation(event.card.name)+',令'+get.translation(event.card)+'失效';
|
||
},
|
||
check:function(event,player){
|
||
var effect=0;
|
||
if(event.card.name=='wuxie'||event.card.name=='shan'){
|
||
if(get.attitude(player,event.player)<-1) effect=-1;
|
||
}
|
||
else if(event.targets&&event.targets.length){
|
||
for(var i=0;i<event.targets.length;i++){
|
||
effect+=get.effect(event.targets[i],event.card,event.player,player);
|
||
}
|
||
}
|
||
if(effect<0){
|
||
if(event.card.name=='sha'){
|
||
var target=event.targets[0];
|
||
if(target==player) return !player.countCards('h','shan');
|
||
else return target.hp==1||(target.countCards('h')<=2&&target.hp<=2);
|
||
}
|
||
else return true;
|
||
}
|
||
return false;
|
||
},
|
||
logTarget:'player',
|
||
content:function(){
|
||
player.unmarkAuto('sbkanpo',[trigger.card.name]);
|
||
trigger.targets.length=0;
|
||
trigger.all_excluded=true;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
sbguanxing:{
|
||
audio:2,
|
||
trigger:{player:['phaseZhunbeiBegin','phaseJieshuBegin']},
|
||
filter:function(event,player){
|
||
return event.name=='phaseZhunbei'||(player.hasSkill('sbguanxing_on')&&player.countCards('s',card=>card.hasGaintag('sbguanxing')));
|
||
},
|
||
forced:true,
|
||
locked:false,
|
||
content:function(){
|
||
'step 0'
|
||
if(trigger.name=='phaseJieshu'){
|
||
event.goto(1);
|
||
return;
|
||
}
|
||
var cards=player.getCards('s',card=>card.hasGaintag('sbguanxing'));
|
||
if(cards.length) player.loseToDiscardpile(cards);
|
||
var bool=player.getAllHistory('useSkill',evt=>evt.skill=='sbguanxing').length>1;
|
||
var num=Math.min(7,bool?cards.length+1:7);
|
||
var cards2=get.cards(num);
|
||
player.$gain2(cards2,false);
|
||
game.log(player,'将',cards2,'置于了武将牌上');
|
||
player.loseToSpecial(cards2,'sbguanxing').visible=true;
|
||
player.markSkill('sbguanxing');
|
||
'step 1'
|
||
var cards=player.getCards('s',card=>card.hasGaintag('sbguanxing'));
|
||
if(cards.length){
|
||
player.chooseToMove().set('list',[
|
||
['“星”',cards],
|
||
['牌堆顶'],
|
||
]).set('prompt','观星:点击将牌移动到牌堆顶').set('processAI',function(list){
|
||
var cards=list[0][1].slice(),player=_status.event.player;
|
||
var name=_status.event.getTrigger().name;
|
||
var target=(name=='phaseBegin'?player:target);
|
||
var top=[],att=get.sgn(get.attitude(player,target));
|
||
if(att!=0&&(target!=player||!player.hasWuxie())){
|
||
for(var i=0;i<judges.length;i++){
|
||
var judge=get.judge(judges[i])*att;
|
||
cards.sort((a,b)=>judge(b)-judge(a));
|
||
if(judge(cards[0])>0) top.unshift(cards.shift());
|
||
else break;
|
||
}
|
||
}
|
||
return [cards,top];
|
||
}).set('filterOk',function(moved){
|
||
return moved[1].length;
|
||
});
|
||
}
|
||
else event._result={bool:false};
|
||
'step 2'
|
||
if(result.bool){
|
||
var cards=result.moved[1];
|
||
player.$throw(cards,1000);
|
||
for(var i=cards.length-1;i>=0;i--){
|
||
player.lose([cards[i]],ui.cardPile,'insert');
|
||
}
|
||
}
|
||
else if(trigger.name=='phaseBegin') player.addTempSkill('sbguanxing_on');
|
||
},
|
||
group:'sbguanxing_unmark',
|
||
subSkill:{
|
||
on:{charlotte:true},
|
||
unmark:{
|
||
trigger:{player:'loseAfter'},
|
||
filter:function(event,player){
|
||
if(!event.ss||!event.ss.length) return false;
|
||
return !player.countCards('s',card=>card.hasGaintag('sbguanxing'));
|
||
},
|
||
charlotte:true,
|
||
forced:true,
|
||
silent:true,
|
||
content:function(){
|
||
player.unmarkSkill('sbguanxing');
|
||
},
|
||
},
|
||
},
|
||
marktext:'星',
|
||
intro:{
|
||
mark:function(dialog,storage,player){
|
||
var cards=player.getCards('s',card=>card.hasGaintag('sbguanxing'));
|
||
if(!cards||!cards.length) return;
|
||
dialog.addAuto(cards);
|
||
},
|
||
markcount:function(storage,player){
|
||
return player.countCards('s',card=>card.hasGaintag('sbguanxing'));
|
||
},
|
||
onunmark:function(storage,player){
|
||
var cards=player.getCards('s',card=>card.hasGaintag('sbguanxing'));
|
||
if(cards.length) player.loseToDiscardpile(cards);
|
||
},
|
||
},
|
||
mod:{
|
||
aiOrder:function(player,card,num){
|
||
var cards=player.getCards('s',card=>card.hasGaintag('sbguanxing'));
|
||
if(get.itemtype(card)=='card'&&card.hasGaintag('sbguanxing')) return num+(cards.length>1?0.5:-0.0001);
|
||
},
|
||
},
|
||
},
|
||
sbkongcheng:{
|
||
audio:2,
|
||
trigger:{player:'damageBegin2'},
|
||
filter:function(event,player){
|
||
return player.hasSkill('sbguanxing');
|
||
},
|
||
forced:true,
|
||
content:function(){
|
||
'step 0'
|
||
var num=player.countCards('s',card=>card.hasGaintag('sbguanxing'));
|
||
event.num=num;
|
||
if(!num){
|
||
trigger.num++;
|
||
event.finish();
|
||
}
|
||
else player.judge();
|
||
'step 1'
|
||
if(result.number<=num) trigger.num--;
|
||
},
|
||
},
|
||
//卢植
|
||
sbzhenliang:{
|
||
mark:true,
|
||
locked:false,
|
||
zhuanhuanji:true,
|
||
marktext:'☯',
|
||
intro:{
|
||
content:function(storage,player){
|
||
if(storage) return '你的回合外,一名角色使用或打出牌结算完成后,若此牌与“任”类别相同,则你可以令一名角色摸一张牌。';
|
||
return '出牌阶段限一次,你可以弃置一张与“任”颜色相同的牌并对攻击范围内的一名角色造成1点伤害。';
|
||
},
|
||
},
|
||
audio:2,
|
||
enable:'phaseUse',
|
||
filter:function(event,player){
|
||
if(player.storage.sbzhenliang) return false;
|
||
var storage=player.getExpansions('nzry_mingren');
|
||
if(!storage.length) return false;
|
||
var color=get.color(storage[0]);
|
||
return game.hasPlayer(function(current){
|
||
return player.inRange(current)&&player.countCards('he',function(card){
|
||
return get.color(card)==color;
|
||
})>=Math.max(1,Math.abs(player.getHp()-current.getHp()));
|
||
});
|
||
},
|
||
filterCard:function(card,player){
|
||
return get.color(card)==get.color(player.getExpansions('nzry_mingren')[0]);
|
||
},
|
||
selectCard:[1,Infinity],
|
||
complexSelect:true,
|
||
complexCard:true,
|
||
position:'he',
|
||
filterTarget:function(card,player,target){
|
||
return player.inRange(target)&&ui.selected.cards.length==Math.max(1,Math.abs(player.getHp()-target.getHp()));
|
||
},
|
||
check:function(card){
|
||
return 6.5-get.value(card);
|
||
},
|
||
prompt:'弃置与攻击范围内的一名角色体力值之差(至少为1)张与“任”颜色相同的牌,对其造成1点伤害。',
|
||
content:function(){
|
||
player.changeZhuanhuanji('sbzhenliang');
|
||
target.damage('nocard');
|
||
},
|
||
ai:{
|
||
order:5,
|
||
result:{
|
||
player:function(player,target){
|
||
return get.damageEffect(target,player,player);
|
||
},
|
||
},
|
||
combo:'nzry_mingren',
|
||
},
|
||
group:'sbzhenliang_draw',
|
||
subSkill:{
|
||
draw:{
|
||
trigger:{global:['useCardAfter','respondAfter']},
|
||
filter:function(event,player){
|
||
if(_status.currentPhase==player||!player.storage.sbzhenliang) return false;
|
||
var card=player.getExpansions('nzry_mingren')[0];
|
||
return card&&get.type2(event.card)==get.type2(card);
|
||
},
|
||
direct:true,
|
||
content:function(){
|
||
'step 0'
|
||
player.chooseTarget(get.prompt('sbzhenliang'),'令一名角色摸一张牌').set('ai',function(target){
|
||
if(target.hasSkillTag('nogain')) return 0.1;
|
||
var att=get.attitude(player,target);
|
||
return att*(Math.max(5-target.countCards('h'),2)+3);
|
||
});
|
||
'step 1'
|
||
if(result.bool){
|
||
var target=result.targets[0];
|
||
player.changeZhuanhuanji('sbzhenliang');
|
||
player.logSkill('sbzhenliang',target);
|
||
target.draw();
|
||
}
|
||
},
|
||
},
|
||
},
|
||
},
|
||
//小乔
|
||
sbtianxiang:{
|
||
audio:2,
|
||
enable:'phaseUse',
|
||
filter:function(event,player){
|
||
return player.countCards('he',card=>lib.skill.sbtianxiang.filterCard(card,player))&&game.hasPlayer(target=>lib.skill.sbtianxiang.filterTarget(null,player,target));
|
||
},
|
||
filterCard:function(card,player){
|
||
return get.color(card,player)=='red';
|
||
},
|
||
filterTarget:function(card,player,target){
|
||
return target!=player&&!target.getSkills().some(skill=>skill.indexOf('sbtianxiang_')==0);
|
||
},
|
||
discard:false,
|
||
lose:false,
|
||
delay:0,
|
||
usable:3,
|
||
prompt:'将一张红色牌交给一名角色并令其获得此花色的“天香”标记',
|
||
content:function(){
|
||
player.give(cards,target);
|
||
var suit=get.suit(cards[0],player);
|
||
target.addSkill('sbtianxiang_'+suit);
|
||
},
|
||
ai:{
|
||
order:5,
|
||
result:{target:-1},
|
||
},
|
||
group:['sbtianxiang_draw','sbtianxiang_effect'],
|
||
subSkill:{
|
||
heart:{
|
||
charlotte:true,
|
||
mark:true,
|
||
marktext:'♥︎',
|
||
intro:{content:'伤害转移术'},
|
||
},
|
||
diamond:{
|
||
charlotte:true,
|
||
mark:true,
|
||
marktext:'♦︎',
|
||
intro:{content:'掳掠大法'},
|
||
},
|
||
draw:{
|
||
audio:'sbtianxiang',
|
||
trigger:{player:'phaseZhunbeiBegin'},
|
||
filter:function(event,player){
|
||
return game.hasPlayer(target=>target.getSkills().some(skill=>skill.indexOf('sbtianxiang_')==0));
|
||
},
|
||
forced:true,
|
||
locked:false,
|
||
content:function(){
|
||
var num=0;
|
||
game.countPlayer(target=>{
|
||
var skills=target.getSkills().filter(skill=>skill.indexOf('sbtianxiang_')==0);
|
||
target.removeSkill(skills);
|
||
num+=skills.length;
|
||
});
|
||
player.draw(num);
|
||
},
|
||
},
|
||
effect:{
|
||
trigger:{player:'damageBegin3'},
|
||
filter:function(event,player){
|
||
return game.hasPlayer(target=>target.getSkills().some(skill=>skill.indexOf('sbtianxiang_')==0));
|
||
},
|
||
direct:true,
|
||
content:function(){
|
||
'step 0'
|
||
player.chooseTarget(get.prompt('sbtianxiang'),'移去一名角色的“天香”标记并执行相应效果',function(card,player,target){
|
||
return target.getSkills().some(skill=>skill.indexOf('sbtianxiang_')==0);
|
||
}).set('ai',target=>{
|
||
var player=_status.event.player;
|
||
return -get.attitude(player,target)*target.getSkills().filter(skill=>skill.indexOf('sbtianxiang_')==0).length;
|
||
});
|
||
'step 1'
|
||
if(result.bool){
|
||
var target=result.targets[0];
|
||
event.target=target;
|
||
player.logSkill('sbtianxiang',target);
|
||
var skills=target.getSkills().filter(skill=>skill.indexOf('sbtianxiang_')==0);
|
||
target.removeSkill(skills);
|
||
if(skills.contains('sbtianxiang_heart')){
|
||
target.damage(trigger.source?trigger.source:'nosource');
|
||
trigger.cancel();
|
||
}
|
||
if(skills.contains('sbtianxiang_diamond')){
|
||
var cards=target.getCards('he');
|
||
if(!cards.length) event.finish();
|
||
else if(cards.length<=2) event._result={bool:true,cards:cards};
|
||
else target.chooseCard('he',2,'天香:交给'+get.translation(player)+'两张牌',true);
|
||
}
|
||
else event.finish();
|
||
}
|
||
else event.finish();
|
||
'step 2'
|
||
if(result.bool) player.gain(result.cards,target,'giveAuto');
|
||
},
|
||
},
|
||
},
|
||
},
|
||
//张郃
|
||
sbqiaobian:{
|
||
audio:2,
|
||
trigger:{player:['phaseJudgeBefore','phaseDrawBefore','phaseUseBefore']},
|
||
usable:1,
|
||
direct:true,
|
||
content:function(){
|
||
'step 0'
|
||
switch(trigger.name){
|
||
case 'phaseJudge':
|
||
player.chooseTarget(get.prompt('sbqiaobian'),'失去1点体力并跳过判定阶段,将判定区里的牌移动给一名其他角色',lib.filter.notMe).set('ai',function(target){
|
||
var player=_status.event.player;
|
||
if(player.hp+player.countCards('h',function(card){
|
||
var mod2=game.checkMod(card,player,'unchanged','cardEnabled2',player);
|
||
if(mod2!='unchanged') return mod2;
|
||
var mod=game.checkMod(card,player,player,'unchanged','cardSavable',player);
|
||
if(mod!='unchanged') return mod;
|
||
var savable=get.info(card).savable;
|
||
if(typeof savable=='function') savable=savable(card,player,player);
|
||
return savable;
|
||
})<=1) return 0;
|
||
var eff=0;
|
||
for(var card of player.getCards('j')){
|
||
var cardx;
|
||
if(card.viewAs) cardx=get.autoViewAs({name:card.viewAs},[card]);
|
||
else cardx=card;
|
||
if(target.canAddJudge(cardx)) eff+=get.effect(target,cardx,player,player);
|
||
else eff-=get.attitude(player,target)/114514;
|
||
}
|
||
return eff;
|
||
}).setHiddenSkill('sbqiaobian');
|
||
break;
|
||
case 'phaseDraw':
|
||
player.chooseBool(get.prompt('sbqiaobian'),'跳过摸牌阶段,于下个准备阶段摸五张牌并回复1点体力').setHiddenSkill('sbqiaobian');
|
||
break;
|
||
case 'phaseUse':
|
||
var num=(player.countCards('h')-6);
|
||
if(num<=0) player.chooseBool(get.prompt('sbqiaobian'),'跳过出牌阶段和弃牌阶段,然后移动场上的一张牌').set('choice',player.canMoveCard(true)).setHiddenSkill('sbqiaobian');
|
||
else player.chooseToDiscard(get.prompt('sbqiaobian'),num,'弃置'+get.cnNumber(num)+'张手牌并跳过出牌阶段和弃牌阶段,然后移动场上的一张牌').set('ai',function(card){
|
||
var player=_status.event.player;
|
||
if(!player.canMoveCard(true)||player.countCards('hs',card=>player.hasValueTarget(card))>=9) return 0;
|
||
return 7-get.value(card);
|
||
}).setHiddenSkill('sbqiaobian').logSkill='sbqiaobian';
|
||
break;
|
||
}
|
||
'step 1'
|
||
if(result.bool){
|
||
trigger.cancel();
|
||
switch(trigger.name){
|
||
case 'phaseJudge':
|
||
var target=result.targets[0];
|
||
player.logSkill('sbqiaobian',target);
|
||
player.loseHp();
|
||
game.log(player,'跳过了判定阶段');
|
||
for(var card of player.getCards('j')){
|
||
if(target.canAddJudge(card)){
|
||
player.$give(card,target,false);
|
||
if(card.viewAs) target.addJudge({name:card.viewAs},[card]);
|
||
else target.addJudge(card);
|
||
}
|
||
else player.discard(card);
|
||
}
|
||
break;
|
||
case 'phaseDraw':
|
||
player.logSkill('sbqiaobian');
|
||
game.log(player,'跳过了摸牌阶段');
|
||
player.addSkill('sbqiaobian_draw');
|
||
break;
|
||
case 'phaseUse':
|
||
if(!result.cards||!result.cards.length) player.logSkill('sbqiaobian',target);
|
||
player.skip('phaseDiscard');
|
||
game.log(player,'跳过了出牌阶段');
|
||
game.log(player,'跳过了弃牌阶段');
|
||
player.moveCard();
|
||
break;
|
||
}
|
||
}
|
||
else player.storage.counttrigger.sbqiaobian--;
|
||
},
|
||
subSkill:{
|
||
draw:{
|
||
charlotte:true,
|
||
mark:true,
|
||
intro:{content:'准备阶段摸五张牌并回复1点体力'},
|
||
audio:'sbqiaobian',
|
||
trigger:{player:'phaseZhunbeiBegin'},
|
||
forced:true,
|
||
content:function(){
|
||
player.removeSkill('sbqiaobian_draw');
|
||
player.draw(5);
|
||
player.recover();
|
||
},
|
||
},
|
||
},
|
||
},
|
||
//萌货
|
||
sbhuoshou:{
|
||
audio:2,
|
||
trigger:{
|
||
player:'phaseUseBegin',
|
||
},
|
||
filter:function(event,player){
|
||
return true;
|
||
},
|
||
forced:true,
|
||
onremove:true,
|
||
group:['sbhuoshou_cancel','sbhuoshou_source','sbhuoshou_nanmaned'],
|
||
content:function(){
|
||
'step 0'
|
||
var card=get.discardPile(card=>{
|
||
return card.name=='nanman';
|
||
});
|
||
if(card){
|
||
player.gain(card,'gain2');
|
||
}
|
||
else{
|
||
game.log('但是弃牌堆里并没有','#y南蛮入侵','!');
|
||
player.addMark('sbhuoshou',1,false);
|
||
if(player.countMark('sbhuoshou')>=5&&Math.random()<0.25) player.chat('我南蛮呢');
|
||
}
|
||
},
|
||
subSkill:{
|
||
cancel:{
|
||
audio:'sbhuoshou',
|
||
trigger:{target:'useCardToBefore'},
|
||
forced:true,
|
||
priority:15,
|
||
filter:function(event,player){
|
||
return (event.card.name=='nanman');
|
||
},
|
||
content:function(){
|
||
trigger.cancel();
|
||
},
|
||
},
|
||
source:{
|
||
audio:'sbhuoshou',
|
||
trigger:{global:'useCardToPlayered'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return event.isFirstTarget&&event.card&&event.card.name=='nanman'&&event.player!=player;
|
||
},
|
||
content:function(){
|
||
trigger.getParent().customArgs.default.customSource=player;
|
||
}
|
||
},
|
||
nanmaned:{
|
||
trigger:{
|
||
player:'useCard1',
|
||
},
|
||
filter:function(event,player){
|
||
return event.card.name=='nanman';
|
||
},
|
||
forced:true,
|
||
popup:false,
|
||
charlotte:true,
|
||
content:function(){
|
||
'step 0'
|
||
player.addTempSkill('sbhuoshou_ban','phaseUseAfter');
|
||
}
|
||
},
|
||
ban:{
|
||
charlotte:true,
|
||
intro:{
|
||
content:'此阶段不能再使用【南蛮入侵】',
|
||
}
|
||
},
|
||
},
|
||
mod:{
|
||
cardEnabled:function(card,player){
|
||
if(player.hasSkill('sbhuoshou_ban')&&card.name=='nanman') return false;
|
||
},
|
||
},
|
||
ai:{
|
||
threaten:1.9,
|
||
}
|
||
},
|
||
sbzaiqi:{
|
||
audio:2,
|
||
trigger:{
|
||
player:'phaseDiscardEnd',
|
||
},
|
||
chargeSkill:true,
|
||
filter:function(event,player){
|
||
return player.hasMark('charge');
|
||
},
|
||
group:'sbzaiqi_backflow',
|
||
direct:true,
|
||
content:function(){
|
||
'step 0'
|
||
player.chooseTarget(get.prompt('sbzaiqi'),'选择任意名角色并消耗等量蓄力值,令这些角色选择一项:1.令你摸一张牌;2.弃置一张牌,然后你回复1点体力',[1,player.countMark('charge')]).set('ai',function(target){
|
||
var player=_status.event.player;
|
||
var att=get.attitude(player,target);
|
||
return 3-get.sgn(att)+Math.abs(att/1000);
|
||
});
|
||
'step 1'
|
||
if(result.bool){
|
||
var targets=result.targets;
|
||
targets.sortBySeat();
|
||
event.targets=targets;
|
||
player.logSkill('sbzaiqi',targets);
|
||
player.removeMark('charge',targets.length);
|
||
}
|
||
else event.finish();
|
||
'step 2'
|
||
var target=targets.shift();
|
||
event.target=target;
|
||
if(!target.countCards('he')) event._result={bool:false};
|
||
else target.chooseToDiscard(get.translation(player)+'对你发动了【再起】','是否弃置一张牌令其回复1点体力?或者点击“取消”,令该角色摸一张牌。','he').set('ai',card=>{
|
||
var eff=_status.event.eff,att=_status.event.att;
|
||
if(eff>0&&att>0||eff<=0&&att<0) return 5.5-get.value(card);
|
||
return 0;
|
||
}).set('eff',get.recoverEffect(player,player,target)).set('att',get.attitude(target,player));
|
||
'step 3'
|
||
target.line(player);
|
||
if(result.bool){
|
||
player.recover();
|
||
}
|
||
else{
|
||
player.draw();
|
||
}
|
||
game.delayex();
|
||
if(targets.length) event.goto(2);
|
||
},
|
||
subSkill:{
|
||
backflow:{
|
||
audio:'sbzaiqi',
|
||
trigger:{
|
||
//player:'enterGame',
|
||
source:'damageSource',
|
||
//global:'phaseBefore',
|
||
},
|
||
usable:1,
|
||
filter:function(event,player){
|
||
if(event.name=='damage') return true;
|
||
return (event.name!='phase'||game.phaseNumber==0);
|
||
},
|
||
forced:true,
|
||
locked:false,
|
||
content:function(){
|
||
player.addMark('charge',trigger.name=='damage'?1:3);
|
||
}
|
||
}
|
||
}
|
||
},
|
||
//祝融
|
||
sblieren:{
|
||
audio:2,
|
||
trigger:{player:'useCardToPlayered'},
|
||
filter:function(event,player){
|
||
return event.targets.length==1&&event.card.name=='sha'&&!player.hasSkillTag('noCompareSource')&&event.target.countCards('h')>0&&!event.target.hasSkillTag('noCompareTarget');
|
||
},
|
||
check:function(event,player){
|
||
return get.attitude(player,event.target)<=0||game.hasPlayer(current=>get.damageEffect(current,player,player)>0);
|
||
},
|
||
shaRelated:true,
|
||
logTarget:'target',
|
||
content:function(){
|
||
'step 0'
|
||
player.draw();
|
||
'step 1'
|
||
if(player.canCompare(trigger.target)) player.chooseToCompare(trigger.target);
|
||
else event.finish();
|
||
'step 2'
|
||
if(result.bool){
|
||
player.addTempSkill('sblieren_damage');
|
||
if(!trigger.card.storage) trigger.card.storage={};
|
||
trigger.card.storage.sblieren=[player,trigger.target];
|
||
}
|
||
},
|
||
subSkill:{
|
||
damage:{
|
||
audio:'sblieren',
|
||
trigger:{global:'useCardAfter'},
|
||
filter:function(event,player){
|
||
return event.card.name=='sha'&&event.card.storage&&event.card.storage.sblieren&&event.card.storage.sblieren[0]==player&&game.hasPlayer(current=>{
|
||
return !event.card.storage.sblieren.contains(current);
|
||
});
|
||
},
|
||
direct:true,
|
||
charlotte:true,
|
||
content:function(){
|
||
'step 0'
|
||
var target=trigger.card.storage.sblieren[1];
|
||
player.chooseTarget('烈刃:是否对除'+get.translation(target)+'外的一名其他角色造成1点伤害?',(card,player,target)=>{
|
||
return target!=_status.event.targeted&&target!=player;
|
||
}).set('targeted',target).set('ai',targetx=>get.damageEffect(targetx,_status.event.player,_status.event.player));
|
||
'step 1'
|
||
if(result.bool){
|
||
var target=result.targets[0];
|
||
player.logSkill('sblieren_damage',target);
|
||
target.damage();
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
sbjuxiang:{
|
||
audio:2,
|
||
trigger:{
|
||
player:'phaseJieshuBegin',
|
||
},
|
||
forced:true,
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return !player.hasHistory('useCard',evt=>evt.card.name=='nanman')&&(!_status.sbjuxiang_nanman||_status.sbjuxiang_nanman.length);
|
||
},
|
||
group:['sbjuxiang_cancel','sbjuxiang_gain'],
|
||
content:function(){
|
||
'step 0'
|
||
if(!_status.sbjuxiang_nanman){
|
||
_status.sbjuxiang_nanman=[
|
||
{name:'nanman',number:7,suit:'spade'},
|
||
{name:'nanman',number:7,suit:'club'},
|
||
];
|
||
game.broadcastAll(function(){
|
||
if(!lib.inpile.contains('nanman')) lib.inpile.add('nanman');
|
||
});
|
||
}
|
||
player.chooseTarget(get.prompt('sbjuxiang'),'将游戏外的随机一张【南蛮入侵】交给一名角色(剩余'+get.cnNumber(_status.sbjuxiang_nanman.length)+'张)').set('ai',target=>{
|
||
var player=_status.event.player;
|
||
return Math.max(0,target.getUseValue({name:'nanman'}))*get.attitude(player,target)*(target==player?0.5:1);
|
||
});
|
||
'step 1'
|
||
if(result.bool){
|
||
var target=result.targets[0];
|
||
player.logSkill('sbjuxiang',target);
|
||
if(!_status.sbjuxiang_nanman.length) return;
|
||
var info=_status.sbjuxiang_nanman.randomRemove();
|
||
var card=game.createCard2(info);
|
||
target.gain(card,'gain2').giver=player;
|
||
}
|
||
},
|
||
ai:{
|
||
expose:0.05,
|
||
effect:{
|
||
target:function(card){
|
||
if(card.name=='nanman') return [0,1];
|
||
}
|
||
}
|
||
},
|
||
subSkill:{
|
||
cancel:{
|
||
audio:'sbjuxiang',
|
||
trigger:{target:'useCardToBefore'},
|
||
forced:true,
|
||
priority:15,
|
||
filter:function(event,player){
|
||
return event.card.name=='nanman';
|
||
},
|
||
content:function(){
|
||
trigger.cancel();
|
||
}
|
||
},
|
||
gain:{
|
||
audio:'sbjuxiang',
|
||
trigger:{global:'useCardAfter'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return event.card.name=='nanman'&&event.player!=player&&event.cards.filterInD().length;
|
||
},
|
||
content:function(){
|
||
player.gain(trigger.cards.filterInD(),'gain2');
|
||
}
|
||
}
|
||
}
|
||
},
|
||
//阿笨
|
||
sbjiang:{
|
||
audio:2,
|
||
trigger:{
|
||
player:'useCardToPlayered',
|
||
target:'useCardToTargeted',
|
||
},
|
||
shaRelated:true,
|
||
filter:function(event,player){
|
||
if(!(event.card.name=='juedou'||(event.card.name=='sha'&&get.color(event.card)=='red'))) return false;
|
||
return true;
|
||
},
|
||
frequent:true,
|
||
onremove:true,
|
||
group:['sbjiang_add','sbjiang_qiben'],
|
||
content:function(){
|
||
player.draw();
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player,target){
|
||
if(card.name=='sha'&&get.color(card)=='red') return [1,0.6];
|
||
},
|
||
player:function(card,player,target){
|
||
if(card.name=='sha'&&get.color(card)=='red') return [1,1];
|
||
}
|
||
}
|
||
},
|
||
subSkill:{
|
||
add:{
|
||
audio:'sbjiang',
|
||
trigger:{player:'useCard2'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
if(event.card.name!='juedou') return false;
|
||
var info=get.info(event.card);
|
||
if(info.allowMultiple==false) return false;
|
||
if(event.targets&&!info.multitarget){
|
||
if(game.hasPlayer(function(current){
|
||
return !event.targets.contains(current)&&lib.filter.targetEnabled2(event.card,player,current)&&lib.filter.targetInRange(event.card,player,current);
|
||
})){
|
||
return true;
|
||
}
|
||
}
|
||
return false;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var prompt2='为'+get.translation(trigger.card)+'额外指定一个目标,然后失去1点体力';
|
||
player.chooseTarget(get.prompt('sbjiang_add'),function(card,player,target){
|
||
var player=_status.event.player;
|
||
if(_status.event.targets.contains(target)) return false;
|
||
return lib.filter.targetEnabled2(_status.event.card,player,target);
|
||
}).set('prompt2',prompt2).set('ai',function(target){
|
||
var trigger=_status.event.getTrigger();
|
||
var player=_status.event.player;
|
||
var eff=get.effect(target,trigger.card,player,player);
|
||
if(player.hasZhuSkill('sbzhiba')&&!player.hasMark('sbjiang')) return eff;
|
||
if(eff+get.effect(player,{name:'losehp'},player)/8>0) return eff;
|
||
return 0;
|
||
}).set('targets',trigger.targets).set('card',trigger.card);
|
||
'step 1'
|
||
if(result.bool){
|
||
if(!event.isMine()&&!event.isOnline()) game.delayx();
|
||
event.targets=result.targets;
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
'step 2'
|
||
if(event.targets){
|
||
player.logSkill('sbjiang_add',event.targets);
|
||
trigger.targets.addArray(event.targets);
|
||
player.loseHp();
|
||
}
|
||
}
|
||
},
|
||
qiben:{
|
||
audio:'sbjiang',
|
||
enable:'phaseUse',
|
||
viewAs:{name:'juedou'},
|
||
filterCard:true,
|
||
position:'h',
|
||
selectCard:-1,
|
||
prompt:function(){
|
||
var player=_status.event.player;
|
||
var limit=(player.hasMark('sbjiang')?(game.countPlayer(current=>{
|
||
return current.group=='wu'&¤t!=player;
|
||
})+1):1);
|
||
return '出牌阶段限'+get.cnNumber(limit)+'次。你可以将所有手牌当【决斗】使用';
|
||
},
|
||
filter:function(event,player){
|
||
var limit=player.hasMark('sbjiang')?(game.countPlayer(current=>{
|
||
return current.group=='wu'&¤t!=player;
|
||
})+1):1;
|
||
if((player.getStat('skill').sbjiang_qiben||0)>=limit) return false;
|
||
var hs=player.getCards('h');
|
||
if(!hs.length) return false;
|
||
for(var i=0;i<hs.length;i++){
|
||
var mod2=game.checkMod(hs[i],player,'unchanged','cardEnabled2',player);
|
||
if(mod2===false) return false;
|
||
}
|
||
return event.filterCard(get.autoViewAs({name:'juedou'},hs));
|
||
},
|
||
ai:{
|
||
order:0.001,
|
||
nokeep:true,
|
||
skillTagFilter:function(player,tag,arg){
|
||
if(tag==='nokeep'){
|
||
if(arg&&(!arg.card||get.name(arg.card)!=='tao')) return false;
|
||
let limit=player.hasMark('sbjiang')?(game.countPlayer(current=>{
|
||
return current.group=='wu'&¤t!=player;
|
||
})+1):1;
|
||
return player.isPhaseUsing()&&(player.getStat('skill').sbjiang_qiben||0)<limit&&player.hasCard((card)=>get.name(card)!='tao','h');
|
||
}
|
||
}
|
||
},
|
||
}
|
||
},
|
||
},
|
||
sbhunzi:{
|
||
audio:2,
|
||
trigger:{player:'dyingAfter'},
|
||
juexingji:true,
|
||
forced:true,
|
||
skillAnimation:true,
|
||
animationColor:'wood',
|
||
derivation:['sbyingzi','gzyinghun'],
|
||
content:function(){
|
||
'step 0'
|
||
player.awakenSkill('sbhunzi');
|
||
player.loseMaxHp();
|
||
'step 1'
|
||
player.changeHujia(1,null,true);
|
||
'step 2'
|
||
player.draw(3);
|
||
'step 3'
|
||
player.addSkillLog('sbyingzi');
|
||
player.addSkillLog('gzyinghun');
|
||
},
|
||
ai:{
|
||
threaten:function(player,target){
|
||
if(target.hp==1) return 2;
|
||
return 0.5;
|
||
},
|
||
maixie:true,
|
||
effect:{
|
||
target:function(card,player,target){
|
||
if(!target.hasFriend()||target.hp>1) return;
|
||
if(get.tag(card,'damage')==1&&((target.hasZhuSkill('sbzhiba')&&game.countPlayer(current=>current!=target&¤t.group=='wu'))||player.countCards('hs',card=>player.canSaveCard(card,target))+target.countCards('hs',card=>target.canSaveCard(card,target))>0)&&!target.isTurnedOver()&&_status.currentPhase!=target&&get.distance(_status.currentPhase,target,'absolute')<=3) return [0.5,1];
|
||
}
|
||
}
|
||
}
|
||
},
|
||
sbzhiba:{
|
||
audio:2,
|
||
trigger:{player:'dying'},
|
||
filter:function(event,player){
|
||
if(!player.hasZhuSkill('sbzhiba')) return false;
|
||
return player.hp<=0;
|
||
},
|
||
zhuSkill:true,
|
||
limited:true,
|
||
mark:true,
|
||
skillAnimation:true,
|
||
animationColor:'wood',
|
||
content:function(){
|
||
'step 0'
|
||
player.awakenSkill('sbzhiba');
|
||
event.targets=game.filterPlayer(current=>{
|
||
return current.group=='wu'&¤t!=player;
|
||
}).sortBySeat(_status.currentPhase);
|
||
var num=event.targets.length;
|
||
if(num>0) player.recover(num);
|
||
player.addMark('sbjiang',1,false);
|
||
player.addTempSkill('sbzhiba_draw');
|
||
if(!event.targets.length) event.finish();
|
||
'step 1'
|
||
var target=targets.shift();
|
||
target.damage('nosource');
|
||
if(targets.length) event.redo();
|
||
},
|
||
subSkill:{
|
||
draw:{
|
||
trigger:{global:'dieAfter'},
|
||
filter:function(event,player){
|
||
return event.getParent(3).name=='sbzhiba';
|
||
},
|
||
forced:true,
|
||
charlotte:true,
|
||
content:function(){
|
||
player.draw(3);
|
||
}
|
||
}
|
||
}
|
||
},
|
||
//大乔
|
||
sbguose:{
|
||
audio:2,
|
||
enable:'phaseUse',
|
||
usable:4,
|
||
discard:false,
|
||
lose:false,
|
||
delay:false,
|
||
filter:function(event,player){
|
||
return player.hasCard(card=>get.suit(card)=='diamond','hes')||game.hasPlayer(current=>current.hasJudge('lebu'));
|
||
},
|
||
position:'hes',
|
||
filterCard:function(card,player){
|
||
if(get.suit(card)!='diamond') return false;
|
||
var mod=game.checkMod(ui.selected.cards[0],player,'unchanged','cardEnabled2',player);
|
||
if(!mod) return false;
|
||
return true;
|
||
},
|
||
selectCard:[0,1],
|
||
filterTarget:function(card,player,target){
|
||
if(!ui.selected.cards.length){
|
||
if(target.hasJudge('lebu')) return true;
|
||
return false;
|
||
}
|
||
if(player==target) return false;
|
||
return player.canUse(get.autoViewAs({name:'lebu'},ui.selected.cards),target);
|
||
},
|
||
complexSelect:true,
|
||
check:function(card){
|
||
return 7-get.value(card);
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
if(target.hasJudge('lebu')){
|
||
target.discard(target.getJudge('lebu'));
|
||
}
|
||
else{
|
||
player.useCard({name:'lebu'},target,cards).audio=false;
|
||
}
|
||
'step 1'
|
||
player.draw();
|
||
},
|
||
ai:{
|
||
result:{
|
||
target:function(player,target){
|
||
if(target.hasJudge('lebu')) return -get.effect(target,{name:'lebu'},player,target);
|
||
return get.effect(target,{name:'lebu'},player,target);
|
||
}
|
||
},
|
||
order:9,
|
||
}
|
||
},
|
||
sbliuli:{
|
||
audio:2,
|
||
inherit:'liuli',
|
||
group:'sbliuli_heart',
|
||
subSkill:{
|
||
heart:{
|
||
trigger:{player:'logSkill'},
|
||
filter:function(event,player){
|
||
if(event.skill!='sbliuli') return false;
|
||
if(player.hasSkill('sbliuli_used')) return false;
|
||
var evt=event.log_event;
|
||
return player.hasHistory('lose',evtx=>{
|
||
return evtx.getParent(2)==evt&&get.suit(evtx.cards[0])=='heart';
|
||
});
|
||
},
|
||
direct:true,
|
||
content:function(){
|
||
'step 0'
|
||
var sourcex=trigger.log_event.getTrigger().player;
|
||
player.chooseTarget('流离:是否令一名不为'+get.translation(sourcex)+'的其他角色获得“流离”标记?',(card,player,target)=>{
|
||
return target!=player&&target!=_status.event.sourcex;
|
||
}).set('ai',target=>{
|
||
return get.attitude(_status.event.player,target);
|
||
}).set('sourcex',sourcex);
|
||
'step 1'
|
||
if(result.bool){
|
||
var target=result.targets[0];
|
||
player.line(target,'green');
|
||
game.countPlayer(i=>i.removeSkill('sbliuli_dangxian'));
|
||
target.addSkill('sbliuli_dangxian');
|
||
player.addTempSkill('sbliuli_used');
|
||
}
|
||
}
|
||
},
|
||
used:{charlotte:true},
|
||
dangxian:{
|
||
trigger:{player:'phaseBegin'},
|
||
forced:true,
|
||
charlotte:true,
|
||
mark:true,
|
||
marktext:'流',
|
||
intro:{content:'回合开始时,执行一个额外的出牌阶段'},
|
||
content:function(){
|
||
var next=player.phaseUse();
|
||
event.next.remove(next);
|
||
trigger.next.push(next);
|
||
player.removeSkill('sbliuli_dangxian');
|
||
}
|
||
}
|
||
}
|
||
},
|
||
//刘表
|
||
sbzishou:{
|
||
audio:2,
|
||
trigger:{global:'phaseJieshuBegin'},
|
||
filter:function(event,player){
|
||
if(player==event.player) return false;
|
||
if(!event.player.countCards('he')) return false;
|
||
return !event.player.hasAllHistory('sourceDamage',evt=>{
|
||
return evt.player==player;
|
||
})&&!event.player.hasAllHistory('damage',evt=>{
|
||
return evt.source==player;
|
||
});
|
||
},
|
||
forced:true,
|
||
logTarget:'player',
|
||
content:function(){
|
||
'step 0'
|
||
trigger.player.chooseCard(true,get.translation(player)+'对你发动了【自守】','交给其一张牌','he');
|
||
'step 1'
|
||
if(result.bool){
|
||
trigger.player.give(result.cards,player);
|
||
}
|
||
},
|
||
ai:{
|
||
threaten:3,
|
||
}
|
||
},
|
||
sbzongshi:{
|
||
audio:2,
|
||
trigger:{player:'damageEnd'},
|
||
filter:function(event,player){
|
||
if(!event.source||!event.source.isIn()) return false;
|
||
return !player.getStorage('sbzongshi').contains(event.source);
|
||
},
|
||
forced:true,
|
||
onremove:true,
|
||
logTarget:'source',
|
||
content:function(){
|
||
trigger.source.chooseToDiscard(true,trigger.source.countCards('h'));
|
||
player.markAuto('sbzongshi',[trigger.source]);
|
||
},
|
||
intro:{
|
||
content:'已扒过目标:$'
|
||
},
|
||
ai:{
|
||
threaten:0.5,
|
||
effect:{
|
||
target:function(card,player,target,current){
|
||
if(player._sbzongshi_aiChecking) return;
|
||
if(!get.tag(card,'damage')) return;
|
||
var cards=player.getCards('h');
|
||
if(!target.hasFriend()) return;
|
||
player._sbzongshi_aiChecking=true;
|
||
var value=cards.reduce((p,c)=>{
|
||
return p+get.value(c);
|
||
},0);
|
||
delete player._sbzongshi_aiChecking;
|
||
if(cards.length>5||value>5*cards.length) return [1,0,0,-cards.length/2];
|
||
return [1,0,0,-0.5];
|
||
}
|
||
}
|
||
}
|
||
},
|
||
//貂蝉
|
||
sblijian:{
|
||
audio:2,
|
||
enable:'phaseUse',
|
||
filter:function(event,player){
|
||
return !player.getStat('skill').sblijian&&game.countPlayer(current=>{
|
||
return current!=player;
|
||
})>1;
|
||
},
|
||
filterCard:true,
|
||
selectCard:[1,Infinity],
|
||
position:'he',
|
||
filterTarget:lib.filter.notMe,
|
||
selectTarget:function(){
|
||
return ui.selected.cards.length+1;
|
||
},
|
||
filterOk:function(){
|
||
return ui.selected.targets.length==ui.selected.cards.length+1;
|
||
},
|
||
check:function(card){
|
||
let player=get.owner(card),targets=lib.skill.sblijian.selectTargetAi(_status.event,player);
|
||
if(ui.selected.cards.length<targets-1){
|
||
if(player.hasSkill('sbbiyue')) return 4*targets-get.value(card);
|
||
return 6+targets-get.value(card);
|
||
}
|
||
return 0;
|
||
},
|
||
selectTargetAi:function(event,player){
|
||
let cache=_status.event.getTempCache('sblijian','targets');
|
||
if(Array.isArray(cache)) return cache.length;
|
||
let targets=[],cards=[0],sbbiyue=player.hasSkill('sbbiyue')?Math.max(0,3-game.countPlayer2(current=>{
|
||
return current.getHistory('damage').length>0;
|
||
})):0,alter=[null,1,1],temp;
|
||
for(let i of game.players){
|
||
if(player===i) continue;
|
||
temp=get.effect(i,new lib.element.VCard({name:'juedou',isCard:true}),get.copy(i),i);
|
||
if(temp){
|
||
let att=get.attitude(event.player,i);
|
||
if(!att&&sbbiyue||att*temp>0) targets.push([i,temp,att]);
|
||
else if(!alter[2]) continue;
|
||
else if(!att||att>0&&temp>-15&&i.hp>2||att<0&&temp<15) alter=[i,temp,att];
|
||
}
|
||
}
|
||
targets.sort((a,b)=>{
|
||
if(Boolean(a[2])!==Boolean(b[2])) return Math.abs(b[2])-Math.abs(a[2]);
|
||
return Math.abs(b[1])-Math.abs(a[1]);
|
||
});
|
||
if(targets.length<2&&alter[0]) targets.push(alter);
|
||
targets=targets.slice(0,1+player.countCards('he',card=>{
|
||
if(lib.filter.cardDiscardable(card,player,'sblijian')){
|
||
cards.push(get.value(card));
|
||
return true;
|
||
}
|
||
return false;
|
||
}));
|
||
cards.sort((a,b)=>a-b);
|
||
for(let i=0;i<targets.length;i++){
|
||
if(Math.abs(targets[i][1])<cards[i]/(1+sbbiyue)){
|
||
targets.splice(i,targets.length-i);
|
||
break;
|
||
}
|
||
}
|
||
if(targets.length<2){
|
||
event.putTempCache('sblijian','targets',[]);
|
||
return 0;
|
||
}
|
||
event.putTempCache('sblijian','targets',targets);
|
||
return targets.length;
|
||
},
|
||
multiline:true,
|
||
content:function(){
|
||
var targetx=targets.slice().sortBySeat(target)[1];
|
||
var card={name:'juedou',isCard:true};
|
||
if(target.canUse(card,targetx)) target.useCard(card,targetx);
|
||
},
|
||
ai:{
|
||
threaten:3,
|
||
order:7,
|
||
result:{
|
||
player:function(player,target){
|
||
let targets=_status.event.getTempCache('sblijian','targets');
|
||
if(Array.isArray(targets)) for(let arr of targets){
|
||
if(target===arr[0]&&!arr[2]) return 1;
|
||
}
|
||
return 0;
|
||
},
|
||
target:function(player,target){
|
||
let targets=_status.event.getTempCache('sblijian','targets');
|
||
if(Array.isArray(targets)) for(let arr of targets){
|
||
if(target===arr[0]){
|
||
if(arr[1]*arr[2]<0) return get.sgn(arr[2]);
|
||
return arr[1];
|
||
}
|
||
}
|
||
return 0;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
sbbiyue:{
|
||
audio:2,
|
||
trigger:{player:'phaseJieshuBegin'},
|
||
forced:true,
|
||
content:function(){
|
||
player.draw(Math.min(4,game.countPlayer2(current=>{
|
||
return current.getHistory('damage').length>0;
|
||
})+1));
|
||
}
|
||
},
|
||
//陈宫
|
||
sbmingce:{
|
||
audio:2,
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
position:'he',
|
||
filter:function(event,player){
|
||
return player.countCards('he')>0;
|
||
},
|
||
filterCard:true,
|
||
check:function(card){
|
||
return 8-get.value(card)
|
||
},
|
||
filterTarget:lib.filter.notMe,
|
||
selectTarget:1,
|
||
discard:false,
|
||
lose:false,
|
||
delay:false,
|
||
onremove:true,
|
||
group:'sbmingce_hit',
|
||
content:function(){
|
||
'step 0'
|
||
player.give(cards,target);
|
||
'step 1'
|
||
var choices=['选项二'];
|
||
var choiceList=[
|
||
'失去1点体力,令'+get.translation(player)+'摸两张牌并获得1枚“策”',
|
||
'摸一张牌'
|
||
];
|
||
if(target.hp>0) choices.unshift('选项一');
|
||
else choiceList[0]='<span style="opacity:0.5">'+choiceList[0]+'</span>';
|
||
target.chooseControl(choices).set('choiceList', choiceList).set('prompt',get.translation(player)+'对你发动了【明策】,请选择一项').set('ai',()=>{
|
||
return _status.event.choice;
|
||
}).set('choice',target.hp<=0||((target.hp+target.countCards('hs','tao')>2&&get.attitude(target,player)>0)||get.effect(target,{name:'losehp'},target,target)>0)&&target.hp>0?0:1);
|
||
'step 2'
|
||
if(result.control=='选项一'){
|
||
target.loseHp();
|
||
player.draw(2);
|
||
}
|
||
else{
|
||
target.draw();
|
||
event.finish();
|
||
}
|
||
'step 3'
|
||
player.addMark('sbmingce',1);
|
||
},
|
||
marktext:'笨',
|
||
intro:{
|
||
name:'策(明策)',
|
||
name2:'策',
|
||
content:'mark'
|
||
},
|
||
ai:{
|
||
result:{
|
||
player:0.5,
|
||
target:1,
|
||
},
|
||
order:8.5,
|
||
expose:0.2
|
||
},
|
||
subSkill:{
|
||
hit:{
|
||
audio:'sbmingce',
|
||
trigger:{player:'phaseUseBegin'},
|
||
filter:function(event,player){
|
||
return player.hasMark('sbmingce');
|
||
},
|
||
direct:true,
|
||
content:function(){
|
||
'step 0'
|
||
var num=player.countMark('sbmingce');
|
||
event.num=num;
|
||
player.chooseTarget(get.prompt('sbmingce'),'移去所有“策”,对一名其他角色造成'+num+'点伤害',lib.filter.notMe).set('ai',target=>{
|
||
var player=_status.event.player;
|
||
var eff=get.damageEffect(target,player,player);
|
||
var num=player.countMark('sbmingce');
|
||
if(target.hasSkillTag('filterDamage',null,{player:player})) num=1;
|
||
return eff*num;
|
||
});
|
||
'step 1'
|
||
if(result.bool){
|
||
var target=result.targets[0];
|
||
player.logSkill('sbmingce_hit',target);
|
||
player.removeMark('sbmingce',num);
|
||
target.damage(num);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
sbzhichi:{
|
||
audio:2,
|
||
trigger:{player:'damageEnd'},
|
||
forced:true,
|
||
content:function(){
|
||
player.addTempSkill('sbzhichi_muteki');
|
||
},
|
||
subSkill:{
|
||
muteki:{
|
||
audio:'sbzhichi',
|
||
trigger:{player:'damageBegin4'},
|
||
charlotte:true,
|
||
forced:true,
|
||
group:'sbzhichi_egg',
|
||
content:function(){
|
||
trigger.cancel();
|
||
},
|
||
mark:true,
|
||
intro:{content:'我无敌啦!'},
|
||
ai:{
|
||
maixie:true,
|
||
maixie_hp:true,
|
||
nofire:true,
|
||
nothunder:true,
|
||
nodamage:true,
|
||
effect:{
|
||
target:function(card,player,target,current){
|
||
if(get.tag(card,'damage')) return 'zeroplayertarget';
|
||
}
|
||
},
|
||
}
|
||
},
|
||
egg:{
|
||
trigger:{player:'die'},
|
||
charlotte:true,
|
||
forced:true,
|
||
silent:true,
|
||
forceDie:true,
|
||
content:function(){
|
||
player.chat('你是真滴牛批');
|
||
}
|
||
}
|
||
}
|
||
},
|
||
//袁绍
|
||
sbluanji:{
|
||
audio:2,
|
||
enable:'phaseUse',
|
||
trigger:{global:'respond'},
|
||
viewAs:{name:'wanjian'},
|
||
forced:true,
|
||
locked:false,
|
||
filter:function(event,player){
|
||
if(event.name=='chooseToUse') return player.countCards('hs')>1&&!player.hasSkill('sbluanji_used');
|
||
var evt=event.getParent(2);
|
||
return evt.name=='wanjian'&&evt.getParent().player==player&&event.player!=player&&player.getHistory('gain',function(evt){
|
||
return evt.getParent(2).name=='sbluanji';
|
||
}).length<3;
|
||
},
|
||
filterCard:true,
|
||
selectCard:2,
|
||
position:'hs',
|
||
prompt:'将两张手牌当【万箭齐发】使用',
|
||
check:function(card){
|
||
var player=_status.event.player;
|
||
var targets=game.filterPlayer(function(current){
|
||
return player.canUse('wanjian',current);
|
||
});
|
||
var num=0;
|
||
for(var i=0;i<targets.length;i++){
|
||
var eff=get.sgn(get.effect(targets[i],{name:'wanjian'},player,player));
|
||
if(targets[i].hp==1){
|
||
eff*=1.5;
|
||
}
|
||
if(get.attitude(player,targets[i])==0||targets[i].group=='qun'){
|
||
eff+=0.5;
|
||
}
|
||
num+=eff;
|
||
}
|
||
if(!player.needsToDiscard(-1)){
|
||
if(targets.length>=7){
|
||
if(num<1) return 0;
|
||
}
|
||
else if(targets.length>=5){
|
||
if(num<0.5) return 0;
|
||
}
|
||
}
|
||
return 6-get.value(card);
|
||
},
|
||
content:function(){
|
||
player.draw();
|
||
},
|
||
precontent:function(){
|
||
player.addTempSkill('sbluanji_used','phaseUseAfter');
|
||
},
|
||
ai:{
|
||
threaten:1.6,
|
||
},
|
||
subSkill:{used:{charlotte:true}}
|
||
},
|
||
sbxueyi:{
|
||
audio:2,
|
||
trigger:{player:'useCardToTargeted'},
|
||
filter:function(event,player){
|
||
return player.hasZhuSkill('sbxueyi')&&event.target!=player&&event.target.group=='qun';
|
||
},
|
||
zhuSkill:true,
|
||
forced:true,
|
||
usable:2,
|
||
logTarget:'target',
|
||
content:function(){
|
||
player.draw();
|
||
},
|
||
mod:{
|
||
maxHandcard:function(player,num){
|
||
if(player.hasZhuSkill('sbxueyi')){
|
||
return num+2*game.countPlayer(current=>player!=current&¤t.group=='qun');
|
||
}
|
||
}
|
||
},
|
||
ai:{
|
||
effect:{
|
||
player:function(card,player,target){
|
||
if(player!=target&&target&&target.group=='qun'&&card.name!='tao') return [1,0.1];
|
||
},
|
||
},
|
||
}
|
||
},
|
||
//庞统
|
||
sblianhuan:{
|
||
audio:2,
|
||
enable:'phaseUse',
|
||
filter:(event,player)=>player.hasCard(card=>lib.skill.sblianhuan.filterCard(card,player),lib.skill.sblianhuan.position),
|
||
filterTarget:function(card,player,target){
|
||
if(player.hasSkill('sblianhuan_blocker')) return false;
|
||
if(!ui.selected.cards.length) return false;
|
||
card=get.autoViewAs({name:'tiesuo'},[ui.selected.cards[0]]);
|
||
return player.canUse(card,target);
|
||
},
|
||
filterCard:(card,player)=>get.suit(card)=='club'&&(!player.hasSkill('sblianhuan_blocker')||player.canRecast(card)),
|
||
selectCard:1,
|
||
position:'hs',
|
||
derivation:'sblianhuan_lv2',
|
||
selectTarget:function(){
|
||
var card=get.card(),player=get.player();
|
||
if(player.hasSkill('sblianhuan_blocker')) return 0;
|
||
if(card==undefined) return;
|
||
var range=[0,2];
|
||
game.checkMod(card,player,range,'selectTarget',player);
|
||
return range;
|
||
},
|
||
filterOk:function(){
|
||
var card=ui.selected.cards[0];
|
||
if(!card) return false;
|
||
if(get.position(card)=='s'&&!ui.selected.targets.length) return false;
|
||
return true;
|
||
},
|
||
check:function(card){
|
||
return 6-get.value(card);
|
||
},
|
||
prompt:function(){
|
||
var player=_status.event.player,use=!player.hasSkill('sblianhuan_blocker');
|
||
return '重铸一张♣手牌'+(use?';或将一张♣手牌当【铁索连环】使用':'');
|
||
},
|
||
group:['sblianhuan_use','sblianhuan_add','sblianhuan_discard2'],
|
||
multitarget:true,
|
||
multiline:true,
|
||
discard:false,
|
||
lose:false,
|
||
delay:false,
|
||
content:function(){
|
||
'step 0'
|
||
if(targets.length){
|
||
player.addTempSkill('sblianhuan_blocker','phaseUseAfter');
|
||
var card=get.autoViewAs({name:'tiesuo'},cards);
|
||
player.useCard(card,cards,targets);
|
||
}
|
||
else{
|
||
player.loseToDiscardpile(cards);
|
||
player.draw(cards.length);
|
||
}
|
||
},
|
||
subSkill:{
|
||
blocker:{charlotte:true},
|
||
use:{
|
||
audio:'sblianhuan',
|
||
trigger:{player:'useCard'},
|
||
filter:function(event,player){
|
||
return event.card.name=='tiesuo'&&!player.storage.sblianhuan;
|
||
},
|
||
check:function(event,player){
|
||
var eff=0,targets=event.targets.filter(i=>!i.isLinked());
|
||
for(var target of targets){
|
||
eff+=get.attitude(player,target);
|
||
}
|
||
return eff<-1;
|
||
},
|
||
prompt2:'失去1点体力,然后当此牌指定第一个目标后,你随机弃置所有不处于连环状态的目标角色各一张手牌',
|
||
content:function(){
|
||
'step 0'
|
||
player.loseHp();
|
||
'step 1'
|
||
if(!trigger.card.storage) trigger.card.storage={};
|
||
trigger.card.storage.sblianhuan=true;
|
||
trigger._sblianhuan=true;
|
||
player.addTempSkill('sblianhuan_discard','phaseUseAfter');
|
||
}
|
||
},
|
||
discard:{
|
||
trigger:{global:'useCardToPlayered'},
|
||
forced:true,
|
||
locked:false,
|
||
popup:false,
|
||
charlotte:true,
|
||
filter:function(event,player){
|
||
return event.isFirstTarget&&event.card.storage&&event.card.storage.sblianhuan;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
event.targets=trigger.targets.filter(i=>!i.isLinked());
|
||
player.logSkill('sblianhuan_discard',event.targets);
|
||
'step 1'
|
||
var target=targets.shift();
|
||
var cards=target.getCards('h',card=>{
|
||
return lib.filter.cardDiscardable(card,player,'sblianhuan');
|
||
});
|
||
if(cards.length>0){
|
||
player.line(target);
|
||
target.discard(cards.randomGet());
|
||
}
|
||
if(targets.length) event.redo();
|
||
}
|
||
},
|
||
add:{
|
||
trigger:{player:'useCard2'},
|
||
filter:function(event,player){
|
||
return event.card.name=='tiesuo'&&player.storage.sblianhuan&&game.hasPlayer(current=>{
|
||
return !event.targets.contains(current)&&player.canUse(event.card,current);
|
||
});
|
||
},
|
||
direct:true,
|
||
content:function(){
|
||
'step 0'
|
||
player.chooseTarget(get.prompt('sblianhuan_add'),'为'+get.translation(trigger.card)+'额外指定任意个目标',[1,Infinity],function(card,player,target){
|
||
return !_status.event.sourcex.contains(target)&&player.canUse(_status.event.card,target);
|
||
}).set('sourcex',trigger.targets).set('ai',function(target){
|
||
var player=_status.event.player;
|
||
return get.effect(target,_status.event.card,player,player);
|
||
}).set('card',trigger.card);
|
||
'step 1'
|
||
if(result.bool){
|
||
if(!event.isMine()&&!event.isOnline()) game.delayx();
|
||
event.targets=result.targets;
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
'step 2'
|
||
player.logSkill('sblianhuan_add',event.targets);
|
||
trigger.targets.addArray(event.targets);
|
||
}
|
||
},
|
||
discard2:{
|
||
trigger:{player:'useCardToPlayered'},
|
||
forced:true,
|
||
locked:false,
|
||
popup:false,
|
||
filter:function(event,player){
|
||
return event.isFirstTarget&&event.card.name=='tiesuo'&&player.storage.sblianhuan&&!event.getParent()._sblianhuan;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
event.targets=trigger.targets.filter(i=>!i.isLinked());
|
||
if(!event.targets.length) event.finish();
|
||
else player.logSkill('sblianhuan_discard2',event.targets);
|
||
'step 1'
|
||
var target=targets.shift();
|
||
var cards=target.getCards('h',card=>{
|
||
return lib.filter.cardDiscardable(card,player,'sblianhuan');
|
||
});
|
||
if(cards.length>0){
|
||
player.line(target);
|
||
target.discard(cards.randomGet());
|
||
}
|
||
if(targets.length) event.redo();
|
||
}
|
||
},
|
||
}
|
||
},
|
||
sbniepan:{
|
||
audio:2,
|
||
enable:'chooseToUse',
|
||
mark:true,
|
||
skillAnimation:true,
|
||
limited:true,
|
||
animationColor:'orange',
|
||
filter:function(event,player){
|
||
return event.type=='dying'&&player==event.dying;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.awakenSkill('sbniepan');
|
||
player.discard(player.getCards('hej'));
|
||
'step 1'
|
||
player.draw(2);
|
||
'step 2'
|
||
if(player.hp<2) player.recover(2-player.hp);
|
||
'step 3'
|
||
player.turnOver(false);
|
||
'step 4'
|
||
player.link(false);
|
||
'step 5'
|
||
player.storage.sblianhuan=true;
|
||
game.log(player,'修改了','#g【连环】');
|
||
},
|
||
ai:{
|
||
order:1,
|
||
skillTagFilter:function(player,arg,target){
|
||
if(player!=target||player.storage.sbniepan) return false;
|
||
},
|
||
save:true,
|
||
result:{
|
||
player:function(player){
|
||
if(player.hp<=0) return 10;
|
||
return 0;
|
||
}
|
||
},
|
||
threaten:function(player,target){
|
||
if(!target.storage.sbniepan) return 0.6;
|
||
}
|
||
}
|
||
},
|
||
//法正
|
||
sbxuanhuo:{
|
||
audio:2,
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
group:'sbxuanhuo_rob',
|
||
filterTarget:function(card,player,target){
|
||
return !target.hasMark('sbxuanhuo_mark')&&player!=target;
|
||
},
|
||
filterCard:true,
|
||
position:'he',
|
||
discard:false,
|
||
lose:false,
|
||
delay:false,
|
||
onremove:function(player){
|
||
delete player.storage.sbxuanhuo;
|
||
player.unmarkSkill('sbxuanhuo');
|
||
},
|
||
check:function(card){
|
||
return 6.5-get.value(card);
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.give(cards,target);
|
||
if(player.storage.sbxuanhuo&&player.storage.sbxuanhuo[target.playerid]) delete player.storage.sbxuanhuo[target.playerid];
|
||
'step 1'
|
||
target.addMark('sbxuanhuo_mark');
|
||
var history=target.getAllHistory('lose');
|
||
if(history.length){
|
||
history[history.length-1].sbxuanhuo_mark=true;
|
||
}
|
||
},
|
||
getNum:function(current,skill){
|
||
var num=0;
|
||
var history=current.getAllHistory('lose');
|
||
if(history.length){
|
||
for(var i=history.length-1;i>=0;i--){
|
||
var evt=history[i];
|
||
if(evt.sbxuanhuo_mark) break;
|
||
if(typeof skill=='string'){
|
||
if(evt.getParent(2).name==skill) num+=evt.cards2.length;
|
||
}
|
||
else{
|
||
var evtx=evt.getParent(),player=skill;
|
||
if(evtx.name=='gain'){
|
||
var cards=evtx.cards;
|
||
if(evtx.player==player&&cards.length>0) num+=cards.length;
|
||
}
|
||
else if(evtx.name=='loseAsync'){
|
||
if(evtx.type!='gain'||evtx.giver) return false;
|
||
var cards=evtx.getl(current).cards2;
|
||
var cardsx=evtx.getg(player);
|
||
if(cardsx.length>0) num+=cardsx.length;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
return num;
|
||
},
|
||
ai:{
|
||
order:9,
|
||
result:{
|
||
target:function(player,target){
|
||
return -Math.sqrt(Math.max(target.hp,1));
|
||
}
|
||
}
|
||
},
|
||
marktext:'惑',
|
||
intro:{
|
||
content:function(storage,player){
|
||
if(!storage||get.is.empty(storage)) return '未得到过牌';
|
||
var map=(_status.connectMode?lib.playerOL:game.playerMap);
|
||
var str='已得到';
|
||
for(var i in storage){
|
||
str+=get.translation(map[i])+'的'+get.cnNumber(storage[i])+'张牌、';
|
||
}
|
||
return str.slice(0,-1);
|
||
}
|
||
},
|
||
subSkill:{
|
||
mark:{
|
||
marktext:'眩',
|
||
intro:{
|
||
name:'眩惑',
|
||
name2:'眩',
|
||
markcount:()=>0,
|
||
content:'已获得“眩”标记',
|
||
}
|
||
},
|
||
rob:{
|
||
audio:'sbxuanhuo',
|
||
trigger:{
|
||
global:['gainAfter','loseAsyncAfter'],
|
||
},
|
||
forced:true,
|
||
locked:false,
|
||
direct:true,
|
||
filter:function(event,player){
|
||
var evt=event.getParent('phaseDraw');
|
||
if(evt&&evt.name=='phaseDraw') return false;
|
||
return game.hasPlayer(current=>{
|
||
if(!event.getg(current).length||!current.hasMark('sbxuanhuo_mark')) return false;
|
||
if(evt&&evt.player==current) return false;
|
||
if(lib.skill.sbxuanhuo.getNum(current,'sbxuanhuo_rob')>=5) return false;
|
||
return current.hasCard(card=>lib.filter.canBeGained(card,current,player),'he');
|
||
});
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var evt=trigger.getParent('phaseDraw');
|
||
var targets=game.filterPlayer(current=>{
|
||
if(!trigger.getg(current).length||!current.hasMark('sbxuanhuo_mark')) return false;
|
||
if(evt&&evt.player==current) return false;
|
||
if(lib.skill.sbxuanhuo.getNum(current,'sbxuanhuo_rob')>=5) return false;
|
||
return current.hasCard(card=>lib.filter.canBeGained(card,current,player),'he');
|
||
});
|
||
event.targets=targets;
|
||
'step 1'
|
||
var target=targets.shift();
|
||
player.logSkill('sbxuanhuo',target);
|
||
var hs=target.getCards('h',card=>lib.filter.canBeGained(card,target,player));
|
||
if(hs.length){
|
||
player.gain(hs.randomGet(),target,'giveAuto');
|
||
if(!player.storage.sbxuanhuo) player.storage.sbxuanhuo={};
|
||
player.storage.sbxuanhuo[target.playerid]=lib.skill.sbxuanhuo.getNum(target,'sbxuanhuo_rob')+1;
|
||
player.markSkill('sbxuanhuo');
|
||
}
|
||
if(targets.length>0) event.redo();
|
||
},
|
||
}
|
||
}
|
||
},
|
||
sbenyuan:{
|
||
audio:2,
|
||
forced:true,
|
||
direct:true,
|
||
trigger:{player:'phaseZhunbeiBegin'},
|
||
filter:function(event,player){
|
||
return game.hasPlayer(current=>current.hasMark('sbxuanhuo_mark'));
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var targets=game.filterPlayer(current=>current.hasMark('sbxuanhuo_mark'));
|
||
event.targets=targets;
|
||
'step 1'
|
||
var target=targets.shift();
|
||
event.target=target;
|
||
player.logSkill('sbenyuan',target);
|
||
target.removeMark('sbxuanhuo_mark',target.countMark('sbxuanhuo_mark'));
|
||
game.players.forEach(current=>{
|
||
var storage=current.storage.sbxuanhuo;
|
||
if(storage&&storage[target.playerid]) delete storage[target.playerid];
|
||
if(storage&&get.is.empty(storage)){
|
||
delete current.storage.sbxuanhuo;
|
||
current.unmarkSkill('sbxuanhuo');
|
||
}
|
||
});
|
||
var num=lib.skill.sbxuanhuo.getNum(target,player);
|
||
if(num>=3){
|
||
var cards=player.getCards('he');
|
||
if(!cards.length) event._result={bool:false};
|
||
else if(cards.length<=3) event._result={bool:true,cards:cards};
|
||
else player.chooseCard('恩怨:交给'+get.translation(target)+'三张牌',true,3,'he');
|
||
}
|
||
else{
|
||
target.loseHp();
|
||
player.recover();
|
||
event.goto(3);
|
||
}
|
||
'step 2'
|
||
if(result.bool) player.give(result.cards,target);
|
||
'step 3'
|
||
if(targets.length) event.goto(1);
|
||
}
|
||
},
|
||
//姜维
|
||
sbtiaoxin:{
|
||
audio:2,
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
chargeSkill:true,
|
||
filter:function(event,player){
|
||
return player.hasMark('charge');
|
||
},
|
||
filterTarget:lib.filter.notMe,
|
||
selectTarget:function(){
|
||
return [1,_status.event.player.countMark('charge')];
|
||
},
|
||
multiline:true,
|
||
group:'sbtiaoxin_backflow',
|
||
content:function(){
|
||
'step 0'
|
||
target.chooseToUse(function(card,player,event){
|
||
if(get.name(card)!='sha') return false;
|
||
return lib.filter.filterCard.apply(this,arguments);
|
||
},'挑衅:对'+get.translation(player)+'使用一张杀,或交给其一张牌').set('targetRequired',true).set('complexSelect',true).set('filterTarget',function(card,player,target){
|
||
if(target!=_status.event.sourcex&&!ui.selected.targets.contains(_status.event.sourcex)) return false;
|
||
return lib.filter.targetEnabled.apply(this,arguments);
|
||
}).set('sourcex',player);
|
||
'step 1'
|
||
if(!result.bool&&target.countCards('he')>0){
|
||
target.chooseCard('he','交给'+get.translation(player)+'一张牌',true);
|
||
}
|
||
else event.finish();
|
||
'step 2'
|
||
if(result.bool){
|
||
target.give(result.cards,player);
|
||
}
|
||
},
|
||
contentAfter:function(){
|
||
player.removeMark('charge',targets.length);
|
||
},
|
||
ai:{
|
||
threaten:1.2,
|
||
order:4,
|
||
expose:0.2,
|
||
result:{
|
||
target:function(player,target){
|
||
if(target.countGainableCards(player,'he')==0) return 0;
|
||
return -1;
|
||
},
|
||
player:function(player,target){
|
||
if(!target.canUse('sha',player)) return 0;
|
||
if(target.countCards('h')==0) return 0;
|
||
if(target.countCards('h')==1) return -0.1;
|
||
if(player.hp<=2) return -2;
|
||
if(player.countCards('h','shan')==0) return -1;
|
||
return -0.5;
|
||
}
|
||
},
|
||
},
|
||
subSkill:{
|
||
backflow:{
|
||
audio:'sbtiaoxin',
|
||
trigger:{
|
||
player:['loseAfter','enterGame'],
|
||
global:['loseAsyncAfter','phaseBefore']
|
||
},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
if(player.countMark('charge')>=4) return false;
|
||
if(event.name.indexOf('lose')==0){
|
||
if(event.type!='discard') return false;
|
||
var evt=event.getParent('phaseDiscard');
|
||
return evt&&evt.player==player&&event.getl(player).cards2.length>0;
|
||
}
|
||
else{
|
||
return (event.name!='phase'||game.phaseNumber==0);
|
||
}
|
||
},
|
||
content:function(){
|
||
var num=Math.min(4-player.countMark('charge'),trigger.name.indexOf('lose')==0?trigger.getl(player).cards2.length:4);
|
||
if(num>0) player.addMark('charge',num);
|
||
}
|
||
}
|
||
}
|
||
},
|
||
sbzhiji:{
|
||
audio:2,
|
||
trigger:{player:'phaseZhunbeiBegin'},
|
||
juexingji:true,
|
||
forced:true,
|
||
skillAnimation:true,
|
||
animationColor:'fire',
|
||
filter:function(event,player){
|
||
var len=0;
|
||
player.getAllHistory('useSkill',evt=>{
|
||
if(evt.skill!='sbtiaoxin') return false;
|
||
len+=evt.targets.length;
|
||
});
|
||
return len>=4;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.awakenSkill('sbzhiji');
|
||
player.loseMaxHp();
|
||
'step 1'
|
||
player.chooseTarget('志继:令至少一名角色获得“北伐”标记',true,[1,Infinity]).set('ai',target=>-get.attitude(player,target));
|
||
'step 2'
|
||
if(result.bool){
|
||
player.line(result.targets,'fire');
|
||
result.targets.forEach(target=>{
|
||
target.addAdditionalSkill('sbzhiji_'+player.playerid,'sbzhiji_beifa');
|
||
target.markAuto('sbzhiji_beifa',[player]);
|
||
});
|
||
player.addTempSkill('sbzhiji_clear',{player:'phaseBegin'});
|
||
if(!event.isMine()&&!event.isOnline()) game.delayx();
|
||
}
|
||
},
|
||
subSkill:{
|
||
beifa:{
|
||
charlotte:true,
|
||
mark:true,
|
||
marktext:'伐',
|
||
intro:{
|
||
name:'北伐',
|
||
name2:'北伐',
|
||
content:'使用牌只能指定$和自己为目标',
|
||
},
|
||
mod:{
|
||
playerEnabled:function(card,player,target){
|
||
if(player!=target&&!player.getStorage('sbzhiji_beifa').contains(target)) return false;
|
||
}
|
||
}
|
||
},
|
||
clear:{
|
||
charlotte:true,
|
||
onremove:function(player){
|
||
game.countPlayer(function(current){
|
||
current.removeAdditionalSkill('sbzhiji_'+player.playerid);
|
||
});
|
||
}
|
||
}
|
||
}
|
||
},
|
||
//刘备
|
||
sbrende:{
|
||
audio:3,
|
||
enable:['chooseToUse','chooseToRespond'],
|
||
maxNum:8,
|
||
filter:function(event,player){
|
||
if(event.type=='wuxie'||player.hasSkill('sbrende_used')) return false;
|
||
if(player.countMark('sbrende')<2) return false;
|
||
for(var name of lib.inpile){
|
||
if(get.type(name)!='basic') continue;
|
||
var card={name:name,isCard:true};
|
||
if(event.filterCard(card,player,event)) return true;
|
||
if(name=='sha'){
|
||
for(var nature of lib.inpile_nature){
|
||
card.nature=nature;
|
||
if(event.filterCard(card,player,event)) return true;
|
||
}
|
||
}
|
||
}
|
||
return false;
|
||
},
|
||
group:['sbrende_give','sbrende_gain'],
|
||
chooseButton:{
|
||
dialog:function(event,player){
|
||
var dialog=ui.create.dialog('仁德');
|
||
if(event.type=='phase'){
|
||
dialog._chosenOpt=[];
|
||
var table=document.createElement('div');
|
||
table.classList.add('add-setting');
|
||
table.style.margin='0';
|
||
table.style.width='100%';
|
||
table.style.position='relative';
|
||
var list=['视为使用基本牌','交给其他角色牌'];
|
||
for(var i of list){
|
||
var td=ui.create.div('.shadowed.reduce_radius.pointerdiv.tdnode');
|
||
td.innerHTML='<span>'+i+'</span>';
|
||
td.link=i;
|
||
if(i==list[0]){
|
||
td.classList.add('bluebg');
|
||
dialog._chosenOpt.add(td);
|
||
}
|
||
td.addEventListener(lib.config.touchscreen?'touchend':'click',function(){
|
||
if(_status.dragged) return;
|
||
if(_status.clicked) return;
|
||
if(_status.justdragged) return;
|
||
_status.tempNoButton=true;
|
||
_status.clicked=true;
|
||
setTimeout(function(){
|
||
_status.tempNoButton=false;
|
||
},500);
|
||
var link=this.link;
|
||
if(link=='交给其他角色牌') game.uncheck();
|
||
var current=this.parentNode.querySelector('.bluebg');
|
||
if(current){
|
||
current.classList.remove('bluebg');
|
||
dialog._chosenOpt.remove(current);
|
||
}
|
||
dialog._chosenOpt.add(this);
|
||
this.classList.add('bluebg');
|
||
game.check();
|
||
});
|
||
table.appendChild(td);
|
||
dialog.buttons.add(td);
|
||
}
|
||
dialog.content.appendChild(table);
|
||
}
|
||
var cards=[];
|
||
for(var name of lib.inpile){
|
||
if(get.type(name)!='basic') continue;
|
||
var card={name:name,isCard:true};
|
||
if(event.filterCard(card,player,event)) cards.push(['基本','',name]);
|
||
if(name=='sha'){
|
||
for(var nature of lib.inpile_nature){
|
||
card.nature=nature;
|
||
if(event.filterCard(card,player,event)) cards.push(['基本','',name,nature]);
|
||
}
|
||
}
|
||
}
|
||
dialog.add([cards,'vcard'])
|
||
return dialog;
|
||
},
|
||
check:function(button,player){
|
||
if(typeof button.link=='string') return -1;
|
||
if(_status.event.getParent().type!='phase') return 1;
|
||
return _status.event.player.getUseValue({name:button.link[2],nature:button.link[3]});
|
||
},
|
||
select:function(){
|
||
var opts=_status.event.dialog._chosenOpt;
|
||
return opts&&opts.length&&opts[0].link=='交给其他角色牌'?0:1;
|
||
},
|
||
backup:function(links,player){
|
||
var isUse=links.length==1;
|
||
var backup=get.copy(lib.skill['sbrende_'+(isUse?'use':'give')]);
|
||
if(isUse) backup.viewAs={name:links[0][2],nature:links[0][3],isCard:true};
|
||
return backup;
|
||
},
|
||
prompt:function(links,player){
|
||
var isUse=links.length==1;
|
||
return (isUse?('移去2枚“仁望”,视为使用或打出'+(get.translation(links[0][3])||'')+get.translation(links[0][2]))
|
||
:'###仁德###出牌阶段每名角色限一次。你可以将任意张牌交给一名其他角色,然后你获得等量“仁望”标记(至多为'+lib.skill.sbrende.maxNum+')');
|
||
}
|
||
},
|
||
hiddenCard:function(player,name){
|
||
return get.type(name)=='basic'&&player.countMark('sbrende')>1&&player.hasSkill('sbrende_used');
|
||
},
|
||
marktext:'仁',
|
||
intro:{
|
||
name:'仁望',
|
||
name2:'仁望',
|
||
content:'mark',
|
||
},
|
||
ai:{
|
||
respondSha:true,
|
||
respondShan:true,
|
||
save:true,
|
||
skillTagFilter:function(player){
|
||
return player.countMark('sbrende')>1&&!player.hasSkill('sbrende_used');
|
||
},
|
||
order:function(item,player){
|
||
if(_status.event.type=='phase'&&lib.skill.sbzhangwu.ai.result.player(player)>0) return 9.1;
|
||
return 0.5;
|
||
},
|
||
result:{
|
||
player:function(player){
|
||
if(_status.event.dying){
|
||
return get.attitude(player,_status.event.dying);
|
||
}
|
||
return _status.event.type=='phase'&&player.countMark('sbrende')<=2?0:1;
|
||
},
|
||
},
|
||
},
|
||
subSkill:{
|
||
backup:{},
|
||
used:{charlotte:true},
|
||
given:{onremove:true},
|
||
use:{
|
||
audio:'sbrende',
|
||
filterCard:()=>false,
|
||
selectCard:-1,
|
||
popname:true,
|
||
precontent:function(){
|
||
player.logSkill('sbrende_use');
|
||
delete event.result.skill;
|
||
player.removeMark('sbrende',2);
|
||
player.addTempSkill('sbrende_used');
|
||
}
|
||
},
|
||
give:{
|
||
audio:'sbrende',
|
||
enable:'phaseUse',
|
||
filterCard:true,
|
||
selectCard:[1,Infinity],
|
||
position:'he',
|
||
discard:false,
|
||
lose:false,
|
||
delay:false,
|
||
filter:function(event,player){
|
||
if(player.countMark('sbrende')<2||player.hasSkill('sbrende_used')) return true;
|
||
for(var name of lib.inpile){
|
||
if(get.type(name)!='basic') continue;
|
||
var card={name:name,isCard:true};
|
||
if(event.filterCard(card,player,event)) return false;
|
||
if(name=='sha'){
|
||
for(var nature of lib.inpile_nature){
|
||
card.nature=nature;
|
||
if(event.filterCard(card,player,event)) return false;
|
||
}
|
||
}
|
||
}
|
||
return true;
|
||
},
|
||
filterTarget:function(card,player,target){
|
||
if(player.getStorage('sbrende_given').contains(target)) return false;
|
||
return player!=target;
|
||
},
|
||
prompt:function(event){
|
||
return '出牌阶段每名角色限一次。你可以将任意张牌交给一名其他角色,然后你获得等量“仁望”标记(至多为'+lib.skill.sbrende.maxNum+')';
|
||
},
|
||
check:function(card){
|
||
var player=get.owner(card);
|
||
if(ui.selected.cards.length&&ui.selected.cards[0].name=='du') return 0;
|
||
if(ui.selected.cards.length+player.countMark('sbrende')>lib.skill.sbrende.maxNum) return 0;
|
||
if(!ui.selected.cards.length&&card.name=='du') return 20;
|
||
if(ui.selected.cards.length>=Math.max(2,player.countCards('he')-player.hp)) return 0;
|
||
if(player.countCards('he')<=1){
|
||
var players=game.filterPlayer();
|
||
for(var i=0;i<players.length;i++){
|
||
if(players[i].hasSkill('haoshi')&&
|
||
!players[i].isTurnedOver()&&
|
||
!players[i].hasJudge('lebu')&&
|
||
get.attitude(player,players[i])>=3&&
|
||
get.attitude(players[i],player)>=3){
|
||
return 11-get.value(card);
|
||
}
|
||
}
|
||
if(player.countCards('he')>player.hp) return 10-get.value(card);
|
||
if(player.countCards('he')>2) return 6-get.value(card);
|
||
return -1;
|
||
}
|
||
return 18-(ui.selected.cards.length+player.countMark('sbrende'))-get.value(card);
|
||
},
|
||
content:function(){
|
||
player.addTempSkill('sbrende_given','phaseUseAfter');
|
||
player.markAuto('sbrende_given',[target]);
|
||
player.markAuto('sbrende_givenx',[target]);
|
||
player.give(cards,target);
|
||
var num=Math.min(lib.skill.sbrende.maxNum-player.countMark('sbrende'),cards.length);
|
||
if(num>0) player.addMark('sbrende',num);
|
||
},
|
||
ai:{
|
||
order:function(skill,player){
|
||
return player.countMark('sbrende')<2?6.8:5.8;
|
||
},
|
||
result:{
|
||
target:function(player,target){
|
||
if(!player.hasFriend()&&player.hasSkill('sbzhangwu')&&ui.selected.cards.length&&
|
||
get.value(ui.selected.cards[0])>(lib.skill.sbzhangwu.filterTarget(null,player,target)?3:5)) return -0.1;
|
||
if(target.hasSkillTag('nogain')) return 0;
|
||
if(ui.selected.cards.length&&ui.selected.cards[0].name=='du'){
|
||
if(target.hasSkillTag('nodu')) return 0;
|
||
return -10;
|
||
}
|
||
if(target.hasJudge('lebu')) return 0;
|
||
var nh=target.countCards('h');
|
||
return Math.max(1,5-nh);
|
||
}
|
||
},
|
||
threaten:1.1
|
||
},
|
||
},
|
||
gain:{
|
||
audio:'sbrende',
|
||
trigger:{player:'phaseUseBegin'},
|
||
forced:true,
|
||
locked:false,
|
||
filter:function(event,player){
|
||
return player.countMark('sbrende')<lib.skill.sbrende.maxNum;
|
||
},
|
||
content:function(){
|
||
var num=Math.min(lib.skill.sbrende.maxNum-player.countMark('sbrende'),2);
|
||
if(num>0) player.addMark('sbrende',num);
|
||
}
|
||
},
|
||
},
|
||
},
|
||
sbzhangwu:{
|
||
audio:2,
|
||
enable:'phaseUse',
|
||
skillAnimation:'epic',
|
||
animationColor:'orange',
|
||
limited:true,
|
||
filter:function(event,player){
|
||
if(game.roundNumber<=1) return false;
|
||
if(!game.hasPlayer(current=>lib.skill.sbzhangwu.filterTarget(null,player,current))) return false;
|
||
return true;
|
||
},
|
||
filterTarget:function(card,player,target){
|
||
if(target==player) return false;
|
||
return player.getStorage('sbrende_givenx').contains(target);
|
||
},
|
||
selectTarget:[-1,-2],
|
||
multiline:true,
|
||
content:function(){
|
||
'step 0'
|
||
player.awakenSkill('sbzhangwu');
|
||
var num=Math.min(game.roundNumber-1,3);
|
||
var cards=target.getCards('he'),count=cards.length;
|
||
if(count==0) event.finish();
|
||
else if(count<=num) event._result={bool:true,cards:cards};
|
||
else target.chooseCard('章武:交给'+get.translation(player)+get.cnNumber(num)+'张牌',true,'he',num);
|
||
'step 1'
|
||
if(result.bool){
|
||
target.give(result.cards,player);
|
||
}
|
||
},
|
||
contentAfter:function(){
|
||
'step 0'
|
||
player.recover(3);
|
||
'step 1'
|
||
player.removeSkill('sbrende');
|
||
game.log(player,'失去了技能','#g【'+get.translation('sbrende')+'】');
|
||
game.delayx();
|
||
},
|
||
ai:{
|
||
order:9,
|
||
combo:'sbrende',
|
||
result:{
|
||
player:function(player,target){
|
||
var targets=game.filterPlayer(current=>lib.skill.sbzhangwu.filterTarget(null,player,current));
|
||
if(!targets.length) return 0;
|
||
var eff=0;
|
||
for(var target of targets){
|
||
eff+=get.effect(target,{name:'shunshou_copy2'},player,player);
|
||
}
|
||
eff+=15-5*Math.max(0,3-player.getDamagedHp());
|
||
return eff>15?1:0;
|
||
},
|
||
}
|
||
}
|
||
},
|
||
sbjijiang:{
|
||
audio:2,
|
||
trigger:{player:'phaseUseEnd'},
|
||
zhuSkill:true,
|
||
unique:true,
|
||
direct:true,
|
||
filter:function(event,player){
|
||
if(!player.hasZhuSkill('sbjijiang')) return false;
|
||
return game.hasPlayer(current=>{
|
||
if(current.group!='shu'||player==current||current.hp<player.hp) return false;
|
||
return game.hasPlayer(currentx=>current.inRange(currentx));
|
||
});
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var next=player.chooseTarget(get.prompt2('sbjijiang'),2);
|
||
next.set('filterTarget',(card,player,target)=>{
|
||
if(!ui.selected.targets.length) return true;
|
||
var current=ui.selected.targets[0];
|
||
if(current.group=='shu'&¤t.hp>=player.hp&¤t!=player){
|
||
return current.inRange(target);
|
||
}
|
||
else{
|
||
return target.group=='shu'&&target.hp>=player.hp&&target.inRange(current)&&target!=player;
|
||
}
|
||
})
|
||
next.set('targetprompt',target=>{
|
||
var player=_status.event.player;
|
||
if(target.group=='shu'&&target.hp>=player.hp&&target!=player&&!ui.selected.targets.some(i=>{
|
||
return i!=target&&i.hp>=player.hp&&i.group=='shu';
|
||
})) return '进行选择';
|
||
return '出杀对象';
|
||
});
|
||
next.set('ai',target=>{
|
||
var player=_status.event.player;
|
||
if(ui.selected.targets.length){
|
||
var current=ui.selected.targets[0];
|
||
if(current.group=='shu'&¤t.hp>=player.hp&¤t!=player){
|
||
return -get.attitude(player,target);
|
||
}
|
||
return Math.abs(get.attitude(player,current));
|
||
}
|
||
else{
|
||
if(target.group=='shu'&&target.hp>=player.hp&&target!=player&&game.hasPlayer(current=>{
|
||
return get.attitude(player,current)<0;
|
||
})) return 10;
|
||
return 1;
|
||
}
|
||
})
|
||
'step 1'
|
||
if(result.bool){
|
||
var targets=result.targets;
|
||
event.targets=targets;
|
||
if(targets[0].group!='shu'||targets[0].hp<player.hp||targets[0]==player) targets.reverse();
|
||
player.logSkill('sbjijiang',targets,false);
|
||
player.line2(targets);
|
||
var choiceList=[
|
||
'视为对'+get.translation(targets[1])+'使用一张【杀】',
|
||
'你的下一个出牌阶段开始前,跳过此阶段'
|
||
];
|
||
targets[0].chooseControl().set('choiceList',choiceList).set('ai',()=>{
|
||
return _status.event.choice;
|
||
}).set('choice',get.effect(targets[1],{name:'sha'},targets[0],targets[0])>get.effect(targets[0],{name:'lebu'},targets[0],targets[0])?0:1);
|
||
}
|
||
else event.finish();
|
||
'step 2'
|
||
if(result.index==0){
|
||
targets[0].useCard({name:'sha',isCard:true},targets[1],false);
|
||
}
|
||
else{
|
||
targets[0].addSkill('sbjijiang_skip');
|
||
}
|
||
},
|
||
subSkill:{
|
||
skip:{
|
||
trigger:{player:'phaseUseBefore'},
|
||
charlotte:true,
|
||
forced:true,
|
||
content:function(){
|
||
trigger.cancel();
|
||
player.removeSkill('sbjijiang_skip');
|
||
}
|
||
},
|
||
}
|
||
},
|
||
//赵云
|
||
sblongdan:{
|
||
audio:2,
|
||
enable:['chooseToUse','chooseToRespond'],
|
||
chargeSkill:true,
|
||
filter:function(event,player){
|
||
if(event.type=='wuxie'||!player.hasMark('charge')) return false;
|
||
var marked=player.hasSkill('sblongdan_mark',null,null,false);
|
||
for(var name of lib.inpile){
|
||
if(!marked&&name!='sha'&&name!='shan') continue;
|
||
if(get.type(name)!='basic') continue;
|
||
if(player.hasCard(lib.skill.sblongdan.getFilter(name,player),'hs')){
|
||
if(event.filterCard({name:name},player,event)) return true;
|
||
if(marked&&name=='sha'){
|
||
for(var nature of lib.inpile_nature){
|
||
if(event.filterCard({name:name,nature:nature},player,event)) return true;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
return false;
|
||
},
|
||
chooseButton:{
|
||
dialog:function(event,player){
|
||
var list=[];
|
||
var marked=player.hasSkill('sblongdan_mark',null,null,false);
|
||
for(var name of lib.inpile){
|
||
if(!marked&&name!='sha'&&name!='shan') continue;
|
||
if(get.type(name)!='basic') continue;
|
||
if(player.hasCard(lib.skill.sblongdan.getFilter(name,player),'hs')){
|
||
if(event.filterCard({name:name},player,event)) list.push(['基本','',name]);
|
||
if(marked&&name=='sha'){
|
||
for(var nature of lib.inpile_nature){
|
||
if(event.filterCard({name:name,nature:nature},player,event)) list.push(['基本','',name,nature])
|
||
}
|
||
}
|
||
}
|
||
}
|
||
return ui.create.dialog('龙胆',[list,'vcard'],'hidden');
|
||
},
|
||
check:function(button){
|
||
if(_status.event.getParent().type!='phase') return 1;
|
||
var player=_status.event.player,card={name:button.link[2],nature:button.link[3]};
|
||
if(card.name=='jiu'&&Math.min(player.countMark('charge'),player.countCards('h',{type:'basic'}))<2) return 0;
|
||
return player.getUseValue(card,null,true);
|
||
},
|
||
backup:function(links,player){
|
||
return {
|
||
viewAs:{
|
||
name:links[0][2],
|
||
nature:links[0][3],
|
||
},
|
||
filterCard:lib.skill.sblongdan.getFilter(links[0][2],player),
|
||
position:'he',
|
||
popname:true,
|
||
check:function(card){
|
||
return 6/Math.max(1,get.value(card));
|
||
},
|
||
precontent:function(){
|
||
player.removeMark('charge',1);
|
||
player.addTempSkill('sblongdan_draw');
|
||
},
|
||
}
|
||
},
|
||
prompt:function(links,player){
|
||
var marked=player.hasSkill('sblongdan_mark',null,null,false);
|
||
var card={
|
||
name:links[0][2],
|
||
nature:links[0][3],
|
||
isCard:true,
|
||
};
|
||
if(marked) return '将一张基本牌当做'+get.translation(card)+'使用';
|
||
return '将一张'+(card.name=='sha'?'闪':'杀')+'当做'+get.translation(card)+'使用';
|
||
},
|
||
},
|
||
hiddenCard:function(player,name){
|
||
if(get.type(name)!='basic'||!player.hasMark('charge')) return false;
|
||
var marked=player.hasSkill('sblongdan_mark',null,null,false);
|
||
if(!marked&&name!='sha'&&name!='shan') return false;
|
||
return player.hasCard(lib.skill.sblongdan.getFilter(name,player),'hs');
|
||
},
|
||
ai:{
|
||
respondSha:true,
|
||
respondShan:true,
|
||
skillTagFilter:function(player,tag){
|
||
return lib.skill.sblongdan.hiddenCard(player,tag=='respondSha'?'sha':'shan')
|
||
},
|
||
order:9,
|
||
result:{
|
||
player:function(player){
|
||
if(_status.event.dying) return get.attitude(player,_status.event.dying);
|
||
return 1;
|
||
},
|
||
},
|
||
},
|
||
getFilter:function(name,player){
|
||
if(!player.hasSkill('sblongdan_mark',null,null,false)){
|
||
if(name=='sha') return {name:'shan'};
|
||
if(name=='shan') return {name:'sha'};
|
||
return (()=>false);
|
||
}
|
||
return {type:'basic'};
|
||
},
|
||
group:'sblongdan_charge',
|
||
onremove:function(player){
|
||
player.removeSkill('sblongdan_mark');
|
||
},
|
||
subSkill:{
|
||
backup:{audio:'sblongdan'},
|
||
mark:{charlotte:true},
|
||
draw:{
|
||
charlotte:true,
|
||
trigger:{player:['useCardAfter']},
|
||
forced:true,
|
||
popup:false,
|
||
filter:function(event,player){
|
||
return event.skill=='sblongdan_backup';
|
||
},
|
||
content:function(){
|
||
player.draw();
|
||
},
|
||
},
|
||
charge:{
|
||
audio:'sblongdan',
|
||
trigger:{
|
||
global:['phaseBefore','phaseEnd'],
|
||
player:'enterGame',
|
||
},
|
||
forced:true,
|
||
filter:function(event,player,name){
|
||
if(player.countMark('charge')>2) return false;
|
||
return (name!='phaseBefore'||game.phaseNumber==0);
|
||
},
|
||
content:function(){
|
||
player.addMark('charge',1);
|
||
},
|
||
},
|
||
},
|
||
},
|
||
sbjizhu:{
|
||
audio:3,
|
||
trigger:{player:'phaseZhunbeiBegin'},
|
||
direct:true,
|
||
content:function(){
|
||
'step 0'
|
||
player.chooseTarget(lib.filter.notMe,get.prompt('sbjizhu'),'和一名其他角色进行“协力”').set('ai',function(target){
|
||
return get.threaten(target)*Math.sqrt(1+target.countCards('h'))*((target.isTurnedOver()||target.hasJudge('lebu'))?0.1:1);
|
||
});
|
||
'step 1'
|
||
if(result.bool){
|
||
var target=result.targets[0];
|
||
player.logSkill('sbjizhu',target);
|
||
player.chooseCooperationFor(target,'sbjizhu').set('ai',function(button){
|
||
var base=0;
|
||
switch(button.link){
|
||
case 'cooperation_damage':base=0.1;break;
|
||
case 'cooperation_draw':base=0.6;break;
|
||
case 'cooperation_discard':base=0.1;break;
|
||
case 'cooperation_use':base=0.6;break;
|
||
}
|
||
return base+Math.random();
|
||
});
|
||
player.addAdditionalSkill('cooperation','sbjizhu_effect');
|
||
}
|
||
else event.finish();
|
||
'step 2'
|
||
game.delayx();
|
||
},
|
||
subSkill:{
|
||
effect:{
|
||
audio:'sbjizhu',
|
||
charlotte:true,
|
||
trigger:{global:'phaseJieshuBegin'},
|
||
forced:true,
|
||
logTarget:'player',
|
||
filter:function(event,player){
|
||
return player.checkCooperationStatus(event.player,'sbjizhu')&&player.hasSkill('sblongdan',null,null,false);
|
||
},
|
||
content:function(){
|
||
game.log(player,'和',trigger.player,'的协力成功');
|
||
player.addTempSkill('sblongdan_mark',{player:'phaseJieshuBegin'});
|
||
game.delayx();
|
||
},
|
||
},
|
||
},
|
||
derivation:'sblongdan_shabi',
|
||
},
|
||
//张飞
|
||
sbpaoxiao:{
|
||
audio:2,
|
||
mod:{
|
||
cardUsable:function(card){
|
||
if(card.name=='sha') return Infinity;
|
||
},
|
||
targetInRange:function(card,player,target){
|
||
if(card.name=='sha'&&player.getEquips(1).length>0) return true;
|
||
},
|
||
},
|
||
trigger:{player:'useCard'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
if(event.card.name!='sha') return false;
|
||
var evt=event.getParent('phaseUse');
|
||
if(!evt||evt.player!=player) return false;
|
||
return player.hasHistory('useCard',function(evtx){
|
||
return evtx!=event&&evtx.card.name=='sha'&&evtx.getParent('phaseUse')==evt;
|
||
},event);
|
||
},
|
||
content:function(){
|
||
if(!trigger.card.storage) trigger.card.storage={};
|
||
trigger.card.storage.sbpaoxiao=true;
|
||
trigger.baseDamage++;
|
||
trigger.directHit.addArray(game.players);
|
||
player.addTempSkill('sbpaoxiao_effect','phaseUseAfter');
|
||
},
|
||
subSkill:{
|
||
effect:{
|
||
charlotte:true,
|
||
trigger:{player:'useCardToPlayered'},
|
||
forced:true,
|
||
popup:false,
|
||
filter:function(event,player){
|
||
return event.card.storage&&event.card.storage.sbpaoxiao&&event.target.isIn();
|
||
},
|
||
content:function(){
|
||
trigger.target.addTempSkill('fengyin');
|
||
},
|
||
group:'sbpaoxiao_recoil',
|
||
},
|
||
recoil:{
|
||
charlotte:true,
|
||
trigger:{source:'damageSource'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return event.card&&event.card.storage&&event.card.storage.sbpaoxiao&&event.player.isIn();
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.loseHp();
|
||
'step 1'
|
||
var hs=player.getCards('h',function(card){
|
||
return lib.filter.cardDiscardable(card,player,'sbpaoxiao_recoil');
|
||
});
|
||
if(hs.length>0) player.discard(hs.randomGet());
|
||
},
|
||
},
|
||
},
|
||
},
|
||
sbxieji:{
|
||
audio:3,
|
||
trigger:{player:'phaseZhunbeiBegin'},
|
||
direct:true,
|
||
content:function(){
|
||
'step 0'
|
||
player.chooseTarget(lib.filter.notMe,get.prompt('sbxieji'),'和一名其他角色进行“协力”').set('ai',function(target){
|
||
return get.threaten(target)*Math.sqrt(1+target.countCards('h'))*((target.isTurnedOver()||target.hasJudge('lebu'))?0.1:1);
|
||
});
|
||
'step 1'
|
||
if(result.bool){
|
||
var target=result.targets[0];
|
||
player.logSkill('sbxieji',target);
|
||
//选择对方的协击条件
|
||
player.chooseCooperationFor(target,'sbxieji').set('ai',function(button){
|
||
var base=0;
|
||
switch(button.link){
|
||
case 'cooperation_damage':base=0.8;break;
|
||
case 'cooperation_draw':base=0.1;break;
|
||
case 'cooperation_discard':base=0.1;break;
|
||
case 'cooperation_use':base=0.1;break;
|
||
}
|
||
return base+Math.random();
|
||
});
|
||
//保证技能cooperation被移除之后 失去该技能
|
||
player.addAdditionalSkill('cooperation','sbxieji_effect');
|
||
}
|
||
else event.finish();
|
||
'step 2'
|
||
game.delayx();
|
||
},
|
||
subSkill:{
|
||
effect:{
|
||
audio:'sbxieji',
|
||
charlotte:true,
|
||
trigger:{global:'phaseJieshuBegin'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
//判断自己是否有目标为该角色 且已经完成的协力记录
|
||
return player.checkCooperationStatus(event.player,'sbxieji');
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
game.log(player,'和',trigger.player,'的协力成功');
|
||
player.chooseTarget('协击:请选择【杀】的目标','你和'+get.translation(trigger.player)+'协力成功,可以视为对至多三名其他角色使用一张【杀】,且此【杀】造成伤害时,你摸等同于伤害值的牌',[1,3],true,function(card,player,target){
|
||
return player.canUse('sha',target,false);
|
||
}).set('ai',function(target){
|
||
var player=_status.event.player;
|
||
return get.effect(target,{name:'sha'},player,player);
|
||
});
|
||
'step 1'
|
||
if(result.bool){
|
||
player.addTempSkill('sbxieji_reward','sbxieji_effectAfter');
|
||
player.useCard({
|
||
name:'sha',
|
||
isCard:true,
|
||
storage:{sbxieji:true},
|
||
},'sbxieji_effect',result.targets);
|
||
}
|
||
},
|
||
},
|
||
reward:{
|
||
charlotte:true,
|
||
trigger:{source:'damageSource'},
|
||
forced:true,
|
||
popup:false,
|
||
filter:function(event,player){
|
||
return event.card&&event.card.storage&&event.card.storage.sbxieji&&event.getParent().type=='card';
|
||
},
|
||
content:function(){
|
||
player.draw(trigger.num);
|
||
},
|
||
},
|
||
},
|
||
},
|
||
//徐晃
|
||
sbduanliang:{
|
||
audio:1,
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filterTarget:lib.filter.notMe,
|
||
content:function(){
|
||
'step 0'
|
||
player.chooseToDuiben(target).set('title','谋弈').set('namelist',[
|
||
'固守城池','突出重围','围城断粮','擂鼓进军'
|
||
]).set('ai',button=>{
|
||
var source=_status.event.getParent().player,target=_status.event.getParent().target;
|
||
if(get.effect(target,{name:'juedou'},source,source)>=10&&button.link[2]=='db_def2'&&Math.random()<0.5) return 10;
|
||
return 1+Math.random();
|
||
});
|
||
'step 1'
|
||
if(result.bool){
|
||
if(result.player=='db_def1'){
|
||
if(target.hasJudge('bingliang')) player.gainPlayerCard(target,'he',true);
|
||
else{
|
||
if(ui.cardPile.childNodes.length>0) {
|
||
if(player.canUse(get.autoViewAs({name:'bingliang'},[ui.cardPile.firstChild]),target,false)){
|
||
player.useCard({name:'bingliang'},target,get.cards());
|
||
}
|
||
}
|
||
}
|
||
}
|
||
else{
|
||
var card={name:'juedou',isCard:true};
|
||
if(player.canUse(card,target)) player.useCard(card,target);
|
||
}
|
||
}
|
||
},
|
||
ai:{
|
||
threaten:1.2,
|
||
order:5.5,
|
||
result:{
|
||
player:1,
|
||
target:-1
|
||
}
|
||
},
|
||
subSkill:{
|
||
true1:{audio:true},
|
||
true2:{audio:true},
|
||
false:{audio:true},
|
||
}
|
||
},
|
||
sbshipo:{
|
||
audio:2,
|
||
trigger:{player:'phaseJieshuBegin'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return game.hasPlayer(current=>{
|
||
return current.hp<player.hp||current.hasJudge('bingliang');
|
||
});
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var list=[];
|
||
var choiceList=['选择一名体力少于你的角色','选择所有判定区有兵粮寸断的其他角色'];
|
||
var bool=false,bool2=false;
|
||
game.filterPlayer(current=>{
|
||
if(current.hp<player.hp) bool=true;
|
||
if(current.hasJudge('bingliang')) bool2=true;
|
||
});
|
||
if(bool) list.push('选项一');
|
||
else choiceList[0]='<span style="opacity:0.5">'+choiceList[0]+'</span>';
|
||
if(bool2) list.push('选项二');
|
||
else choiceList[1]='<span style="opacity:0.5">'+choiceList[1]+'</span>';
|
||
if(_status.connectMode) game.broadcastAll(function(){_status.noclearcountdown=true});
|
||
player.chooseControl(list,'cancel2').set('prompt',get.prompt2('sbshipo')).set('choiceList',choiceList).set('ai',()=>{
|
||
return _status.event.choice;
|
||
}).set('choice',(function(){
|
||
var eff=0,eff2=0;
|
||
if(!list.contains('选项一')) eff=Infinity;
|
||
if(!list.contains('选项二')) eff2=Infinity;
|
||
game.countPlayer(current=>{
|
||
if(current.hp<player.hp){
|
||
var effx=get.attitude(player,current)/Math.sqrt(Math.max(0.1,2*current.hp+current.countCards('h')));
|
||
if(effx<eff) eff=effx;
|
||
}
|
||
if(current.hasJudge('bingliang')) eff2+=get.attitude(player,current)/Math.sqrt(Math.max(0.1,2*current.hp+current.countCards('h')));
|
||
});
|
||
if(eff>0&&eff2>0) return 'cancel2';
|
||
return eff<eff2?'选项一':'选项二';
|
||
})());
|
||
'step 1'
|
||
if(result.control=='cancel2'){
|
||
game.broadcastAll(function(){delete _status.noclearcountdown;game.stopCountChoose()});
|
||
event.finish();return;
|
||
}
|
||
if(result.control=='选项一'){
|
||
player.chooseTarget('选择一名体力少于你的角色',(card,player,target)=>target.hp<player.hp,true).set('ai',target=>-get.attitude(player,target)/Math.sqrt(Math.max(0.1,2*target.hp+target.countCards('h'))));
|
||
}
|
||
else{
|
||
event._result={bool:true,targets:game.filterPlayer(current=>current.hasJudge('bingliang'))};
|
||
}
|
||
'step 2'
|
||
game.broadcastAll(function(){delete _status.noclearcountdown;game.stopCountChoose()});
|
||
if(result.bool){
|
||
var targets=result.targets;
|
||
player.logSkill('sbshipo',targets);
|
||
event.targets=targets.sortBySeat();
|
||
event.cards=[];
|
||
}
|
||
else event.finish();
|
||
'step 3'
|
||
var target=event.targets.shift();
|
||
event.target=target;
|
||
target.chooseCard('交给'+get.translation(player)+'一张手牌,或受到1点伤害').set('ai',card=>{
|
||
var player=_status.event.player,source=_status.event.getParent().player;
|
||
if(get.damageEffect(player,source,player)>0) return 0;
|
||
if(get.attitude(player,source)>0) return 1;
|
||
if(get.tag(card,'recover')>0) return 0;
|
||
return (player.hp<2?7:5.5)-get.value(card);
|
||
});
|
||
'step 4'
|
||
if(result.bool){
|
||
event.cards.addArray(result.cards);
|
||
target.give(result.cards,player);
|
||
}
|
||
else{
|
||
target.damage();
|
||
}
|
||
'step 5'
|
||
if(event.targets.length) event.goto(3);
|
||
else{
|
||
var cards=event.cards.filter(card=>get.owner(card)==player&&get.position(card)=='h');
|
||
if(!cards.length) event.finish();
|
||
else event.cards=cards;
|
||
}
|
||
'step 6'
|
||
player.chooseCardTarget({
|
||
filterCard:function(card,player,target){
|
||
return _status.event.getParent().cards.contains(card);
|
||
},
|
||
filterTarget:lib.filter.notMe,
|
||
selectCard:[1,event.cards.length],
|
||
prompt:'是否将任意张得到的牌交给一名其他角色?',
|
||
ai1:function(card){
|
||
var player=_status.event.player;
|
||
var val=player.getUseValue(card);
|
||
if(val>0) return 2;
|
||
if(player.hp<=2&&val==0&&get.value(card)>5) return 0;
|
||
return Math.random()>0.5?1:0;
|
||
},
|
||
ai2:function(target){
|
||
var player=_status.event.player,cards=ui.selected.cards;
|
||
var val=0;
|
||
for(var card of cards){
|
||
val+=target.getUseValue(card);
|
||
}
|
||
if(val>0) return val*get.attitude(player,target)*2;
|
||
return get.value(card,target)*get.attitude(player,target);
|
||
},
|
||
});
|
||
'step 7'
|
||
if(result.bool){
|
||
var cards=result.cards,target=result.targets[0];
|
||
player.give(cards,target);
|
||
}
|
||
}
|
||
},
|
||
//马超
|
||
sbtieji:{
|
||
audio:1,
|
||
trigger:{player:'useCardToPlayered'},
|
||
logTarget:'target',
|
||
filter:function(event,player){
|
||
return player!=event.target&&event.card.name=='sha'&&event.target.isIn();
|
||
},
|
||
check:function(event,player){
|
||
return get.attitude(player,event.target)<0;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var target=trigger.target;
|
||
event.target=target;
|
||
target.addTempSkill('fengyin');
|
||
trigger.directHit.add(target);
|
||
player.chooseToDuiben(target).set('title','谋弈').set('namelist',[
|
||
'出阵迎战','拱卫中军','直取敌营','扰阵疲敌'
|
||
]).set('ai',button=>{
|
||
var source=get.event().getParent().player,target=get.event().getParent().target;
|
||
if(!target.countCards('he')&&button.link[2]=='db_def2') return 10;
|
||
if(!target.countCards('he')&&get.attitude(target,source)<=0&&button.link[2]=='db_atk1') return 10;
|
||
return 1+Math.random();
|
||
});
|
||
'step 1'
|
||
if(result.bool){
|
||
if(result.player=='db_def1') player.gainPlayerCard(target,'he',true);
|
||
else player.draw(2);
|
||
}
|
||
},
|
||
shaRelated:true,
|
||
ai:{
|
||
ignoreSkill:true,
|
||
skillTagFilter:function(player,tag,arg){
|
||
if(tag=='directHit_ai'){
|
||
return get.attitude(player,arg.target)<=0;
|
||
}
|
||
if(!arg||arg.isLink||!arg.card||arg.card.name!='sha') return false;
|
||
if(!arg.target||get.attitude(player,arg.target)>=0) return false;
|
||
if(!arg.skill||!lib.skill[arg.skill]||lib.skill[arg.skill].charlotte||get.is.locked(arg.skill)||!arg.target.getSkills(true,false).contains(arg.skill)) return false;
|
||
},
|
||
directHit_ai:true,
|
||
},
|
||
subSkill:{
|
||
true1:{audio:true},
|
||
true2:{audio:true},
|
||
false:{audio:true},
|
||
}
|
||
},
|
||
//甘宁
|
||
sbqixi:{
|
||
audio:2,
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filter:function(event,player){
|
||
return player.countCards('h')>0;
|
||
},
|
||
filterTarget:lib.filter.notMe,
|
||
content:function(){
|
||
'step 0'
|
||
event.list=lib.suit.slice();
|
||
event.suits=[];
|
||
event.num=0;
|
||
var cards=player.getCards('h'),map={},max=-Infinity;
|
||
for(var card of cards){
|
||
var suit=get.suit(card,player);
|
||
if(!map[suit]) map[suit]=0;
|
||
map[suit]++;
|
||
if(map[suit]>max) max=map[suit];
|
||
}
|
||
for(var i in map){
|
||
if(map[i]==max) event.suits.push(i);
|
||
}
|
||
'step 1'
|
||
target.chooseControl(event.list).set('prompt','奇袭:猜测'+get.translation(player)+'手牌中最多的花色').set('ai',()=>{
|
||
var player=_status.event.getParent().player,controls=_status.event.controls;
|
||
if(player.countCards('h')<=3&&controls.contains('diamond')&&Math.random()<0.3) return 'diamond';
|
||
return controls.randomGet();
|
||
});
|
||
'step 2'
|
||
var control=result.control;
|
||
target.chat('我猜是'+get.translation(control)+'!');
|
||
game.log(target,'猜测为','#y'+control);
|
||
if(!event.isMine()&&!event.isOnline()) game.delayx();
|
||
'step 3'
|
||
var control=result.control;
|
||
if(!event.suits.contains(control)){
|
||
player.chat('猜错了!');
|
||
game.log(target,'猜测','#y错误');
|
||
event.num++;
|
||
event.list.remove(control);
|
||
player.chooseBool('是否令其重新选择一个花色继续猜测?').set('ai',()=>1);
|
||
}
|
||
else {
|
||
player.chat(event.num==0?'这么准?':'猜对了!');
|
||
game.log(target,'猜测','#g正确');
|
||
player.showHandcards();
|
||
event.goto(4);
|
||
}
|
||
'step 4'
|
||
if(result.bool){
|
||
event.goto(1);
|
||
}
|
||
'step 5'
|
||
if(event.num>0&&target.countDiscardableCards(player,'hej')){
|
||
player.line(target);
|
||
player.discardPlayerCard(target,event.num,true,'hej');
|
||
}
|
||
},
|
||
ai:{
|
||
order:10,
|
||
result:{
|
||
player:1,
|
||
target:function(player,target){
|
||
return get.effect(target,{name:'guohe'},player,target)*(5-get.attitude(player,target)/2);
|
||
}
|
||
}
|
||
}
|
||
},
|
||
sbfenwei:{
|
||
audio:2,
|
||
enable:'phaseUse',
|
||
filter:function(event,player){
|
||
return player.countCards('he')>0;
|
||
},
|
||
skillAnimation:true,
|
||
animationColor:'wood',
|
||
limited:true,
|
||
position:'he',
|
||
filterCard:true,
|
||
selectCard:[1,3],
|
||
filterTarget:true,
|
||
selectTarget:function(){
|
||
return ui.selected.cards.length;
|
||
},
|
||
delay:false,
|
||
discard:false,
|
||
lose:false,
|
||
complexSelect:true,
|
||
filterOk:function(){
|
||
return ui.selected.targets.length==ui.selected.cards.length;
|
||
},
|
||
multitarget:true,
|
||
multiline:true,
|
||
check:function(card){
|
||
return 7-get.value(card);
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.awakenSkill('sbfenwei');
|
||
for(var i=0; i<cards.length; i++){
|
||
targets[i].addToExpansion(cards[i],player,'give').gaintag.add('sbfenwei_effect');
|
||
}
|
||
'step 1'
|
||
player.addSkill('sbfenwei_effect');
|
||
player.draw(cards.length);
|
||
},
|
||
intro:{
|
||
content:'limited'
|
||
},
|
||
ai:{
|
||
order:6.9,
|
||
result:{
|
||
target:function(player,target){
|
||
if(game.hasPlayer(current=>{
|
||
return get.rawAttitude(player,current)>0&¤t!=player&&get.attitude(player,current)<=0;
|
||
})&&game.countPlayer(current=>{
|
||
return get.attitude(player,current)>0;
|
||
})<=2) return 0;
|
||
return 1;
|
||
},
|
||
}
|
||
},
|
||
subSkill:{
|
||
effect:{
|
||
audio:'sbfenwei',
|
||
trigger:{
|
||
global:'useCardToTarget',
|
||
},
|
||
charlotte:true,
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return event.target.getExpansions('sbfenwei_effect').length>0&&get.type2(event.card)=='trick';
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var choiceList=['令'+get.translation(trigger.target)+'获得其“威”','移去'+ get.translation(trigger.target) +'的“威”,取消'+get.translation(trigger.card)+'对其的目标'];
|
||
player.chooseControl().set('choiceList',choiceList).set('prompt','奋威:请选择一项').set('ai',()=>{
|
||
var player=_status.event.player,evt=_status.event.getTrigger();
|
||
if(get.effect(evt.target,evt.card,evt.player,player)<-10) return 1;
|
||
return 0;
|
||
});
|
||
'step 1'
|
||
var cards=trigger.target.getExpansions('sbfenwei_effect');
|
||
if(result.index==0){
|
||
trigger.target.gain(cards,'gain2','fromStorage');
|
||
}
|
||
else {
|
||
trigger.target.loseToDiscardpile(cards);
|
||
trigger.targets.remove(trigger.target);
|
||
trigger.getParent().triggeredTargets2.remove(trigger.target);
|
||
trigger.untrigger();
|
||
}
|
||
},
|
||
marktext:'威',
|
||
intro:{
|
||
name:'威',
|
||
markcount:'expansion',
|
||
content:'expansion',
|
||
},
|
||
}
|
||
}
|
||
},
|
||
//甄宓
|
||
sbluoshen:{
|
||
audio:2,
|
||
trigger:{player:'phaseZhunbeiBegin'},
|
||
direct:true,
|
||
content:function(){
|
||
'step 0'
|
||
player.chooseTarget(get.prompt2('sbluoshen')).set('ai',target=>{
|
||
var eff=0;
|
||
var num=Math.ceil(game.countPlayer()/2),players=game.filterPlayer(current=>current!=player).sortBySeat(target).slice(0,num);
|
||
for(var targetx of players){
|
||
eff+=get.attitude(player,targetx)*Math.sqrt(targetx.countCards('h'));
|
||
}
|
||
return 1-eff;
|
||
});
|
||
'step 1'
|
||
if(result.bool){
|
||
var target=result.targets[0];
|
||
player.logSkill('sbluoshen',target);
|
||
player.addTempSkill('sbluoshen_add');
|
||
event.targets=game.filterPlayer(current=>current!=player).sortBySeat(target).slice(0,Math.ceil(game.countPlayer()/2));
|
||
} else event.finish();
|
||
'step 2'
|
||
var target=event.targets.shift();
|
||
event.target=target;
|
||
player.line(target);
|
||
if(!target.countCards('h')) event._result={bool:false};
|
||
else target.chooseCard('展示一张手牌',true).set('ai',card=>{
|
||
var val=_status.event.goon?15:5;
|
||
if(get.color(card)=='black') return val-get.value(card);
|
||
return 7-get.value(card);
|
||
}).set('goon',get.attitude(target,player)>0);
|
||
'step 3'
|
||
if(result.bool){
|
||
var card=result.cards[0];
|
||
target.showCards(card,get.translation(target)+'【洛神】展示');
|
||
if(get.color(card)=='black'){
|
||
player.gain(card,target,'give','bySelf').gaintag.add('sbluoshen');
|
||
}
|
||
else if(get.color(card)=='red'){
|
||
target.discard(card);
|
||
}
|
||
}
|
||
'step 4'
|
||
if(targets.length) event.goto(2);
|
||
},
|
||
subSkill:{
|
||
add:{
|
||
mod:{
|
||
ignoredHandcard:function(card,player){
|
||
if(card.hasGaintag('sbluoshen')){
|
||
return true;
|
||
}
|
||
},
|
||
cardDiscardable:function(card,player,name){
|
||
if(name=='phaseDiscard'&&card.hasGaintag('sbluoshen')){
|
||
return false;
|
||
}
|
||
},
|
||
},
|
||
onremove:function(player){
|
||
player.removeGaintag('sbluoshen');
|
||
},
|
||
}
|
||
}
|
||
},
|
||
//曹操
|
||
sbjianxiong:{
|
||
audio:2,
|
||
trigger:{player:'damageEnd'},
|
||
group:'sbjianxiong_mark',
|
||
filter:function(event,player){
|
||
return get.itemtype(event.cards)=='cards'&&event.cards.some(i=>get.position(i,true)=='o')||1-player.countMark('sbjianxiong')>0;
|
||
},
|
||
prompt2:function(event,player){
|
||
var gain=get.itemtype(event.cards)=='cards'&&event.cards.some(i=>get.position(i,true)=='o'),draw=1-player.countMark('sbjianxiong');
|
||
var str='';
|
||
if(gain) str+='获得'+get.translation(event.cards);
|
||
if(gain&&draw>0) str+='并';
|
||
if(draw>0) str+='摸'+get.cnNumber(1-player.countMark('sbjianxiong'))+'张牌';
|
||
if(player.countMark('sbjianxiong')) str+=',然后可以弃1枚“治世”';
|
||
return str;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
if(get.itemtype(trigger.cards)=='cards'&&trigger.cards.some(i=>get.position(i,true)=='o')){
|
||
player.gain(trigger.cards,'gain2');
|
||
}
|
||
var num=player.countMark('sbjianxiong');
|
||
if(1-num>0){
|
||
player.draw(1-num,'nodelay');
|
||
}
|
||
if(!num) event.finish();
|
||
'step 1'
|
||
player.chooseBool('是否弃1枚“治世”?').set('ai',()=>{
|
||
var player=_status.event.player,current=_status.currentPhase;
|
||
if(get.distance(current,player,'absolute')>3&&player.hp<=2) return true;
|
||
return false;
|
||
});
|
||
'step 2'
|
||
if(result.bool){
|
||
player.removeMark('sbjianxiong',1);
|
||
}
|
||
},
|
||
ai:{
|
||
maixie:true,
|
||
maixie_hp:true,
|
||
effect:{
|
||
target:function(card,player,target){
|
||
if(player.hasSkillTag('jueqing',false,target)) return [1,-1];
|
||
if(get.tag(card,'damage')&&player!=target){
|
||
var cards=card.cards,evt=_status.event;
|
||
if(evt.player==target&&card.name=='damage'&&evt.getParent().type=='card') cards=evt.getParent().cards.filterInD();
|
||
if(target.hp<=1) return;
|
||
if(get.itemtype(cards)!='cards') return;
|
||
for(var i of cards){
|
||
if(get.name(i,target)=='tao') return [1,5];
|
||
}
|
||
if(get.value(cards,target)>=(7+target.getDamagedHp())) return [1,3];
|
||
return [1,0.55+0.05*Math.max(0,1-target.countMark('sbjianxiong'))];
|
||
}
|
||
}
|
||
}
|
||
},
|
||
marktext:'治',
|
||
intro:{
|
||
name:'治世',
|
||
name2:'治世',
|
||
content:'mark',
|
||
},
|
||
subSkill:{
|
||
mark:{
|
||
audio:'sbjianxiong',
|
||
trigger:{global:'phaseBefore',player:'enterGame'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return (event.name!='phase'||game.phaseNumber==0);
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var map={};
|
||
var list=[];
|
||
for(var i=1; i<=2; i++){
|
||
var cn=get.cnNumber(i,true);
|
||
map[cn]=i;
|
||
list.push(cn);
|
||
}
|
||
event.map=map;
|
||
list.push('cancel2');
|
||
player.chooseControl(list,function(){
|
||
return get.cnNumber(2,true);
|
||
}).set('prompt','奸雄:获得任意枚“治世”标记');
|
||
'step 1'
|
||
if(result.control!='cancel2') player.addMark('sbjianxiong',event.map[result.control]);
|
||
}
|
||
}
|
||
},
|
||
},
|
||
sbqingzheng:{
|
||
audio:2,
|
||
trigger:{player:'phaseUseBegin'},
|
||
filter:function(event,player){
|
||
return player.countCards('h')>0;
|
||
},
|
||
direct:true,
|
||
content:function(){
|
||
'step 0'
|
||
var num=3-player.countMark('sbjianxiong');
|
||
var prompt='###'+get.prompt('sbqingzheng')+'###弃置'+get.cnNumber(num)+'种花色的所有牌';
|
||
var next=player.chooseButton([prompt,[lib.suit.map(i=>['','','lukai_'+i]),'vcard']],num);
|
||
next.set('filterButton',button=>{
|
||
var player=_status.event.player;
|
||
var cards=player.getCards('h',{suit:button.link[2].slice(6)});
|
||
return cards.length>0&&cards.filter(card=>lib.filter.cardDiscardable(card,player,'sbqingzheng')).length==cards.length;
|
||
});
|
||
next.set('ai',button=>{
|
||
var player=_status.event.player;
|
||
return player.countMark('sbjianxiong')*15-player.getCards('h',{suit:button.link[2].slice(6)}).map(i=>get.value(i)).reduce((p,c)=>p+c,0);
|
||
});
|
||
next.set('custom',{
|
||
replace:{
|
||
button:function(button){
|
||
if(!_status.event.isMine()) return;
|
||
if(button.classList.contains('selectable')==false) return;
|
||
var cards=_status.event.player.getCards('h',{suit:button.link[2].slice(6)});
|
||
if(cards.length){
|
||
var chosen=cards.filter(i=>ui.selected.cards.contains(i)).length==cards.length;
|
||
if(chosen){
|
||
ui.selected.cards.removeArray(cards);
|
||
cards.forEach(card=>{
|
||
card.classList.remove('selected');
|
||
card.updateTransform(false);
|
||
});
|
||
}else{
|
||
ui.selected.cards.addArray(cards);
|
||
cards.forEach(card=>{
|
||
card.classList.add('selected');
|
||
card.updateTransform(true);
|
||
});
|
||
}
|
||
}
|
||
if(button.classList.contains('selected')){
|
||
ui.selected.buttons.remove(button);
|
||
button.classList.remove('selected');
|
||
if(_status.multitarget||_status.event.complexSelect){
|
||
game.uncheck();
|
||
game.check();
|
||
}
|
||
}
|
||
else{
|
||
button.classList.add('selected');
|
||
ui.selected.buttons.add(button);
|
||
}
|
||
var custom=_status.event.custom;
|
||
if(custom&&custom.add&&custom.add.button){
|
||
custom.add.button();
|
||
}
|
||
game.check();
|
||
}
|
||
},
|
||
add:next.custom.add
|
||
});
|
||
'step 1'
|
||
if(result.bool){
|
||
var cards=result.cards;
|
||
if(!cards.length){
|
||
var suits=result.links.map(i=>i[2].slice(6));
|
||
cards=player.getCards('h',card=>suits.contains(get.suit(card,player)));
|
||
}
|
||
event.cards=cards;
|
||
if(!cards.length) event.finish();
|
||
else player.chooseTarget('清正:观看一名其他角色的手牌并弃置其中一种花色的所有牌',(card,player,target)=>{
|
||
return target!=player&&target.countCards('h');
|
||
}).set('ai',target=>{
|
||
var player=_status.event.player,att=get.attitude(player,target);
|
||
if(att>=0) return 0;
|
||
return 1-att/2+Math.sqrt(target.countCards('h'));
|
||
});
|
||
} else event.finish();
|
||
'step 2'
|
||
if(result.bool){
|
||
var target=result.targets[0];
|
||
event.target=target;
|
||
player.logSkill('sbqingzheng',target);
|
||
player.discard(cards);
|
||
var list=[];
|
||
var dialog=['清正:弃置'+get.translation(target)+'一种花色的所有牌'];
|
||
for(var suit of lib.suit.concat('none')){
|
||
if(target.countCards('h',{suit:suit})){
|
||
dialog.push('<div class="text center">'+get.translation(suit+'2')+'牌</div>');
|
||
dialog.push(target.getCards('h',{suit:suit}));
|
||
list.push(suit);
|
||
}
|
||
}
|
||
if(list.length){
|
||
player.chooseControl(list).set('dialog',dialog).set('ai',()=>{
|
||
return _status.event.control;
|
||
}).set('control',(()=>{
|
||
var getv=(cards)=>cards.map(i=>get.value(i)).reduce((p,c)=>p+c,0);
|
||
return list.sort((a,b)=>{
|
||
return getv(target.getCards('h',{suit:b}))-getv(target.getCards('h',{suit:a}));
|
||
})[0];
|
||
})());
|
||
}
|
||
} else event.finish();
|
||
'step 3'
|
||
var cards2=target.getCards('h',{suit:result.control});
|
||
event.cards2=cards2;
|
||
target.discard(cards2,'notBySelf').set('discarder',player);
|
||
'step 4'
|
||
if(event.cards2.length<cards.length) target.damage();
|
||
'step 5'
|
||
if(player.countMark('sbjianxiong')<2&&player.hasSkill('sbjianxiong')){
|
||
player.chooseBool('是否获得1枚“治世”?').set('ai',()=>Math.random()<0.5?0:1);
|
||
} else event.finish();
|
||
'step 6'
|
||
if(result.bool){
|
||
player.addMark('sbjianxiong',1);
|
||
}
|
||
},
|
||
ai:{combo:'sbjianxiong'}
|
||
},
|
||
sbhujia:{
|
||
audio:2,
|
||
trigger:{player:'damageBegin4'},
|
||
zhuSkill:true,
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return !player.hasSkill('sbhujia_used')&&game.hasPlayer(current=>{
|
||
return current!=player&¤t.group=='wei'&&player.hasZhuSkill('sbhujia',current);
|
||
});
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.chooseTarget(get.prompt('sbhujia'),'将'+get.translation(trigger.source)+'即将对你造成的'+trigger.num+'点伤害转移给一名其他魏势力角色',(card,player,target)=>{
|
||
return target!=player&&target.group=='wei'&&player.hasZhuSkill('sbhujia',target);
|
||
}).set('ai',target=>{
|
||
var player=_status.event.player,evt=_status.event.getTrigger();
|
||
return get.damageEffect(target,evt.source,player,evt.nature)-_status.event.eff;
|
||
}).set('eff',get.damageEffect(player,trigger.source,player,trigger.nature));
|
||
'step 1'
|
||
if(result.bool){
|
||
var target=result.targets[0];
|
||
player.logSkill('sbhujia',target);
|
||
player.addTempSkill('sbhujia_used','roundStart');
|
||
trigger.cancel();
|
||
if(trigger.source) target.damage(trigger.source,trigger.nature,trigger.num).set('card',trigger.card).set('cards',trigger.cards);
|
||
else target.damage('nosource',trigger.nature,trigger.num).set('card',trigger.card).set('cards',trigger.cards);
|
||
}
|
||
},
|
||
ai:{
|
||
maixie_defend:true,
|
||
effect:{
|
||
target:function(card,player,target){
|
||
if(player.hasSkillTag('jueqing',false,target)) return;
|
||
if(get.tag(card,'damage')&&!target.hasSkill('sbhujia_used')&&game.hasPlayer(current=>{
|
||
return current!=target&¤t.group=='wei'&&target.hasZhuSkill('sbhujia',current);
|
||
})) return 0.8;
|
||
}
|
||
},
|
||
threaten:function(player,target){
|
||
if(target.countCards('h')==0) return 2;
|
||
}
|
||
},
|
||
subSkill:{
|
||
used:{charlotte:true},
|
||
},
|
||
},
|
||
//张角
|
||
sbleiji:{
|
||
audio:2,
|
||
enable:'phaseUse',
|
||
filter:function(event,player){
|
||
return player.countMark('sbguidao')>=4;
|
||
},
|
||
filterTarget:lib.filter.notMe,
|
||
content:function(){
|
||
player.removeMark('sbguidao',4);
|
||
target.damage('thunder');
|
||
},
|
||
ai:{
|
||
order:9,
|
||
result:{
|
||
target:function(player,target){
|
||
return get.damageEffect(target,player,target,'thunder');
|
||
}
|
||
}
|
||
}
|
||
},
|
||
sbguidao:{
|
||
audio:2,
|
||
trigger:{
|
||
global:['phaseBefore','damageEnd'],
|
||
player:'enterGame',
|
||
},
|
||
forced:true,
|
||
locked:false,
|
||
group:'sbguidao_defend',
|
||
filter:function(event,player){
|
||
if(player.countMark('sbguidao')>=8) return false;
|
||
if(event.name=='damage') return event.hasNature()&&!player.hasSkill('sbguidao_forbid');
|
||
return (event.name!='phase'||game.phaseNumber==0);
|
||
},
|
||
content:function(){
|
||
var num=2;
|
||
if(trigger.name!='damage') num+=2;
|
||
num=Math.min(8-player.countMark('sbguidao'),num);
|
||
player.addMark('sbguidao',num);
|
||
},
|
||
marktext:'兵',
|
||
intro:{
|
||
name:'道兵',
|
||
name2:'道兵',
|
||
content:'共有$枚“道兵”',
|
||
},
|
||
subSkill:{
|
||
defend:{
|
||
audio:'sbguidao',
|
||
trigger:{player:'damageBegin4'},
|
||
filter:function(event,player){
|
||
return player.countMark('sbguidao')>=2;
|
||
},
|
||
prompt2:'弃2枚“道兵”,防止伤害',
|
||
check:function(event,player){
|
||
return event.num>=2||player.hp<=event.num;
|
||
},
|
||
content:function(){
|
||
trigger.cancel();
|
||
player.removeMark('sbguidao',2);
|
||
if(player!=_status.currentPhase){
|
||
player.addTempSkill('sbguidao_forbid',{player:'phaseBegin'});
|
||
}
|
||
},
|
||
},
|
||
forbid:{charlotte:true},
|
||
}
|
||
},
|
||
sbhuangtian:{
|
||
audio:2,
|
||
trigger:{
|
||
player:'phaseBegin',
|
||
},
|
||
forced:true,
|
||
zhuSkill:true,
|
||
group:'sbhuangtian_mark',
|
||
filter:function(event,player){
|
||
if(player.phaseNumber>1||game.phaseNumber>1) return false;
|
||
if(!player.hasZhuSkill('sbhuangtian')) return false;
|
||
return !game.hasPlayer(function(current){
|
||
return current.countCards('hej','taipingyaoshu');
|
||
})&&!Array.from(ui.cardPile.childNodes).concat(Array.from(ui.discardPile.childNodes)).concat(Array.from(ui.ordering.childNodes)).map(i=>i.name).contains('taipingyaoshu');
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
if(!lib.inpile.contains('taipingyaoshu')){
|
||
lib.inpile.push('taipingyaoshu');
|
||
}
|
||
event.card=game.createCard2('taipingyaoshu','heart',3);
|
||
'step 1'
|
||
if(card) player.equip(card);
|
||
},
|
||
subSkill:{
|
||
mark:{
|
||
audio:'sbhuangtiang',
|
||
trigger:{global:'damageSource'},
|
||
forced:true,
|
||
zhuSkill:true,
|
||
filter:function(event,player){
|
||
if(!player.hasZhuSkill('sbhuangtian')||!player.hasSkill('sbguidao',null,false,false)) return false;
|
||
if(!event.source||player==event.source||event.source.group!='qun') return false;
|
||
if(player.hasSkill('sbguidao')&&player.countMark('sbguidao')>=8) return false;
|
||
if(player.countMark('sbhuangtian_count')>=4) return false;
|
||
return true;
|
||
},
|
||
content:function(){
|
||
var num=Math.min(8-player.countMark('sbhuangtian_count'),2);
|
||
player.addMark('sbguidao',num);
|
||
player.addTempSkill('sbhuangtian_count','roundStart');
|
||
player.addMark('sbhuangtian_count',num,false);
|
||
}
|
||
},
|
||
count:{onremove:true}
|
||
}
|
||
},
|
||
//夏侯氏
|
||
sbqiaoshi:{
|
||
audio:2,
|
||
trigger:{player:'damageEnd'},
|
||
usable:1,
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return event.source&&event.source!=player&&event.source.isIn();
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
trigger.source.chooseBool('樵拾:是否令'+get.translation(player)+'回复'+trigger.num+'点体力,然后你摸两张牌?').set('ai',()=>{
|
||
return _status.event.bool;
|
||
}).set('bool',get.recoverEffect(player,trigger.source,trigger.source)+get.effect(trigger.source,{name:'wuzhong'},trigger.source)>5);
|
||
'step 1'
|
||
if(result.bool){
|
||
player.logSkill('sbqiaoshi');
|
||
trigger.source.line(player,'green');
|
||
player.recover(trigger.num);
|
||
trigger.source.draw(2);
|
||
}
|
||
else player.storage.counttrigger.sbqiaoshi--;
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player,target){
|
||
if(get.tag(card,'damage')){
|
||
if(get.attitude(target,player)<=0||target==player) return;
|
||
if(target.storage.counttrigger&&target.storage.counttrigger.sbqiaoshi) return;
|
||
if(target.hp<=1&&!player.canSave(target)) return;
|
||
return [0,0.5,0,0.5];
|
||
}
|
||
},
|
||
},
|
||
}
|
||
},
|
||
sbyanyu:{
|
||
enable:'phaseUse',
|
||
usable:2,
|
||
filterCard:{name:'sha'},
|
||
selectCard:1,
|
||
group:'sbyanyu_draw',
|
||
check:()=>1,
|
||
content:function(){
|
||
player.draw();
|
||
},
|
||
subSkill:{
|
||
draw:{
|
||
trigger:{player:'phaseUseEnd'},
|
||
filter:function(event,player){
|
||
return player.getHistory('useSkill',evt=>{
|
||
if(evt.skill!='sbyanyu') return false;
|
||
var evtx=evt.event.getParent('phaseUse');
|
||
if(!evtx||evtx!=_status.event.getParent('phaseUse')) return;
|
||
return true;
|
||
}).length;
|
||
},
|
||
direct:true,
|
||
content:function(){
|
||
'step 0'
|
||
event.num=3*player.getHistory('useSkill',evt=>{
|
||
if(evt.skill!='sbyanyu') return false;
|
||
var evtx=evt.event.getParent('phaseUse');
|
||
if(!evtx||evtx!=_status.event.getParent('phaseUse')) return;
|
||
return true;
|
||
}).length;
|
||
player.chooseTarget(get.prompt('sbyanyu'),'令一名其他角色摸'+get.cnNumber(event.num)+'张牌',lib.filter.notMe).set('ai',target=>{
|
||
var player=_status.event.player;
|
||
return get.effect(target,{name:'wuzhong'},player,player);
|
||
});
|
||
'step 1'
|
||
if(result.bool){
|
||
var target=result.targets[0];
|
||
player.logSkill('sbyanyu_draw',target);
|
||
target.draw(num);
|
||
}
|
||
}
|
||
}
|
||
},
|
||
ai:{
|
||
order:function(obj,player){
|
||
if(game.hasPlayer(current=>current!=player&&get.attitude(player,current)>0)&&player.getHistory('useSkill',evt=>{
|
||
if(evt.skill!='sbyanyu') return false;
|
||
var evtx=evt.event.getParent('phaseUse');
|
||
if(!evtx||evtx!=_status.event.getParent('phaseUse')) return;
|
||
return true;
|
||
}).length<2) return 9;
|
||
return 2;
|
||
},
|
||
result:{
|
||
player:1
|
||
},
|
||
}
|
||
},
|
||
//曹仁
|
||
sbjushou:{
|
||
audio:3,
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filter:function(event,player){
|
||
return !player.isTurnedOver();
|
||
},
|
||
filterCard:true,
|
||
selectCard:[1,2],
|
||
check:function(card){
|
||
if(ui.selected.cards.length+_status.event.player.hujia>=5) return 0;
|
||
return 6.5-get.value(card);
|
||
},
|
||
position:'he',
|
||
group:['sbjushou_damage','sbjushou_draw'],
|
||
content:function(){
|
||
player.turnOver();
|
||
player.changeHujia(cards.length,null,true);
|
||
},
|
||
ai:{
|
||
order:5,
|
||
result:{
|
||
player:1,
|
||
}
|
||
},
|
||
subSkill:{
|
||
damage:{
|
||
audio:'sbjushou',
|
||
trigger:{
|
||
player:'damageEnd',
|
||
},
|
||
filter:function(event,player){
|
||
return player.isTurnedOver();
|
||
},
|
||
direct:true,
|
||
content:function(){
|
||
'step 0'
|
||
player.chooseControl('翻面','获得1点护甲','cancel2').set('ai',()=>{
|
||
if(_status.event.player.hujia>=3) return 0;
|
||
return 1;
|
||
}).set('prompt',get.prompt('sbjushou')).set('prompt2','选择一项');
|
||
'step 1'
|
||
if(result.control=='cancel2'){
|
||
event.finish();
|
||
return;
|
||
}
|
||
player.logSkill('sbjushou');
|
||
if(result.control=='翻面'){
|
||
player.turnOver();
|
||
}
|
||
else {
|
||
player.changeHujia(1,null,true);
|
||
}
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player,target){
|
||
if(!target.isTurnedOver()) return;
|
||
if(get.tag(card,'damage')){
|
||
if(player.hasSkillTag('jueqing',false,target)) return [1,-2];
|
||
if((card.name=='sha'&&!player.hasSkill('jiu'))||target.hasSkillTag('filterDamage',null,{
|
||
player:player,
|
||
card:card,
|
||
})) return 'zerotarget';
|
||
}
|
||
},
|
||
},
|
||
},
|
||
},
|
||
draw:{
|
||
audio:'sbjushou',
|
||
trigger:{player:'turnOverAfter'},
|
||
forced:true,
|
||
locked:false,
|
||
filter:function(event,player){
|
||
return !player.isTurnedOver()&&player.hujia>0;
|
||
},
|
||
content:function(){
|
||
player.draw(player.hujia);
|
||
},
|
||
}
|
||
}
|
||
},
|
||
sbjiewei:{
|
||
audio:2,
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filter:function(event,player){
|
||
return player.hujia>0;
|
||
},
|
||
filterTarget:function(card,player,target){
|
||
return target!=player&&target.countCards('h');
|
||
},
|
||
content:function(){
|
||
player.changeHujia(-1);
|
||
player.gainPlayerCard(target,'visible',true,'h').set('ai',function(button){
|
||
return get.value(button.link,_status.event.target);
|
||
});
|
||
},
|
||
ai:{
|
||
order:8,
|
||
result:{
|
||
target:-1,
|
||
}
|
||
}
|
||
},
|
||
//周瑜
|
||
sbyingzi:{
|
||
audio:2,
|
||
audioname:['sb_sunce'],
|
||
trigger:{player:'phaseDrawBegin2'},
|
||
forced:true,
|
||
getNum:function(player){
|
||
return (player.countCards('h')>=2)+(player.hp>=2)+(player.countCards('e')>=1);
|
||
},
|
||
filter:function(event,player){
|
||
return !event.numFixed&&lib.skill.sbyingzi.getNum(player)>0;
|
||
},
|
||
content:function(){
|
||
var num=lib.skill.sbyingzi.getNum(player);
|
||
trigger.num+=num;
|
||
player.addTempSkill('sbyingzi_limit');
|
||
player.addMark('sbyingzi_limit',num,false);
|
||
},
|
||
ai:{
|
||
threaten:2
|
||
},
|
||
subSkill:{
|
||
limit:{
|
||
charlotte:true,
|
||
forced:true,
|
||
onremove:true,
|
||
marktext:'英',
|
||
intro:{
|
||
content:'本回合手牌上限+#',
|
||
},
|
||
mod:{
|
||
maxHandcard:function(player,num){
|
||
return num+player.countMark('sbyingzi_limit');
|
||
}
|
||
},
|
||
}
|
||
}
|
||
},
|
||
sbfanjian:{
|
||
audio:2,
|
||
enable:'phaseUse',
|
||
usable:5,
|
||
filter:function(event,player){
|
||
return !player.hasSkill('sbfanjian_ban');
|
||
},
|
||
chooseButton:{
|
||
dialog:function(){
|
||
return ui.create.dialog('###反间###'+get.translation('sbfanjian_info'));
|
||
},
|
||
chooseControl:function(event,player){
|
||
var suits=lib.suit.slice();
|
||
suits.push('cancel2');
|
||
return suits;
|
||
},
|
||
check:function(event,player){
|
||
var suits=lib.suit.slice();
|
||
suits=suits.filter(suit=>!player.getStorage('sbfanjian_guessed').contains(suit));
|
||
return suits.randomGet();
|
||
},
|
||
backup:function(result,player){
|
||
return {
|
||
audio:'sbfanjian',
|
||
filterCard:function(card,player){
|
||
return !player.getStorage('sbfanjian_guessed').contains(get.suit(card,player));
|
||
},
|
||
suit:result.control,
|
||
position:'h',
|
||
filterTarget:lib.filter.notMe,
|
||
check:function(card){
|
||
return 6-get.value(card);
|
||
},
|
||
discard:false,
|
||
lose:false,
|
||
delay:false,
|
||
content:function(){
|
||
'step 0'
|
||
var suit=get.suit(cards,player);
|
||
event.claimSuit=lib.skill.sbfanjian_backup.suit;
|
||
event.cardSuit=suit;
|
||
player.addTempSkill('sbfanjian_guessed');
|
||
var claim=get.translation(event.claimSuit+'2');
|
||
player.chat('我声明'+claim);
|
||
game.log(player,'声明了','#y'+claim);
|
||
var choiceList=['猜测此牌花色为'+claim,'猜测此牌花色不为'+claim,'不猜测,你翻面并令其〖反间〗失效'];
|
||
target.chooseControl().set('choiceList',choiceList).set('prompt',get.translation(player)+'对你发动了【反间】并选择了一张牌,请选择一项').set('ai',()=>{
|
||
var player=_status.event.player,user=_status.event.getParent().player,claim=_status.event.getParent().claimSuit,suit=_status.event.getParent().cardSuit;
|
||
if(player.isTurnedOver()) return 2;
|
||
var lose=get.effect(player,{name:'losehp'},user,player);
|
||
if(user.getStorage('sbfanjian_guessed').contains(claim)&&claim==suit) return lose<=0?0:1;
|
||
if(get.attitude(player,user)>0) return 0;
|
||
var list=[0,1];
|
||
if(player.hp<=1&&player.getFriends().length>0) list.push(2);
|
||
return list.randomGet();
|
||
});
|
||
'step 1'
|
||
player.markAuto('sbfanjian_guessed',[event.cardSuit]);
|
||
if(result.index==2){
|
||
game.log(target,'选择','#y不猜测');
|
||
target.chat('不猜!');
|
||
target.turnOver();
|
||
}
|
||
else {
|
||
var claim=get.translation(event.claimSuit+'2');
|
||
target.chat('我猜花色'+(result.index==1?'不':'')+'为'+claim);
|
||
game.log(target,'猜测花色','#g'+(result.index==1?'不':'')+'为'+claim);
|
||
}
|
||
if(event.isMine()&&!event.isOnline()) game.delayx();
|
||
'step 2'
|
||
target.gain(cards,player,'giveAuto','bySelf');
|
||
'step 3'
|
||
if(result.index==0&&event.claimSuit!=event.cardSuit||result.index==1&&event.claimSuit==event.cardSuit){
|
||
game.log(target,'猜测','#y错误');
|
||
target.loseHp();
|
||
}
|
||
else {
|
||
if(result.index!=2) game.log(target,'猜测','#g正确');
|
||
player.addTempSkill('sbfanjian_ban');
|
||
}
|
||
},
|
||
ai:{
|
||
result:{
|
||
target:function(player,target){
|
||
if(!ui.selected.cards.length) return 0;
|
||
var val=get.value(ui.selected.cards,target);
|
||
if(val<0) return val+get.effect(target,{name:'losehp'},player,target);
|
||
if(val>5||get.value(ui.selected.cards,player)>5) return target.isTurnedOver()?5:0;
|
||
if(target.isTurnedOver()) return 1;
|
||
return get.effect(target,{name:'losehp'},player,target);
|
||
},
|
||
},
|
||
},
|
||
}
|
||
},
|
||
prompt:function(result){
|
||
return '你选择了'+get.translation(result.control)+',请选择一张手牌和【反间】的目标';
|
||
},
|
||
},
|
||
subSkill:{
|
||
guessed:{onremove:true,charlotte:true},
|
||
ban:{charlotte:true},
|
||
backup:{},
|
||
},
|
||
ai:{
|
||
order:4,
|
||
result:{player:1}
|
||
}
|
||
},
|
||
//黄盖
|
||
sbkurou:{
|
||
audio:2,
|
||
trigger:{player:'phaseUseBegin'},
|
||
direct:true,
|
||
group:'sbkurou_gain',
|
||
content:function(){
|
||
'step 0'
|
||
player.chooseCardTarget({
|
||
prompt:get.prompt('sbkurou'),
|
||
prompt2:'交给其他角色一张牌,若此牌为【桃】或【酒】,你失去2点体力,否则你失去1点体力',
|
||
filterCard:true,
|
||
position:'he',
|
||
filterTarget:lib.filter.notMe,
|
||
ai1:function(card){
|
||
if(player.hp<=1&&!player.canSave(player)||player.hujia>=5) return 0;
|
||
if(get.value(card,player)>6&&!game.hasPlayer(current=>{
|
||
return current!=player&&get.attitude(current,player)>0&&!current.hasSkillTag('nogain');
|
||
})) return 0;
|
||
if(player.hp>=2&&(card.name=='tao'||(card.name=='jiu'&&player.countCards('hs',cardx=>{
|
||
return cardx!=card&&get.tag(cardx,'save');
|
||
})))&&player.hujia<=1) return 10;
|
||
if(player.hp<=1&&!player.canSave(player)) return 0;
|
||
return 1/Math.max(0.1,get.value(card));
|
||
},
|
||
ai2:function(target){
|
||
var player=_status.event.player,att=get.attitude(player,target);
|
||
if(ui.selected.cards.length){
|
||
var val=get.value(ui.selected.cards[0]);
|
||
att*=val>=0?1:-1;
|
||
}
|
||
if(target.hasSkillTag('nogain')) att/=9;
|
||
return 15+att;
|
||
},
|
||
});
|
||
'step 1'
|
||
if(result.bool){
|
||
var target=result.targets[0],card=result.cards[0];
|
||
player.logSkill('sbkurou',target);
|
||
if(get.mode()!=='identity'||player.identity!=='nei') player.addExpose(0.15);
|
||
player.give(card,target);
|
||
player.loseHp(['tao','jiu'].contains(get.name(card,target))?2:1);
|
||
}
|
||
},
|
||
ai:{
|
||
nokeep:true,
|
||
skillTagFilter:function(player,tag,arg){
|
||
if(tag==='nokeep') return (!arg||arg.card&&get.name(arg.card)==='tao')&&player.hp<=0&&player.isPhaseUsing();
|
||
}
|
||
},
|
||
subSkill:{
|
||
gain:{
|
||
audio:'sbkurou',
|
||
trigger:{player:'loseHpEnd'},
|
||
forced:true,
|
||
locked:false,
|
||
filter:function(event,player){
|
||
return player.isIn()&&player.hujia<5;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
event.count=trigger.num;
|
||
'step 1'
|
||
player.changeHujia(2,null,true);
|
||
'step 2'
|
||
if(--event.count>0){
|
||
player.logSkill('sbkurou_gain');
|
||
event.goto(1);
|
||
}
|
||
},
|
||
ai:{
|
||
maihp:true,
|
||
effect:function(card,player,target){
|
||
if(get.tag(card,'damage')){
|
||
if(player.hasSkillTag('jueqing',false,target)) return [1,1];
|
||
return 1.2;
|
||
}
|
||
if(get.tag(card,'loseHp')){
|
||
if(target.hp<=1||target.hujia>=5) return;
|
||
return [1,1];
|
||
}
|
||
}
|
||
}
|
||
},
|
||
}
|
||
},
|
||
sbzhaxiang:{
|
||
audio:2,
|
||
trigger:{player:'useCard'},
|
||
forced:true,
|
||
group:'sbzhaxiang_draw',
|
||
filter:function(event,player){
|
||
return player.getHistory('useCard').length<=player.getDamagedHp();
|
||
},
|
||
content:function(){
|
||
trigger.directHit.addArray(game.filterPlayer());
|
||
},
|
||
ai:{
|
||
threaten:1.5,
|
||
directHit_ai:true,
|
||
skillTagFilter:function(player,tag,arg){
|
||
return player.countUsed()<player.getDamagedHp();
|
||
},
|
||
},
|
||
mod:{
|
||
targetInRange:function(card,player){
|
||
if(player.countUsed()<player.getDamagedHp()) return true;
|
||
},
|
||
cardUsable:function(card,player){
|
||
if(player.countUsed()<player.getDamagedHp()) return Infinity;
|
||
},
|
||
aiOrder:function(player,card,num){
|
||
if(player.countUsed()>=player.getDamagedHp()) return;
|
||
var numx=get.info(card).usable;
|
||
if(typeof numx=='function') numx=num(card,player);
|
||
if(typeof numx=='number') return num+10;
|
||
},
|
||
},
|
||
subSkill:{
|
||
draw:{
|
||
audio:'sbzhaxiang',
|
||
mod:{
|
||
aiOrder:function(player,card,num){
|
||
if(num>0&&_status.event&&_status.event.type=='phase'&&get.tag(card,'recover')) return num/5;
|
||
}
|
||
},
|
||
trigger:{player:'phaseDrawBegin2'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return !event.numFixed&&player.getDamagedHp()>0;
|
||
},
|
||
content:function(){
|
||
trigger.num+=player.getDamagedHp();
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player,target){
|
||
if(get.tag(card,'recover')&&target.hp>0&&target.needsToDiscard()<1) return [0,0];
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
//孙权
|
||
sbzhiheng:{
|
||
audio:2,
|
||
audioname:['shen_caopi'],
|
||
mod:{
|
||
aiOrder:function(player,card,num){
|
||
if(num<=0||get.itemtype(card)!=='card'||get.type(card)!=='equip') return num;
|
||
let eq=player.getEquip(get.subtype(card));
|
||
if(eq&&get.equipValue(card)-get.equipValue(eq)<Math.max(1.2,6-player.hp)) return 0;
|
||
}
|
||
},
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
position:'he',
|
||
filterCard:lib.filter.cardDiscardable,
|
||
discard:false,
|
||
lose:false,
|
||
delay:false,
|
||
selectCard:[1,Infinity],
|
||
prompt:function(event){
|
||
var count=_status.event.player.countMark('sbtongye');
|
||
var str='出牌阶段限一次。你可以弃置任意张牌并摸等量的牌,若你以此法弃置的牌包括你所有手牌,则你多摸'+get.cnNumber(count+1)+'张牌';
|
||
if(count>0) str+=',并弃1枚“业”';
|
||
str+='。';
|
||
return str;
|
||
},
|
||
check:function(card){
|
||
var player=_status.event.player;
|
||
if(get.position(card)=='h'&&!player.countCards('h','du')&&(player.hp>2||!player.countCards('h',function(card){
|
||
return get.value(card)>=8;
|
||
}))){
|
||
return 1;
|
||
}
|
||
return 6-get.value(card);
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.discard(cards);
|
||
event.num=1;
|
||
var hs=player.getCards('h');
|
||
if(!hs.length) event.num=0;
|
||
for(var i=0; i<hs.length; i++){
|
||
if(!cards.contains(hs[i])){
|
||
event.num=0; break;
|
||
}
|
||
}
|
||
'step 1'
|
||
var all=event.num;
|
||
player.draw((all?1+player.countMark('sbtongye'):0)+cards.length);
|
||
if(all) player.removeMark('sbtongye',1);
|
||
},
|
||
ai:{
|
||
order:function(item,player){
|
||
if(player.hasCard((i)=>get.value(i)>Math.max(6,9-player.hp),'he')) return 1;
|
||
return 10;
|
||
},
|
||
result:{
|
||
player:1
|
||
},
|
||
nokeep:true,
|
||
skillTagFilter:function(player,tag,arg){
|
||
if(tag==='nokeep') return (!arg||arg&&arg.card&&get.name(arg.card)==='tao')&&player.isPhaseUsing()&&!player.getStat().skill.sbzhiheng&&player.hasCard((card)=>get.name(card)!=='tao','h');
|
||
},
|
||
threaten:1.56
|
||
},
|
||
},
|
||
sbtongye:{
|
||
audio:2,
|
||
trigger:{player:'phaseJieshuBegin'},
|
||
forced:true,
|
||
onremove:true,
|
||
content:function(){
|
||
'step 0'
|
||
player.chooseControl('变化','不变').set('prompt','统业:猜测场上装备数是否于你下回合准备阶段前发生变化').set('ai',()=>{
|
||
let player = _status.event.player;
|
||
if(game.countPlayer() > 3) return '变化';
|
||
if(game.countPlayer(function (current){
|
||
return current.hasCard({type: 'equip'}, 'e');
|
||
}) < game.countPlayer()) return '变化';
|
||
if(game.countPlayer() == 2 && game.countPlayer(function (current){
|
||
if (current != player) return current.countCards('e', {type: 'equip'}) + current.countDisabledSlot();
|
||
}) >= 5) return '不变';
|
||
if(Math.random() < 0.3) return '变化';
|
||
return '不变';
|
||
});
|
||
'step 1'
|
||
if(result.control=='变化'){
|
||
player.addSkill('sbtongye_change',1);
|
||
player.chat('变!');
|
||
}else{
|
||
player.addSkill('sbtongye_nochange',1);
|
||
player.chat('不变!');
|
||
}
|
||
var num=game.filterPlayer().map(i=>i.countCards('e')).reduce((p,c)=>p+c,0);
|
||
player.removeMark('sbtongye_count',player.countMark('sbtongye_count'),false);
|
||
if(num>0) player.addMark('sbtongye_count',num,false);
|
||
player.addSkill('sbtongye_settle');
|
||
},
|
||
marktext:'业',
|
||
intro:{
|
||
name:'统业',
|
||
name2:'业',
|
||
content:'mark',
|
||
},
|
||
subSkill:{
|
||
broadcast:{
|
||
trigger:{
|
||
global:['loseAfter','equipAfter','addJudgeAfter','gainAfter','loseAsyncAfter','addToExpansionAfter'],
|
||
},
|
||
charlotte:true,
|
||
silent:true,
|
||
filter:function(event,player){
|
||
var num=0;
|
||
game.countPlayer(function(current){
|
||
var evt=event.getl(current);
|
||
if(evt&&evt.es) num+=evt.es.length;
|
||
});
|
||
if(event.name=='equip') num--;
|
||
return num!=0;
|
||
},
|
||
content:function(){
|
||
if(player.hasSkill('sbtongye_change')) player.markSkill('sbtongye_change');
|
||
if(player.hasSkill('sbtongye_nochange')) player.markSkill('sbtongye_nochange');
|
||
},
|
||
},
|
||
settle:{
|
||
audio:'sbtongye',
|
||
init:function(player){
|
||
player.addSkill('sbtongye_broadcast');
|
||
},
|
||
trigger:{player:'phaseZhunbeiBegin'},
|
||
forced:true,
|
||
charlotte:true,
|
||
filter:function(event,player){
|
||
return player.hasSkill('sbtongye_change')||player.hasSkill('sbtongye_nochange');
|
||
},
|
||
content:function(){
|
||
var delta=game.filterPlayer().map(i=>i.countCards('e')).reduce((p,c)=>p+c,0)-player.countMark('sbtongye_count');
|
||
if(player.hasSkill('sbtongye_change')&&delta!=0||player.hasSkill('sbtongye_nochange')&&delta==0){
|
||
game.log(player,'猜测','#g正确');
|
||
if(player.countMark('sbtongye')<2) player.addMark('sbtongye',1);
|
||
}else{
|
||
game.log(player,'猜测','#y错误');
|
||
player.removeMark('sbtongye',1);
|
||
}
|
||
player.removeSkill('sbtongye_change');
|
||
player.removeSkill('sbtongye_nochange');
|
||
player.removeSkill('sbtongye_settle');
|
||
player.removeSkill('sbtongye_broadcast');
|
||
}
|
||
},
|
||
change:{
|
||
charlotte:true,
|
||
mark:true,
|
||
marktext:'变',
|
||
intro:{
|
||
markcount:function(storage,player){
|
||
return game.filterPlayer().map(i=>i.countCards('e')).reduce((p,c)=>p+c,0)-player.countMark('sbtongye_count');
|
||
},
|
||
mark:function(dialog,storage,player){
|
||
dialog.addText(get.translation(player)+'猜测场上装备数发生变化');
|
||
var delta=game.filterPlayer().map(i=>i.countCards('e')).reduce((p,c)=>p+c,0)-player.countMark('sbtongye_count');
|
||
if(delta==0) dialog.addText('(当前未发生变化)');
|
||
else dialog.addText('(当前已'+(delta>0?'增加':'减少')+get.cnNumber(Math.abs(delta))+'张装备牌)');
|
||
}
|
||
}
|
||
},
|
||
nochange:{
|
||
charlotte:true,
|
||
mark:true,
|
||
marktext:'<span style="text-decoration:line-through;">变</span>',
|
||
intro:{
|
||
markcount:function(storage,player){
|
||
return game.filterPlayer().map(i=>i.countCards('e')).reduce((p,c)=>p+c,0)-player.countMark('sbtongye_count');
|
||
},
|
||
mark:function(dialog,storage,player){
|
||
dialog.addText(get.translation(player)+'猜测场上装备数不发生变化');
|
||
var delta=game.filterPlayer().map(i=>i.countCards('e')).reduce((p,c)=>p+c,0)-player.countMark('sbtongye_count');
|
||
if(delta==0) dialog.addText('(当前未发生变化)');
|
||
else dialog.addText('(当前已'+(delta>0?'增加':'减少')+get.cnNumber(Math.abs(delta))+'张装备牌)');
|
||
}
|
||
}
|
||
},
|
||
}
|
||
},
|
||
sbjiuyuan:{
|
||
audio:2,
|
||
trigger:{global:'useCard'},
|
||
forced:true,
|
||
zhuSkill:true,
|
||
group:'sbjiuyuan_recover',
|
||
filter:function(event,player){
|
||
return event.card.name=='tao'&&player!=event.player&&event.player.group=='wu'&&
|
||
event.player.isIn()&&player.hasZhuSkill('sbjiuyuan',event.player);
|
||
},
|
||
content:function(){
|
||
player.draw();
|
||
},
|
||
subSkill:{
|
||
recover:{
|
||
audio:'sbjiuyuan',
|
||
trigger:{target:'taoBegin'},
|
||
zhuSkill:true,
|
||
forced:true,
|
||
filter:function(event,player){
|
||
if(event.player==player) return false;
|
||
if(!player.hasZhuSkill('sbjiuyuan',event.player)) return false;
|
||
if(event.player.group!='wu') return false;
|
||
return true;
|
||
},
|
||
content:function(){
|
||
trigger.baseDamage++;
|
||
}
|
||
}
|
||
},
|
||
},
|
||
//孙尚香
|
||
sbjieyin:{
|
||
trigger:{player:'phaseUseBegin'},
|
||
forced:true,
|
||
locked:false,
|
||
dutySkill:true,
|
||
group:['sbjieyin_init','sbjieyin_fail'],
|
||
filter:function(event,player){
|
||
return game.hasPlayer(current=>current.hasMark('sbjieyin_mark'));
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var targets=game.filterPlayer(current=>current.hasMark('sbjieyin_mark'));
|
||
event.targets=targets;
|
||
'step 1'
|
||
var target=targets.shift();
|
||
event.target=target;
|
||
var str=target.hasSkill('sbjieyin_marked')?'移去':'移动或移去';
|
||
var num=Math.min(2,Math.max(1,target.countCards('h')));
|
||
target.chooseCard('交给'+get.translation(player)+get.cnNumber(num)+'张手牌,然后获得1点护甲;或令其'+str+'你的所有“助”标记',num).set('ai',card=>{
|
||
if(_status.event.goon) return 100-get.value(card);
|
||
return 0;
|
||
}).set('goon',get.attitude(target,player)>1);
|
||
'step 2'
|
||
if(result.bool){
|
||
target.give(result.cards,player);
|
||
target.changeHujia(1,null,true);
|
||
event.goto(4);
|
||
}else{
|
||
if(!game.hasPlayer(current=>current!=player&¤t!=target)||target.hasSkill('sbjieyin_marked')) event._result={bool:false};
|
||
else player.chooseTarget('结姻:是否移动'+get.translation(target)+'的“助”?',(card,player,target)=>{
|
||
return target!=player&&target!=_status.event.getParent().target;
|
||
}).set('ai',target=>get.attitude(_status.event.player,target)-1);
|
||
target.addSkill('sbjieyin_marked');
|
||
}
|
||
'step 3'
|
||
if(result.bool){
|
||
var targetx=result.targets[0];
|
||
var num=target.countMark('sbjieyin_mark');
|
||
target.removeSkill('sbjieyin_mark');
|
||
targetx.addSkill('sbjieyin_mark');
|
||
targetx.addMark('sbjieyin_mark',num,false);
|
||
player.line2([target,targetx],'green');
|
||
game.log(player,'将',target,'的'+get.cnNumber(num)+'枚“助”移动至',targetx);
|
||
}else{
|
||
target.removeSkill('sbjieyin_mark');
|
||
game.log(player,'移去了',target,'的'+get.cnNumber(num)+'枚“助”');
|
||
game.createEvent('sbjieyin_fail').setContent(lib.skill.sbjieyin_fail.content).player=player;
|
||
}
|
||
'step 4'
|
||
if(targets.length) event.goto(1);
|
||
},
|
||
subSkill:{
|
||
fail:{
|
||
audio:'sbjieyin',
|
||
trigger:{global:'dieAfter'},
|
||
dutySkill:true,
|
||
forced:true,
|
||
locked:false,
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return event.player.hasMark('sbjieyin_mark');
|
||
},
|
||
content:function(){
|
||
player.logSkill('sbjieyin_fail');
|
||
player.awakenSkill('sbjieyin');
|
||
game.log(player,'使命失败');
|
||
player.changeGroup('wu');
|
||
player.recover();
|
||
player.gain(player.getExpansions('sbliangzhu'),'gain2');
|
||
player.loseMaxHp();
|
||
}
|
||
},
|
||
mark:{
|
||
charlotte:true,
|
||
mark:true,
|
||
marktext:'助',
|
||
onremove:true,
|
||
intro:{
|
||
name:'结姻(助)',
|
||
name2:'助',
|
||
content:'mark'
|
||
}
|
||
},
|
||
marked:{charlotte:true},
|
||
init:{
|
||
audio:'sbjieyin',
|
||
trigger:{
|
||
global:'phaseBefore',
|
||
player:'enterGame',
|
||
},
|
||
forced:true,
|
||
locked:false,
|
||
direct:true,
|
||
dutySkill:true,
|
||
filter:function(event,player){
|
||
return game.hasPlayer(current=>current!=player)&&(event.name!='phase'||game.phaseNumber==0);
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.chooseTarget('结姻:令一名其他角色获得1枚“助”',lib.filter.notMe,true).set('ai',target=>get.attitude(_status.event.player,target));
|
||
'step 1'
|
||
if(result.bool){
|
||
var target=result.targets[0];
|
||
player.logSkill('sbjieyin_init',target);
|
||
target.addSkill('sbjieyin_mark');
|
||
target.addMark('sbjieyin_mark',1);
|
||
}
|
||
'step 2'
|
||
game.delayx();
|
||
}
|
||
},
|
||
}
|
||
},
|
||
sbliangzhu:{
|
||
audio:2,
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filter:function(event,player){
|
||
return player.group=='shu'&&game.hasPlayer(current=>current!=player&¤t.countCards('e'));
|
||
},
|
||
groupSkill:true,
|
||
filterTarget:function(card,player,target){
|
||
return target.countCards('e')&&target!=player;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.choosePlayerCard(target,'e',true);
|
||
'step 1'
|
||
if(result.bool){
|
||
player.addToExpansion(result.cards,target,'give').gaintag.add('sbliangzhu');
|
||
} else event.finish();
|
||
'step 2'
|
||
for(var target of game.filterPlayer(current=>current.hasMark('sbjieyin_mark'))){
|
||
target.chooseDrawRecover(2,true);
|
||
}
|
||
},
|
||
marktext:'妆',
|
||
intro:{
|
||
name:'良助(妆)',
|
||
name2:'妆',
|
||
content:'expansion',
|
||
markcount:'expansion',
|
||
},
|
||
onremove:function(player,skill){
|
||
var cards=player.getExpansions(skill);
|
||
if(cards.length) player.loseToDiscardpile(cards);
|
||
},
|
||
ai:{
|
||
order:9,
|
||
result:{
|
||
player:function(player){
|
||
var num=0,targets=game.filterPlayer(current=>current.hasMark('sbjieyin_mark'));
|
||
for(var current of targets){
|
||
num+=get.effect(current,{name:'wuzhong'},player,player);
|
||
}
|
||
if(num>0) return 3;
|
||
return 1;
|
||
},
|
||
target:-1,
|
||
}
|
||
}
|
||
},
|
||
sbxiaoji:{
|
||
audio:2,
|
||
audioname:['sp_sunshangxiang','re_sunshangxiang','db_sunshangxiang'],
|
||
trigger:{
|
||
player:'loseAfter',
|
||
global:['equipAfter','addJudgeAfter','gainAfter','loseAsyncAfter','addToExpansionAfter'],
|
||
},
|
||
forced:true,
|
||
locked:false,
|
||
groupSkill:true,
|
||
filter:function(event,player){
|
||
if(player.group!='wu') return false;
|
||
var evt=event.getl(player);
|
||
return evt&&evt.player==player&&evt.es&&evt.es.length>0;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
event.count=trigger.getl(player).es.length;
|
||
'step 1'
|
||
event.count--;
|
||
player.draw(2);
|
||
player.chooseTarget('是否弃置场上的一张牌?',(card,player,target)=>{
|
||
return target.countDiscardableCards(player,'ej');
|
||
}).set('ai',target=>{
|
||
var player=_status.event.player;
|
||
var att=get.attitude(player,target);
|
||
if(att>0&&(target.countCards('j')>0||target.countCards('e',function(card){
|
||
return get.value(card,target)<0;
|
||
}))) return 2;
|
||
if(att<0&&target.countCards('e')>0&&!target.hasSkillTag('noe')) return -1;
|
||
return 0;
|
||
});
|
||
'step 2'
|
||
if(result.bool){
|
||
player.discardPlayerCard(result.targets[0],'ej',true);
|
||
}
|
||
'step 3'
|
||
if(event.count>0){
|
||
player.logSkill('sbxiaoji');
|
||
event.goto(1);
|
||
}
|
||
},
|
||
ai:{
|
||
noe:true,
|
||
reverseEquip:true,
|
||
effect:{
|
||
target:function(card,player,target,current){
|
||
if(get.type(card)=='equip'&&!get.cardtag(card,'gifts')) return [1,3];
|
||
}
|
||
}
|
||
},
|
||
},
|
||
//吕蒙
|
||
sbkeji:{
|
||
audio:2,
|
||
enable:'phaseUse',
|
||
filterCard:true,
|
||
selectCard:function(){
|
||
var player=_status.event.player;
|
||
if(player.hasSkill('sbkeji_discard')) return [0,0];
|
||
if(player.hasSkill('sbkeji_losehp')) return [1,1];
|
||
return [0,1];
|
||
},
|
||
locked:false,
|
||
usable:2,
|
||
prompt:function(event){
|
||
var player=_status.event.player,str='出牌阶段'+(player.storage.sbkeji?'':'各')+'限一次。你可以';
|
||
var discard=player.hasSkill('sbkeji_discard'),losehp=player.hasSkill('sbkeji_losehp');
|
||
if(!discard) str+='弃置一张手牌并获得1点护甲';
|
||
if(!losehp) str+=(!discard?',或':'')+'点击“确定”失去1点体力并获得2点护甲';
|
||
return str;
|
||
},
|
||
filter:function(event,player){
|
||
return (player.getStat('skill').sbkeji||0)<(player.storage.sbkeji?1:2);
|
||
},
|
||
check:function(card){
|
||
var player=_status.event.player;
|
||
if(_status.event.player.hp==1&&player.canSave(player)&&player.hujia<=3) return 0;
|
||
return 6-get.value(card);
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
if(cards.length){
|
||
player.changeHujia(1,null,true);
|
||
player.addTempSkill('sbkeji_discard','phaseUseAfter');
|
||
event.finish();
|
||
}
|
||
else{
|
||
player.loseHp();
|
||
}
|
||
'step 1'
|
||
player.changeHujia(2,null,true);
|
||
player.addTempSkill('sbkeji_losehp','phaseUseAfter');
|
||
},
|
||
mod:{
|
||
maxHandcard:function(player,num){
|
||
return num+player.hujia;
|
||
},
|
||
cardEnabled:function(card,player){
|
||
if(player!=_status.event.dying&&card.name=='tao') return false;
|
||
},
|
||
cardSavable:function(card,player){
|
||
if(player!=_status.event.dying&&card.name=='tao') return false;
|
||
},
|
||
},
|
||
ai:{
|
||
order:1,
|
||
result:{
|
||
player:function(player,target){
|
||
if(player.hujia>=5) return 0;
|
||
if(player.hp==1&&!player.canSave(player)&&!player.hasCard(card=>{
|
||
return lib.filter.cardDiscardable(card,player,'sbkeji')&&get.value(card)<6;
|
||
},'h')){
|
||
return 0;
|
||
}
|
||
return 1;
|
||
}
|
||
},
|
||
},
|
||
subSkill:{
|
||
discard:{charlotte:true},
|
||
losehp:{charlotte:true},
|
||
}
|
||
},
|
||
sbdujiang:{
|
||
audio:2,
|
||
trigger:{player:'phaseZhunbeiBegin'},
|
||
derivation:'sbduojing',
|
||
juexingji:true,
|
||
forced:true,
|
||
skillAnimation:true,
|
||
animationColor:'wood',
|
||
filter:function(event,player){
|
||
return player.hujia>=3;
|
||
},
|
||
content:function(){
|
||
player.awakenSkill('sbdujiang');
|
||
player.addSkillLog('sbduojing');
|
||
player.storage.sbkeji=true;
|
||
}
|
||
},
|
||
sbduojing:{
|
||
audio:2,
|
||
trigger:{player:'useCardToPlayer'},
|
||
filter:function(event,player){
|
||
return player.hujia>0&&event.card.name=='sha';
|
||
},
|
||
check:function(event,player){
|
||
return event.target.countGainableCards(player,'he')>0||player.countCards('hs',{name:'sha'})>0;
|
||
},
|
||
logTarget:'target',
|
||
content:function(){
|
||
'step 0'
|
||
player.changeHujia(-1);
|
||
if(!trigger.card.storage) trigger.card.storage={};
|
||
trigger.card.storage.sbduojing=true;
|
||
'step 1'
|
||
var target=trigger.target;
|
||
if(target.countGainableCards(player,'he')>0) player.gainPlayerCard(target,'he',true);
|
||
player.addTempSkill('sbduojing_add','phaseUseAfter');
|
||
player.addMark('sbduojing_add',1,false);
|
||
player.markSkill('sbduojing_add');
|
||
},
|
||
subSkill:{
|
||
add:{
|
||
charlotte:true,
|
||
marktext:'夺',
|
||
onremove:true,
|
||
intro:{
|
||
content:'本阶段使用杀次数上限+$'
|
||
},
|
||
mod:{
|
||
cardUsable:function(card,player,num){
|
||
if(card.name=='sha') return num+player.countMark('sbduojing_add');
|
||
},
|
||
},
|
||
},
|
||
},
|
||
ai:{
|
||
unequip:true,
|
||
unequip_ai:true,
|
||
skillTagFilter:function(player,tag,arg){
|
||
if(player.hujia<=0) return;
|
||
if(tag=='unequip'&&(!arg||!arg.card||!arg.card.storage||!arg.card.storage.sbduojing)) return false;
|
||
if(tag=='unequip_ai'&&(!arg||arg.name!='sha')) return false;
|
||
},
|
||
},
|
||
},
|
||
//于禁
|
||
sbxiayuan:{
|
||
audio:2,
|
||
trigger:{global:'damageEnd'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return event.hujia&&!event.player.hujia&&event.player.isIn()&&player.countCards('h')>1&&!player.hasSkill('sbxiayuan_round',null,false,false);
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.addTempSkill('sbxiayuan_round','roundStart');
|
||
player.chooseToDiscard(2,'h',get.prompt('sbxiayuan',trigger.player),'弃置两张手牌,令其获得'+get.cnNumber(trigger.hujia)+'点护甲').set('goon',get.attitude(player,trigger.player)>0).set('ai',function(card){
|
||
if(!_status.event.goon) return 0;
|
||
return 5-get.value(card);
|
||
}).logSkill=['sbxiayuan',trigger.player];
|
||
'step 1'
|
||
if(result.bool){
|
||
var target=trigger.player;
|
||
target.changeHujia(trigger.hujia,null,true);
|
||
game.delayx();
|
||
}
|
||
else player.removeSkill('sbxiayuan_round');
|
||
},
|
||
subSkill:{round:{charlotte:true}},
|
||
ai:{expose:0.2},
|
||
},
|
||
sbjieyue:{
|
||
audio:4,
|
||
trigger:{player:'phaseJieshuBegin'},
|
||
direct:true,
|
||
content:function(){
|
||
'step 0'
|
||
player.chooseTarget(lib.filter.notMe,get.prompt('sbjieyue'),'令一名其他角色获得1点护甲,然后该角色可以交给你一张牌。').set('ai',function(target){
|
||
return get.attitude(_status.event.player,target)/Math.sqrt(Math.min(1,target.hp+target.hujia));
|
||
});
|
||
'step 1'
|
||
if(result.bool){
|
||
var target=result.targets[0];
|
||
event.target=target;
|
||
player.logSkill('sbjieyue',target);
|
||
target.changeHujia(1,null,true);
|
||
target.chooseCard('he','是否交给'+get.translation(player)+'一张牌?').set('ai',(card)=>0.1-get.value(card));
|
||
}
|
||
else event.finish();
|
||
'step 2'
|
||
if(result.bool){
|
||
target.give(result.cards,player);
|
||
}
|
||
},
|
||
ai:{
|
||
threaten:2.7,
|
||
expose:0.2,
|
||
},
|
||
},
|
||
//华雄
|
||
sbyangwei:{
|
||
audio:3,
|
||
enable:'phaseUse',
|
||
filter:function(event,player){
|
||
return !player.hasSkill('sbyangwei_counter',null,null,false);
|
||
},
|
||
content:function(){
|
||
player.draw(2);
|
||
player.addTempSkill('sbyangwei_effect');
|
||
player.addSkill('sbyangwei_counter');
|
||
},
|
||
ai:{
|
||
order:9,
|
||
result:{player:1},
|
||
},
|
||
subSkill:{
|
||
effect:{
|
||
audio:'sbyangwei',
|
||
equipSkill:false,
|
||
inherit:'qinggang_skill',
|
||
charlotte:true,
|
||
nopop:true,
|
||
mod:{
|
||
targetInRange:function(card){
|
||
if(card.name=='sha') return true;
|
||
},
|
||
cardUsable:function(card,player,num){
|
||
if(card.name=='sha') return num+1;
|
||
},
|
||
},
|
||
mark:true,
|
||
marktext:'威',
|
||
intro:{content:'使用【杀】的次数上限+1且无距离限制且无视防具'},
|
||
},
|
||
counter:{
|
||
trigger:{player:'phaseJieshu'},
|
||
silent:true,
|
||
popup:false,
|
||
forced:true,
|
||
charlotte:true,
|
||
onremove:true,
|
||
content:function(){
|
||
if(!player.storage.sbyangwei_counter) player.storage.sbyangwei_counter=true;
|
||
else player.removeSkill('sbyangwei_counter');
|
||
},
|
||
},
|
||
},
|
||
},
|
||
//黄忠
|
||
sbliegong:{
|
||
audio:2,
|
||
mod:{
|
||
cardnature:function(card,player){
|
||
if(player.hasEmptySlot(1)&&get.name(card,player)=='sha') return false;
|
||
},
|
||
},
|
||
trigger:{player:'useCardToPlayered'},
|
||
filter:function(event,player){
|
||
return !event.getParent()._sbliegong_player&&event.targets.length==1&&event.card.name=='sha'&&player.getStorage('sbliegong').length>0;
|
||
},
|
||
prompt2:function(event,player){
|
||
var str='',storage=player.getStorage('sbliegong');
|
||
if(storage.length>1){
|
||
str+=('展示牌堆顶的'+get.cnNumber(storage.length-1)+'张牌并增加伤害;且');
|
||
}
|
||
str+=('令'+get.translation(event.target)+'不能使用花色为');
|
||
for(var i=0;i<storage.length;i++){
|
||
str+=get.translation(storage[i]);
|
||
}
|
||
str+=('的牌响应'+get.translation(event.card));
|
||
return str;
|
||
},
|
||
logTarget:'target',
|
||
locked:false,
|
||
check:function(event,player){
|
||
var target=event.target;
|
||
if(get.attitude(player,target)>0) return false;
|
||
if(target.hasSkillTag('filterDamage',null,{
|
||
player:player,
|
||
card:event.card,
|
||
})) return false;
|
||
var storage=player.getStorage('sbliegong');
|
||
if(storage.length>=4) return true;
|
||
if(storage.length<3) return false;
|
||
if(target.hasShan()) return storage.contains('heart')&&storage.contains('diamond');
|
||
return true;
|
||
},
|
||
content:function(){
|
||
var storage=player.getStorage('sbliegong').slice(0);
|
||
var num=storage.length-1;
|
||
var evt=trigger.getParent();
|
||
if(num>0){
|
||
if(typeof evt.baseDamage!='number') evt.baseDamage=1;
|
||
var cards=get.cards(num);
|
||
player.showCards(cards.slice(0),get.translation(player)+'发动了【烈弓】');
|
||
while(cards.length>0){
|
||
var card=cards.pop();
|
||
if(storage.contains(get.suit(card,false))) evt.baseDamage++;
|
||
ui.cardPile.insertBefore(card,ui.cardPile.firstChild);
|
||
}
|
||
game.updateRoundNumber();
|
||
}
|
||
evt._sbliegong_player=player;
|
||
player.addTempSkill('sbliegong_clear');
|
||
var target=trigger.target;
|
||
target.addTempSkill('sbliegong_block');
|
||
if(!target.storage.sbliegong_block) target.storage.sbliegong_block=[];
|
||
target.storage.sbliegong_block.push([evt.card,storage]);
|
||
lib.skill.sbliegong.updateBlocker(target);
|
||
},
|
||
updateBlocker:function(player){
|
||
var list=[],storage=player.storage.sbliegong_block;
|
||
if(storage&&storage.length){
|
||
for(var i of storage) list.addArray(i[1]);
|
||
}
|
||
player.storage.sbliegong_blocker=list;
|
||
},
|
||
ai:{
|
||
threaten:3.5,
|
||
directHit_ai:true,
|
||
halfneg:true,
|
||
skillTagFilter:function(player,tag,arg){
|
||
if(arg&&arg.card&&arg.card.name=='sha'){
|
||
var storage=player.getStorage('sbliegong');
|
||
if(storage.length<3||!storage.contains('heart')||!storage.contains('diamond')) return false;
|
||
var target=arg.target;
|
||
if(target.hasSkill('bagua_skill')||target.hasSkill('bazhen')||target.hasSkill('rw_bagua_skill')) return false;
|
||
return true;
|
||
}
|
||
return false;
|
||
},
|
||
},
|
||
intro:{
|
||
content:'已记录花色:$',
|
||
onunmark:true,
|
||
},
|
||
group:'sbliegong_count',
|
||
subSkill:{
|
||
clear:{
|
||
trigger:{player:'useCardAfter'},
|
||
forced:true,
|
||
charlotte:true,
|
||
popup:false,
|
||
filter:function(event,player){
|
||
return event._sbliegong_player==player;
|
||
},
|
||
content:function(){
|
||
player.unmarkSkill('sbliegong');
|
||
},
|
||
},
|
||
block:{
|
||
mod:{
|
||
cardEnabled:function(card,player){
|
||
if(!player.storage.sbliegong_blocker) return;
|
||
var suit=get.suit(card);
|
||
if(suit=='none') return;
|
||
var evt=_status.event;
|
||
if(evt.name!='chooseToUse') evt=evt.getParent('chooseToUse');
|
||
if(!evt||!evt.respondTo||evt.respondTo[1].name!='sha') return;
|
||
if(player.storage.sbliegong_blocker.contains(suit)) return false;
|
||
},
|
||
},
|
||
trigger:{
|
||
player:['damageBefore','damageCancelled','damageZero'],
|
||
target:['shaMiss','useCardToExcluded','useCardToEnd'],
|
||
global:['useCardEnd'],
|
||
},
|
||
forced:true,
|
||
firstDo:true,
|
||
charlotte:true,
|
||
onremove:function(player){
|
||
delete player.storage.sbliegong_block;
|
||
delete player.storage.sbliegong_blocker;
|
||
},
|
||
filter:function(event,player){
|
||
if(!event.card||!player.storage.sbliegong_block) return false;
|
||
for(var i of player.storage.sbliegong_block){
|
||
if(i[0]==event.card) return true;
|
||
}
|
||
return false;
|
||
},
|
||
content:function(){
|
||
var storage=player.storage.sbliegong_block;
|
||
for(var i=0;i<storage.length;i++){
|
||
if(storage[i][0]==trigger.card){
|
||
storage.splice(i--,1);
|
||
}
|
||
}
|
||
if(!storage.length) player.removeSkill('sbliegong_block');
|
||
else lib.skill.sbliegong.updateBlocker(target);
|
||
},
|
||
},
|
||
count:{
|
||
trigger:{
|
||
player:'useCard',
|
||
target:'useCardToTargeted',
|
||
},
|
||
forced:true,
|
||
filter:function(event,player,name){
|
||
if(name!='useCard'&&player==event.player) return false;
|
||
var suit=get.suit(event.card);
|
||
if(!lib.suit.contains(suit)) return false;
|
||
if(player.storage.sbliegong&&player.storage.sbliegong.contains(suit)) return false;
|
||
return true;
|
||
},
|
||
content:function(){
|
||
player.markAuto('sbliegong',[get.suit(trigger.card)]);
|
||
},
|
||
},
|
||
},
|
||
},
|
||
//刘赪
|
||
splveying:{
|
||
audio:2,
|
||
trigger:{player:'useCardAfter'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return event.card.name=='sha'&&player.countMark('splveying')>1;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.removeMark('splveying',2);
|
||
player.draw();
|
||
'step 1'
|
||
player.chooseUseTarget('guohe');
|
||
},
|
||
marktext:'椎',
|
||
intro:{
|
||
name:'椎(掠影/莺舞)',
|
||
name2:'椎',
|
||
content:'mark',
|
||
},
|
||
group:'splveying_add',
|
||
subSkill:{
|
||
add:{
|
||
trigger:{player:'useCardToPlayered'},
|
||
forced:true,
|
||
usable:2,
|
||
filter:function(event,player){
|
||
return event.card.name=='sha'&&player.isPhaseUsing();
|
||
},
|
||
content:function(){
|
||
player.addMark('splveying',1);
|
||
},
|
||
},
|
||
},
|
||
},
|
||
spyingwu:{
|
||
group:'spyingwu_add',
|
||
audio:2,
|
||
trigger:{player:'useCardAfter'},
|
||
forced:true,
|
||
locked:false,
|
||
filter:function(event,player){
|
||
return player.hasSkill('splveying',null,false,false)&&(get.type(event.card)=='trick'&&!get.tag(event.card,'damage'))&&player.countMark('splveying')>1;
|
||
},
|
||
content:function(){
|
||
player.removeMark('splveying',2);
|
||
player.draw();
|
||
player.chooseUseTarget('sha',false);
|
||
},
|
||
ai:{combo:'splveying'},
|
||
subSkill:{
|
||
add:{
|
||
trigger:{player:'useCardToPlayered'},
|
||
forced:true,
|
||
locked:false,
|
||
usable:2,
|
||
filter:function(event,player){
|
||
return player.hasSkill('splveying')&&(get.type(event.card)=='trick'&&!get.tag(event.card,'damage'))&&player.isPhaseUsing();
|
||
},
|
||
content:function(){
|
||
player.addMark('splveying',1);
|
||
},
|
||
},
|
||
},
|
||
},
|
||
//手杀杨婉
|
||
spmingxuan:{
|
||
audio:2,
|
||
trigger:{player:'phaseUseBegin'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
var list=player.getStorage('spmingxuan');
|
||
return player.countCards('h')>0&&game.hasPlayer(function(current){
|
||
return current!=player&&!list.contains(current);
|
||
});
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var suits=[],hs=player.getCards('h');
|
||
for(var i of hs) suits.add(get.suit(i,player));
|
||
var list=player.getStorage('spmingxuan'),num=Math.min(suits.length,game.countPlayer(function(current){
|
||
return current!=player&&!list.contains(current);
|
||
}));
|
||
player.chooseCard('h',true,[1,num],'瞑昡:请选择至多'+get.cnNumber(num)+'张花色各不相同的手牌',function(card,player){
|
||
if(!ui.selected.cards.length) return true;
|
||
var suit=get.suit(card);
|
||
for(var i of ui.selected.cards){
|
||
if(get.suit(i,player)==suit) return false;
|
||
}
|
||
return true;
|
||
}).set('complexCard',true).set('ai',(card)=>6-get.value(card));
|
||
'step 1'
|
||
if(result.bool){
|
||
var list=player.getStorage('spmingxuan'),cards=result.cards.randomSort();
|
||
var targets=game.filterPlayer((current)=>(current!=player&&!list.contains(current))).randomGets(cards.length).sortBySeat();
|
||
player.line(targets,'green');
|
||
var map=[];
|
||
for(var i=0;i<targets.length;i++){
|
||
map.push([targets[i],cards[i]]);
|
||
}
|
||
game.loseAsync({
|
||
gain_list:map,
|
||
player:player,
|
||
cards:cards,
|
||
giver:player,
|
||
animate:'giveAuto',
|
||
}).setContent('gaincardMultiple');
|
||
event.targets=targets;
|
||
event.num=0;
|
||
}
|
||
else event.finish();
|
||
'step 2'
|
||
game.delayx();
|
||
'step 3'
|
||
if(num<targets.length){
|
||
var target=targets[num];
|
||
event.num++;
|
||
if(target.isIn()){
|
||
event.target=target;
|
||
target.chooseToUse(function(card,player,event){
|
||
if(get.name(card)!='sha') return false;
|
||
return lib.filter.filterCard.apply(this,arguments);
|
||
},'对'+get.translation(player)+'使用一张杀,否则交给其一张牌,且其摸一张牌').set('targetRequired',true).set('complexSelect',true).set('filterTarget',function(card,player,target){
|
||
if(target!=_status.event.sourcex&&!ui.selected.targets.contains(_status.event.sourcex)) return false;
|
||
return lib.filter.targetEnabled.apply(this,arguments);
|
||
}).set('sourcex',player).set('addCount',false);
|
||
}
|
||
else{
|
||
if(event.num<targets.length) event.redo();
|
||
else event.finish();
|
||
}
|
||
}
|
||
'step 4'
|
||
if(result.bool){
|
||
player.markAuto('spmingxuan',[target]);
|
||
if(event.num<targets.length) event.goto(3);
|
||
else event.finish();
|
||
}
|
||
else{
|
||
var he=target.getCards('he');
|
||
if(he.length){
|
||
if(he.length==1) event._result={bool:true,cards:he};
|
||
else target.chooseCard('he',true,'交给'+get.translation(player)+'一张牌')
|
||
}
|
||
else{
|
||
if(event.num<targets.length) event.goto(3);
|
||
else event.finish();
|
||
}
|
||
}
|
||
'step 5'
|
||
if(result.bool){
|
||
target.give(result.cards,player);
|
||
player.draw();
|
||
}
|
||
if(event.num<targets.length) event.goto(3);
|
||
},
|
||
intro:{content:'已被$使用过杀'},
|
||
},
|
||
spxianchou:{
|
||
audio:2,
|
||
trigger:{player:'damageEnd'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return event.source&&event.source.isIn()&&game.hasPlayer(function(current){
|
||
return current!=player&¤t!=event.source;
|
||
});
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.chooseTarget(get.prompt2('spxianchou'),function(card,player,target){
|
||
return target!=player&&target!=_status.event.getTrigger().source;
|
||
}).set('ai',function(target){
|
||
return get.attitude(target,_status.event.player)*Math.sqrt(target.countCards('he'));
|
||
});
|
||
'step 1'
|
||
if(result.bool){
|
||
var target=result.targets[0];
|
||
event.target=target;
|
||
player.logSkill('spxianchou',target);
|
||
player.line2([target,trigger.source]);
|
||
target.chooseToDiscard('he','是否弃置一张牌,视为对'+get.translation(trigger.source)+'使用一张【杀】?').set('ai',function(card){
|
||
if(_status.event.goon) return 8-get.value(card);
|
||
return 0;
|
||
}).set('goon',((target.canUse('sha',trigger.source,false)?get.effect(trigger.source,{name:'sha',isCard:true},target,target):0)+get.recoverEffect(player,target,target))>0);
|
||
}
|
||
else event.finish();
|
||
'step 2'
|
||
if(result.bool){
|
||
if(target.canUse('sha',trigger.source,false)) target.useCard({name:'sha',isCard:true},trigger.source,false);
|
||
else event.finish();
|
||
}
|
||
else event.finish();
|
||
'step 3'
|
||
if(target.hasHistory('sourceDamage',function(evt){
|
||
var card=evt.card;
|
||
if(!card||card.name!='sha') return false;
|
||
var evtx=evt.getParent('useCard');
|
||
return evtx.card==card&&evtx.getParent()==event;
|
||
})){
|
||
target.draw();
|
||
player.recover();
|
||
}
|
||
},
|
||
},
|
||
},
|
||
dynamicTranslate:{
|
||
sbkeji:function(player){
|
||
return '①出牌阶段' + (player.storage.sbkeji ? '' :'各') + '限一次。你可以选择一项:1.弃置一张手牌,然后获得1点护甲;2.失去1点体力,然后获得2点护甲。②你的手牌上限+X(X为你的护甲数)。③若你不为正在结算濒死流程的角色,你不能使用【桃】。';
|
||
},
|
||
sblongdan:function(player){
|
||
if(player.hasSkill('sblongdan_mark',null,null,false)) return '蓄力技(1/3)。①你可以消耗1点蓄力值,将一张基本牌当做任意基本牌使用或打出,然后若你以此法使用牌,你摸一张牌。②一名角色的回合结束时,你获得1点蓄力值。';
|
||
return '蓄力技(1/3)。①你可以消耗1点蓄力值,将【杀】当做【闪】或将【闪】当做【杀】使用或打出,然后若你以此法使用牌,你摸一张牌。②一名角色的回合结束时,你获得1点蓄力值。';
|
||
},
|
||
sblianhuan:function(player){
|
||
var str='①出牌阶段,你可以重铸一张♣手牌。②出牌阶段限一次。你可以将一张♣手牌当【铁索连环】使用。';
|
||
if(!player.storage.sblianhuan) str+='③当你使用【铁索连环】时,你可以失去1点体力,然后当此牌指定第一个目标后,你随机弃置每名不处于连环状态的目标角色一张手牌。';
|
||
else str+='③当你使用【铁索连环】时,你可以额外指定任意名角色为目标。④当你使用【铁索连环】指定第一个目标后,你随机弃置每名不处于连环状态的目标角色一张手牌。';
|
||
return str;
|
||
},
|
||
sbjiang:function(player){
|
||
var str='①当你使用【决斗】或红色【杀】指定目标后,或当你成为【决斗】或红色【杀】的目标后,你摸一张牌。②当你使用【决斗】时,你可以额外指定一名目标,然后你失去1点体力。③出牌阶段限';
|
||
if(player.countMark('sbjiang')) str+='X次。你可以将所有手牌当【决斗】使用(X为场上其他吴势力角色数+1)。';
|
||
else str+='一次。你可以将所有手牌当【决斗】使用。';
|
||
return str;
|
||
}
|
||
},
|
||
translate:{
|
||
sb_zhanghe_prefix:'谋',
|
||
sb_yujin_prefix:'谋',
|
||
sb_huaxiong_prefix:'谋',
|
||
liucheng_prefix:'谋',
|
||
sp_yangwan_prefix:'谋',
|
||
sb_huangzhong_prefix:'谋',
|
||
sb_lvmeng_prefix:'谋',
|
||
sb_sunshangxiang_prefix:'谋',
|
||
sb_sunquan_prefix:'谋',
|
||
sb_huanggai_prefix:'谋',
|
||
sb_zhouyu_prefix:'谋',
|
||
sb_caoren_prefix:'谋',
|
||
sb_xiahoushi_prefix:'谋',
|
||
sb_zhangjiao_prefix:'谋',
|
||
sb_caocao_prefix:'谋',
|
||
sb_zhenji_prefix:'谋',
|
||
sb_ganning_prefix:'谋',
|
||
sb_machao_prefix:'谋',
|
||
sb_xuhuang_prefix:'谋',
|
||
sb_zhangfei_prefix:'谋',
|
||
sb_zhaoyun_prefix:'谋',
|
||
sb_liubei_prefix:'谋',
|
||
sb_jiangwei_prefix:'谋',
|
||
sb_fazheng_prefix:'谋',
|
||
sb_chengong_prefix:'谋',
|
||
sb_diaochan_prefix:'谋',
|
||
sb_yuanshao_prefix:'谋',
|
||
sb_pangtong_prefix:'谋',
|
||
sb_sunce_prefix:'谋',
|
||
sb_daqiao_prefix:'谋',
|
||
sb_liubiao_prefix:'谋',
|
||
sb_zhurong_prefix:'谋',
|
||
sb_menghuo_prefix:'谋',
|
||
sp_yangwan:'谋杨婉',
|
||
spmingxuan:'瞑昡',
|
||
spmingxuan_info:'锁定技。出牌阶段开始时,你须选择至多X张花色各不相同的手牌(X为未选择过选项一的角色),将这些牌随机交给这些角色中的等量角色。然后这些角色依次选择一项:⒈对你使用一张【杀】。⒉交给你一张牌,然后你摸一张牌。',
|
||
spxianchou:'陷仇',
|
||
spxianchou_info:'当你受到有来源的伤害后,你可选择一名不为伤害来源的其他角色。该角色可以弃置一张牌,然后视为对伤害来源使用一张【杀】(无距离限制)。若其因此【杀】造成了伤害,则其摸一张牌,你回复1点体力。',
|
||
liucheng:'谋刘赪',
|
||
splveying:'掠影',
|
||
splveying_info:'锁定技。①每回合限两次,当你使用【杀】指定目标后,你获得一个“椎”。②当你使用的【杀】结算结束后,若你的“椎”数大于1,则你弃置两个“椎”并摸一张牌,然后可以视为使用一张【过河拆桥】。',
|
||
spyingwu:'莺舞',
|
||
spyingwu_info:'若你拥有〖掠影〗,则:①每回合限两次,当你使用非伤害类普通锦囊牌指定目标后,你获得一个“椎”。②当你使用的非伤害类普通锦囊牌结算结束后,若你的“椎”数大于1,则你弃置两个“椎”并摸一张牌,然后可以视为使用一张【杀】。',
|
||
sb_huangzhong:'谋黄忠',
|
||
sbliegong:'烈弓',
|
||
sbliegong_info:'①若你的装备区内没有武器牌,则你手牌区内所有【杀】的属性视为无属性。②当你使用牌时,或成为其他角色使用牌的目标后,你记录此牌的花色。③当你使用【杀】指定唯一目标后,若你〖烈弓②〗的记录不为空,则你可亮出牌堆顶的X张牌(X为你〖烈弓②〗记录过的花色数-1),令此【杀】的伤害值基数+Y(Y为亮出牌中被〖烈弓②〗记录过花色的牌的数量),且目标角色不能使用〖烈弓②〗记录过花色的牌响应此【杀】。此【杀】使用结算结束后,你清除〖烈弓②〗的记录。',
|
||
sb_huaxiong:'谋华雄',
|
||
sbyangwei:'扬威',
|
||
sbyangwei_info:'出牌阶段,你可以摸两张牌,令此技能于你的下下个结束阶段前失效,且你获得如下效果直到回合结束:使用【杀】无距离限制,次数上限+1且无视防具。',
|
||
sb_yujin:'谋于禁',
|
||
sbxiayuan:'狭援',
|
||
sbxiayuan_info:'每轮限一次。其他角色受到伤害后,若其因此伤害触发过护甲效果且其没有护甲,则你可弃置两张手牌,令其获得X点护甲(X为其因此伤害触发护甲效果而失去的护甲数量)。',
|
||
sbjieyue:'节钺',
|
||
sbjieyue_info:'结束阶段,你可以令一名其他角色获得1点护甲。然后其可以交给你一张牌。',
|
||
sb_lvmeng:'谋吕蒙',
|
||
sbkeji:'克己',
|
||
sbkeji_info:'①出牌阶段各限一次。你可以选择一项:1.弃置一张手牌,然后获得1点护甲;2.失去1点体力,然后获得2点护甲。②你的手牌上限+X(X为你的护甲数)。③若你不为正在结算濒死流程的角色,你不能使用【桃】。',
|
||
sbdujiang:'渡江',
|
||
sbdujiang_info:'觉醒技。准备阶段,若你的护甲数不少于3,你获得〖夺荆〗,修改〖克己①〗为“出牌阶段限一次”。',
|
||
sbduojing:'夺荆',
|
||
sbduojing_info:'当你使用【杀】指定目标时,你可以失去1点护甲。然后令此【杀】无视防具,你获得目标角色一张牌,本回合使用【杀】的次数上限+1。',
|
||
sb_sunshangxiang:'谋孙尚香',
|
||
sbjieyin:'结姻',
|
||
sbjieyin_info:'使命技。①游戏开始时,你令一名其他角色获得1枚“助”。②出牌阶段开始时,有“助”的角色选择一项:1.交给你X张手牌(X=min(2,其手牌数)且至少为1),然后获得1点护甲;2.令你将“助”移动给另一名其他角色,或移去其“助”(若其此前获得过“助”,则只能移去)。③失败:当一名角色死亡后,若其于死亡时有“助”,或当你因〖结姻②〗移去“助”后,你将势力改为吴,回复1点体力,获得所有“妆”并减1点体力上限。',
|
||
sbliangzhu:'良助',
|
||
sbliangzhu_info:'蜀势力技。出牌阶段限一次,你可以将一名其他角色装备区里的一张牌置于武将牌上,称为“妆”,然后有“助”的角色须选择回复1点体力或摸两张牌。',
|
||
sbxiaoji:'枭姬',
|
||
sbxiaoji_info:'吴势力技。当你失去装备区里的一张牌后,你摸两张牌,然后可以弃置场上的一张牌。',
|
||
sb_sunquan:'谋孙权',
|
||
sbzhiheng:'制衡',
|
||
sbzhiheng_info:'出牌阶段限一次。你可以弃置任意张牌并摸等量的牌,若你以此法弃置的牌包括你所有手牌,则你多摸X张牌(X为你的“业”数+1),并弃1枚“业”。',
|
||
sbtongye:'统业',
|
||
sbtongye_info:'锁定技。结束阶段,你猜测场上装备牌数与你下一个准备阶段的场上装备牌数是否相等,并获得以下效果:你下一个准备阶段,若你猜对且“业”数小于2,你获得1枚“业”;若你猜错,你弃1枚“业”。',
|
||
sbjiuyuan:'救援',
|
||
sbjiuyuan_info:'主公技,锁定技。①其他吴势力角色使用【桃】时,你摸一张牌。②其他吴势力角色对你使用的【桃】的回复量+1。',
|
||
sb_huanggai:'谋黄盖',
|
||
sbkurou:'苦肉',
|
||
sbkurou_info:'①出牌阶段开始时,你可以交给其他角色一张牌,若此牌于对方手牌区内为【桃】或【酒】,你失去2点体力,否则你失去1点体力。②当你失去1点体力后,你获得2点护甲。',
|
||
sbzhaxiang:'诈降',
|
||
sbzhaxiang_info:'锁定技。①摸牌阶段,你多摸X张牌。②你每回合使用的前X张牌无距离与次数限制且不能被响应(X为你已损失的体力值)。',
|
||
sb_zhouyu:'谋周瑜',
|
||
sbyingzi:'英姿',
|
||
sbyingzi_info:'锁定技。摸牌阶段,你多摸X张牌,且令你本回合手牌上限+X(X为以下条件中你满足的项数:手牌数不小于2、体力值不小于2、装备区里的牌数不小于1)。',
|
||
sbfanjian:'反间',
|
||
sbfanjian_info:'出牌阶段,你可以声明一个花色并选择一张牌和一名其他角色(每种花色的牌每回合限一次)。其须选择一项:1.猜测此牌花色与你所声明花色是否相同;2.翻面。然后其正面向上获得此牌。若其选择猜测且猜测错误,其失去1点体力,否则其令你〖反间〗于本回合失效。',
|
||
sb_caoren:'谋曹仁',
|
||
sbjushou:'据守',
|
||
sbjushou_info:'①出牌阶段限一次。若你的武将牌正面朝上,你可以弃置至多两张牌,然后你翻面并获得等量护甲。②当你受到伤害后,若你的武将牌背面朝上,你选择一项:1.翻面;2.获得1点护甲。③当你翻面后,若你的武将牌正面朝上,你摸X张牌(X为你的护甲数)。',
|
||
sbjiewei:'解围',
|
||
sbjiewei_info:'出牌阶段限一次。你可以失去1点护甲并选择一名其他角色。你观看其手牌并获得其中一张。',
|
||
sb_xiahoushi:'谋夏侯氏',
|
||
sbqiaoshi:'樵拾',
|
||
sbqiaoshi_info:'每回合限一次。当你受到其他角色造成的伤害后,其可以令你回复等同于此次伤害值的体力,然后其摸两张牌。',
|
||
sbyanyu:'燕语',
|
||
sbyanyu_info:'①出牌阶段限两次。你可以弃置一张【杀】,然后摸一张牌。②出牌阶段结束时,你可以令一名其他角色摸3X张牌(X为你于此阶段发动〖燕语①〗的次数)。',
|
||
sb_zhangjiao:'谋张角',
|
||
sbleiji:'雷击',
|
||
sbleiji_info:'出牌阶段,你可以选择一名其他角色并弃4枚“道兵”,对其造成1点雷电伤害。',
|
||
sbguidao:'鬼道',
|
||
sbguidao_info:'①游戏开始时/一名角色受到属性伤害后,你获得4/2枚“道兵”。②当你受到伤害时,你可以弃2枚“道兵”并防止此伤害。然后若当前回合角色不为你,〖鬼道①〗于你下回合开始前无效。③“道兵”上限为8。',
|
||
sbhuangtian:'黄天',
|
||
sbhuangtian_info:'主公技,锁定技。①回合开始时,若本回合为你的第一个回合且游戏轮数为1,且游戏内没有【太平要术】,你装备【太平要术】。②其他群势力角色造成伤害后,若你拥有〖鬼道〗,你获得2枚“道兵”(每轮你至多以此法获得4枚“道兵”)。',
|
||
sb_caocao:'谋曹操',
|
||
sbjianxiong:'奸雄',
|
||
sbjianxiong_info:'①游戏开始时,你可获得至多2枚“治世”标记。②当你受到伤害后,你可获得伤害牌,摸1-X张牌(X为“治世”数),然后你可弃1枚“治世”。',
|
||
sbqingzheng:'清正',
|
||
sbqingzheng_info:'出牌阶段开始时,你可以弃置3-X种花色的所有手牌(X为“治世”数),并观看一名有手牌的其他角色的手牌,你弃置其中一种花色的所有牌。若其被弃置的牌数小于你以此法弃置的牌数,你对其造成1点伤害。然后若X小于2且你拥有技能〖奸雄〗,你可以获得1枚“治世”。',
|
||
sbhujia:'护驾',
|
||
sbhujia_info:'主公技,每轮限一次。当你受到伤害时,你可以将此伤害转移给一名其他魏势力角色。',
|
||
sb_zhenji:'谋甄宓',
|
||
sbluoshen:'洛神',
|
||
sbluoshen_info:'准备阶段,你可以选择一名角色。从其开始按逆时针方向的X名其他角色依次执行(X为角色数的一半,向上取整):展示一张手牌,若此牌为黑色,你获得之且此牌不计入本回合手牌上限;若此牌为红色,其弃置之。',
|
||
sb_ganning:'谋甘宁',
|
||
sbqixi:'奇袭',
|
||
sbqixi_info:'出牌阶段限一次。若你有手牌,你可以令一名其他角色猜测你手牌中最多的花色。若其猜对,你展示所有手牌;若其猜错,你可令其从其未选择过的花色中再次猜测,重复此流程。然后你弃置其区域内的X张牌(X为其于本次〖奇袭〗中猜错的次数)。',
|
||
sbfenwei:'奋威',
|
||
sbfenwei_info:'限定技。①出牌阶段,你可以将至多三张牌分别置于等量名角色的武将牌上,称为“威”,然后你摸等量牌。②当一名角色成为锦囊牌的目标时,若其有“威”,你须选择:1.令其获得其“威”;2.令其移去“威”,并取消此目标。',
|
||
sb_machao:'谋马超',
|
||
sbtieji:'铁骑',
|
||
sbtieji_info:'当你使用【杀】指定其他角色为目标后,你可以令目标角色不能响应此【杀】,且其所有非锁定技失效直到回合结束。然后你与其进行谋弈。若你赢,且你选择的选项为:“直取敌营”,则你获得其一张牌;“扰阵疲敌”,你摸两张牌。',
|
||
sb_xuhuang:'谋徐晃',
|
||
sbduanliang:'断粮',
|
||
sbduanliang_info:'出牌阶段限一次。你可以与一名其他角色进行谋弈。若你赢,且你选择的选项为:“围城断粮”,若其判定区没有【兵粮寸断】,你将牌堆顶牌当【兵粮寸断】对其使用,否则你获得其一张牌;“擂鼓进军”,你视为对其使用一张【决斗】。',
|
||
sbshipo:'势迫',
|
||
sbshipo_info:'结束阶段,你可以令一名体力少于你的角色或所有判定区有【兵粮寸断】的其他角色选择一项:1.交给你一张手牌;2.受到1点伤害。所有目标角色选择完成后,你可以将任意张你以此法得到的牌交给一名其他角色。',
|
||
sb_zhangfei:'谋张飞',
|
||
sbpaoxiao:'咆哮',
|
||
sbpaoxiao_info:'锁定技。①你使用【杀】无次数限制。②若你的装备区内有武器牌,则你使用【杀】无距离限制。③当你于出牌阶段内使用第二张及以后【杀】时,你获得如下效果:{此【杀】不可被响应且伤害值基数+1;此【杀】指定目标后,目标角色的非锁定技于本回合内失效;此【杀】造成伤害后,若目标角色存活,则你失去1点体力并随机弃置一张手牌。}',
|
||
sbxieji:'协击',
|
||
sbxieji_info:'准备阶段开始时,你可以和一名其他角色进行协力。其的下个结束阶段开始时,若你与其协力成功,则你可以选择至多三名其他角色。你对这些角色视为使用一张【杀】,且当此【杀】因执行牌面效果造成伤害后,你摸X张牌(X为伤害值)。',
|
||
sb_zhaoyun:'谋赵云',
|
||
sblongdan:'龙胆',
|
||
sblongdan_info:'蓄力技(1/3)。①你可以消耗1点蓄力值,将【杀】当做【闪】或将【闪】当做【杀】使用或打出,然后若你以此法使用牌,你摸一张牌。②一名角色的回合结束时,你获得1点蓄力值。',
|
||
sbjizhu:'积著',
|
||
sbjizhu_info:'准备阶段开始时,你可以和一名其他角色进行协力。其的下个结束阶段开始时,若你与其协力成功,则你修改〖龙胆〗直到你的下个结束阶段开始。',
|
||
sblongdan_shabi:'龙胆',
|
||
sblongdan_shabi_info:'蓄力技(1/3)。①你可以消耗1点蓄力值,将一张基本牌当做任意基本牌使用或打出,然后摸一张牌。②一名角色的回合结束时,你获得1点蓄力值。',
|
||
sb_liubei:'谋刘备',
|
||
sbrende:'仁德',
|
||
sbrende_info:'①出牌阶段每名角色限一次。你可以将任意张牌交给一名其他角色,然后你获得等量“仁望”标记(至多为8)。②每回合限一次。你可以移去2枚“仁望”,视为使用或打出一张基本牌。③出牌阶段开始时,你获得2枚“仁望”。',
|
||
sbzhangwu:'章武',
|
||
sbzhangwu_info:'限定技。出牌阶段,你可以令所有于本局游戏成为过〖仁德①〗目标的其他角色依次交给你X张牌,然后你回复3点体力并失去〖仁德〗(X为游戏轮数-1,且至多为3)。',
|
||
sbjijiang:'激将',
|
||
sbjijiang_info:'主公技。出牌阶段结束时,你可以选择一名体力值不小于你的其他蜀势力角色A和一名在A攻击范围内的角色B。A选择一项:1.视为对B使用一张【杀】;2.下一个出牌阶段开始前,跳过此阶段。',
|
||
sb_jiangwei:'谋姜维',
|
||
sbtiaoxin:'挑衅',
|
||
sbtiaoxin_info:'蓄力技(4/4)。①出牌阶段限一次。你可以选择至多X名角色(X为你的蓄力值),令这些角色选择一项:1.对你使用一张【杀】(无距离限制);2.交给你一张牌。然后你消耗等同于你选择的目标数的蓄力值。②当你于弃牌阶段弃置牌后,你获得等量蓄力值。',
|
||
sbzhiji:'志继',
|
||
sbzhiji_info:'觉醒技。准备阶段,若你因〖挑衅①〗消耗过至少4点蓄力值,你减1点体力上限,令至少一名角色获得“北伐”标记并获得如下效果直到你的下回合开始:其使用牌只能指定你或其为目标。',
|
||
sb_fazheng:'谋法正',
|
||
sbxuanhuo:'眩惑',
|
||
sbxuanhuo_info:'①出牌阶段限一次。你可以将一张牌交给一名没有“眩”标记的其他角色,然后令其获得“眩”标记。②当有“眩”的其他角色于摸牌阶段外得到牌后,若你以此法于其本次获得“眩”的期间内得到其的牌数小于5,你随机获得其一张手牌。',
|
||
sbenyuan:'恩怨',
|
||
sbenyuan_info:'锁定技。准备阶段,若场上存在有“眩”的角色,你移去该角色的“眩”,且你于其本次获得“眩”的期间内得到其的牌数:不小于3,你交给其三张牌;小于3,其失去1点体力,你回复1点体力。',
|
||
sb_chengong:'谋陈宫',
|
||
sbmingce:'明策',
|
||
sbmingce_info:'①出牌阶段限一次。你可以将一张牌交给一名其他角色,其选择一项:1.失去1点体力,令你摸两张牌并获得1枚“策”;2.摸一张牌。②出牌阶段开始时,你可以移去所有“策”并对一名其他角色造成等量伤害。',
|
||
sbzhichi:'智迟',
|
||
sbzhichi_info:'锁定技。当你受到伤害后,防止你本回合受到的伤害。',
|
||
sb_yuanshao:'谋袁绍',
|
||
sbluanji:'乱击',
|
||
sbluanji_info:'①出牌阶段限一次。你可以将两张手牌当【万箭齐发】使用。②每回合限三次,当其他角色因响应你使用的【万箭齐发】而打出【闪】时,你摸一张牌。',
|
||
sbxueyi:'血裔',
|
||
sbxueyi_info:'主公技,锁定技。①你的手牌上限+2X(X为场上其他群势力角色数)。②每回合限两次,当你使用牌指定其他群势力角色为目标后,你摸一张牌。',
|
||
sb_diaochan:'谋貂蝉',
|
||
sblijian:'离间',
|
||
sblijian_info:'出牌阶段限一次。你可以选择至少两名其他角色并弃置X张牌(X为你选择的角色数-1)。然后每名你选择的角色依次视为对这些角色中与其逆时针座次最近的另一名角色使用一张【决斗】。',
|
||
sbbiyue:'闭月',
|
||
sbbiyue_info:'锁定技。结束阶段,你摸Y张牌(Y为本回合包括已死亡角色在内受到过伤害的角色数+1且至多为4)。',
|
||
sb_pangtong:'谋庞统',
|
||
sblianhuan:'连环',
|
||
sblianhuan_info:'①出牌阶段,你可以重铸一张♣手牌。②出牌阶段限一次。你可以将一张♣手牌当【铁索连环】使用。③当你使用【铁索连环】时,你可以失去1点体力,然后当此牌指定第一个目标后,你随机弃置每名不处于连环状态的目标角色一张手牌。',
|
||
sblianhuan_lv2:'连环·改',
|
||
sblianhuan_lv2_info:'①出牌阶段,你可以重铸一张♣手牌。②出牌阶段限一次。你可以将一张♣手牌当【铁索连环】使用。③当你使用【铁索连环】时,你可以额外指定任意名角色为目标。④当你使用【铁索连环】指定第一个目标后,你随机弃置每名不处于连环状态的目标角色一张手牌。',
|
||
sbniepan:'涅槃',
|
||
sbniepan_info:'限定技。当你处于濒死状态时,你可以弃置区域里的所有牌,摸两张牌,将体力回复至2点,复原武将牌,然后修改〖连环〗。',
|
||
sb_sunce:'谋孙策',
|
||
sbjiang:'激昂',
|
||
sbjiang_info:'①当你使用【决斗】或红色【杀】指定目标后,或当你成为【决斗】或红色【杀】的目标后,你摸一张牌。②当你使用【决斗】时,你可以额外指定一名目标,然后你失去1点体力。③出牌阶段限一次。你可以将所有手牌当【决斗】使用。',
|
||
sbhunzi:'魂姿',
|
||
sbhunzi_info:'觉醒技。当你脱离濒死状态后,你减1点体力上限,获得1点护甲,摸三张牌。然后你获得〖英姿〗和〖英魂〗。',
|
||
sbzhiba:'制霸',
|
||
sbzhiba_info:'主公技,限定技。当你进入濒死状态时,你可以回复X-1点体力并修改〖激昂③〗为“出牌阶段限X次”(X为场上其他吴势力角色数+1)。然后其他吴势力角色依次受到1点无来源伤害,且当有角色因此死亡后,你摸三张牌。',
|
||
sb_daqiao:'谋大乔',
|
||
sbguose:'国色',
|
||
sbguose_info:'出牌阶段限四次。你可以选择一项:1.将一张♦牌当【乐不思蜀】使用;2.弃置场上一张【乐不思蜀】。然后你摸一张牌。',
|
||
sbliuli:'流离',
|
||
sbliuli_info:'当你成为【杀】的目标时,你可以弃置一张牌并选择你攻击范围内的一名不为此【杀】使用者的角色,将此【杀】转移给该角色。若你以此法弃置了♥牌,则你可以令一名不为此【杀】使用者的其他角色获得“流离”标记,且移去场上所有其他的“流离”(每回合限一次)。有“流离”的角色回合开始时,其移去其“流离”并执行一个额外的出牌阶段。',
|
||
sb_liubiao:'谋刘表',
|
||
sbzishou:'自守',
|
||
sbzishou_info:'锁定技。其他角色的结束阶段,若其与你于本局游戏内均未对对方造成过伤害,其须交给你一张牌。',
|
||
sbzongshi:'宗室',
|
||
sbzongshi_info:'锁定技。每名角色限一次。当你受到伤害后,你令伤害来源弃置所有手牌。',
|
||
sb_zhurong:'谋祝融',
|
||
sblieren:'烈刃',
|
||
sblieren_info:'当你使用【杀】指定唯一目标后,你可以摸一张牌,然后与其拼点。若你赢,此【杀】结算结束后,你可以对另一名其他角色造成1点伤害。',
|
||
sbjuxiang:'巨象',
|
||
sbjuxiang_info:'锁定技。①【南蛮入侵】对你无效。②当其他角色使用【南蛮入侵】结算结束后,你获得此牌对应的所有实体牌。③结束阶段,若你未于本回合使用过【南蛮入侵】,你可以将一张游戏外的随机【南蛮入侵】(共2张)交给一名角色。',
|
||
sb_menghuo:'谋孟获',
|
||
sbhuoshou:'祸首',
|
||
sbhuoshou_info:'锁定技。①【南蛮入侵】对你无效。②当其他角色使用【南蛮入侵】指定第一个目标后,你代替其成为此牌的伤害来源。③出牌阶段开始时,你随机获得弃牌堆中的一张【南蛮入侵】。④出牌阶段,若你于此阶段使用过【南蛮入侵】,你不能使用【南蛮入侵】。',
|
||
sbzaiqi:'再起',
|
||
sbzaiqi_info:'蓄力技(0/7)。①弃牌阶段结束时,你可以消耗任意点蓄力值并选择等量名角色,然后令这些角色选择一项:1.令你摸一张牌;2.弃置一张牌,然后你回复1点体力。②每回合限一次。当你造成伤害后,你获得1点蓄力值。',
|
||
sb_zhanghe:'谋张郃',
|
||
sbqiaobian:'巧变',
|
||
sbqiaobian_info:'每回合限一次。①你可以失去1点体力并跳过判定阶段,将判定区的所有牌移动给一名其他角色(无法置入其判定区的牌改为弃置之)。②你可以跳过摸牌阶段,于下个准备阶段摸五张牌并回复1点体力。③你可以将手牌数弃置至六张(若手牌数少于六张则跳过之)并跳过出牌阶段和弃牌阶段,然后移动场上的一张牌。',
|
||
sb_yl_luzhi:'谋卢植',
|
||
sb_yl_luzhi_prefix:'谋',
|
||
sbzhenliang:'贞良',
|
||
sbzhenliang_info:'转换技。阴:出牌阶段限一次,你可以弃置X张与“任”颜色相同的牌并对攻击范围内的一名角色造成1点伤害(X为你与其体力值值差且X至少为1)。阳:你的回合外,一名角色使用或打出牌结算完成后,若此牌与“任”类别相同,则你可以令一名角色摸一张牌。',
|
||
sb_xiaoqiao:'谋小乔',
|
||
sb_xiaoqiao_prefix:'谋',
|
||
sbtianxiang:'天香',
|
||
sbtianxiang_info:'①出牌阶段限三次,你可以交给一名没有“天香”标记的其他角色一张红色牌,然后令其获得此牌花色的“天香”标记。②当你受到伤害时,你可以移去一名角色的“天香”标记,若此“天香”标记为:红桃,你防止此伤害,其受到伤害来源对其造成的1点伤害(若没有伤害来源则改为无来源伤害);方片,其交给你两张牌。③准备阶段,你移去场上所有的“天香”标记,然后摸等量的牌。',
|
||
sb_sp_zhugeliang:'谋卧龙',
|
||
sb_sp_zhugeliang_prefix:'谋',
|
||
sb_zhugeliang:'谋诸葛亮',
|
||
sb_zhugeliang_prefix:'谋',
|
||
sbhuoji:'火计',
|
||
sbhuoji_info:'使命技。①使命:出牌阶段限一次,你可以选择一名其他角色,对其和所有势力与其势力相同的其他角色造成1点火属性伤害。②成功:准备阶段,若你本局游戏已造成的火属性伤害大于等于游戏人数,则你将武将牌更换为谋诸葛亮(若你没有拥有此技能的武将牌则改为失去〖火计〗和〖看破〗,然后获得〖观星〗和〖空城〗)。③失败:使命成功前进入濒死状态。',
|
||
sbkanpo:'看破',
|
||
sbkanpo_info:'①一轮开始时,你清除“看破”记录的牌名,然后你可以记录三个非此次移去的牌名的牌名。②一名其他角色使用你“看破”记录的牌名的牌时,你可以从“看破”中移去此牌名,令此牌无效。',
|
||
sbguanxing:'观星',
|
||
sbguanxing_info:'①准备阶段,你将武将牌上所有“星”置入弃牌堆,将牌堆顶的X张牌称为“星”置于你的武将牌上(X为你此次移去的“星”数+1且至多为7,若本次为第一次发动〖观星〗则X为7),然后你可以将任意张“星”置于牌堆顶,若你未将任意“星”置于牌堆顶,你可以于结束阶段将任意张“星”置于牌堆顶。②你可以如手牌般使用或打出“星”。',
|
||
sbkongcheng:'空城',
|
||
sbkongcheng_info:'锁定技,当你受到伤害时,若你拥有技能〖观星〗,则:若你有“星”,你进行一次判定,若判定结果点数小于等于你的“星”,则此伤害-1;没有“星”,此伤害+1。',
|
||
sb_huangyueying:'谋黄月英',
|
||
sb_huangyueying_prefix:'谋',
|
||
sbqicai:'奇才',
|
||
sbqicai_backup:'奇才',
|
||
sbqicai_info:'①出牌阶段限一次,你可以将手牌中或弃牌堆中的一张防具牌置于一名其他角色的装备栏,然后其须将之后获得的前三张基本锦囊牌交给你。②你使用锦囊牌无距离限制。',
|
||
sbjizhi:'集智',
|
||
sbjizhi_info:'锁定技,当你使用一张普通锦囊牌时,你摸一张牌,且此牌本回合不计入你的手牌上限。',
|
||
|
||
sb_zhi:'谋攻篇·知',
|
||
sb_shi:'谋攻篇·识',
|
||
sb_tong:'谋攻篇·同',
|
||
sb_yu:'谋攻篇·虞',
|
||
sb_neng:'谋攻篇·能',
|
||
},
|
||
};
|
||
});
|