noname/character/standard.js

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