604 lines
16 KiB
JavaScript
604 lines
16 KiB
JavaScript
'use strict';
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card.sp={
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connect:true,
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card:{
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yinyueqiang:{
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fullskin:true,
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type:'equip',
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subtype:'equip1',
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distance:{attackFrom:-2},
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ai:{
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basic:{
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equipValue:4
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}
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},
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skills:['yinyueqiang']
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},
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muniu:{
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fullskin:true,
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type:'equip',
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subtype:'equip5',
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skills:['muniu_skill','muniu_skill2','muniu_skill7'],
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ai:{
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basic:{
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equipValue:function(card){
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if(card.card) return 8+card.card.length;
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return 8;
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}
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}
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}
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},
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du:{
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type:'basic',
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fullskin:true,
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ai:{
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value:-5,
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useful:6,
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},
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enable:true,
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modTarget:true,
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filterTarget:function(card,player,target){
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return target==player;
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},
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delay:false,
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content:function(){},
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selectTarget:-1
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},
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shengdong:{
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fullskin:true,
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enable:function(card,player){
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var hs=player.get('h');
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if(hs.length>1) return true;
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if(hs.length==1&&hs[0]!=card) return true;
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return false;
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},
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type:'trick',
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selectTarget:2,
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multitarget:true,
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targetprompt:['交给其一张牌','得两张牌'],
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filterTarget:function(card,player,target){
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return target!=player;
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},
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content:function(){
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'step 0'
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if(!player.num('h')){
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event.finish();
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}
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else{
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event.target1=targets[0];
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event.target2=targets[1];
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player.chooseCard('h','将一张手牌交给'+get.translation(event.target1),true);
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}
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'step 1'
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player.$give(1,event.target1);
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event.target1.gain(result.cards,player);
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'step 2'
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if(!event.target1.num('h')){
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event.finish();
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}
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else{
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var he=event.target1.get('he');
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if(he.length<=2){
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event.directresult=he;
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}
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else{
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event.target1.chooseCard('he','将两张牌交给'+get.translation(event.target2),2,true);
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}
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}
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'step 3'
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if(!event.directresult){
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event.directresult=result.cards;
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}
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event.target1.$give(event.directresult.length,event.target2);
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event.target2.gain(event.directresult,event.target1);
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},
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ai:{
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order:2.5,
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value:[4,1],
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useful:1,
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wuxie:function(){
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return 0;
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},
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result:{
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target:function(player,target){
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var ok=false;
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var hs=player.get('h');
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for(var i=0;i<hs.length;i++){
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if(ai.get.value(hs[i])<=5){
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ok=true;
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break;
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}
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}
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if(!ok) return 0;
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if(ui.selected.targets.length==1) return 2;
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if(target.num('he')==0) return 0;
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if(player.hasFriend()) 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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zengbin:{
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fullskin:true,
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enable:true,
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type:'trick',
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filterTarget:true,
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content:function(){
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'step 0'
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target.draw(3);
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'step 1'
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if(target.num('he',{type:'basic'})<target.num('he')){
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target.chooseToDiscard('弃置一张非基本牌(或取消并弃置两张牌)','he',function(card){
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return get.type(card)!='basic';
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}).set('ai',function(card){
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if(_status.event.goon) return 7-ai.get.value(card);
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return 8-ai.get.value(card);
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}).set('goon',target.num('h','basic')>2);
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event.more=true;
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}
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else{
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target.chooseToDiscard('he',2,true);
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}
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'step 2'
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if(event.more&&!result.bool){
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target.chooseToDiscard('he',2,true);
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}
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},
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ai:{
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order:7,
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useful:4,
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value:10,
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result:{
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target:function(player,target){
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if(target.num('j','lebu')) return 0;
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return Math.max(1,2-target.num('h')/10);
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}
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}
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}
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},
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caomu:{
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fullskin:true,
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enable:true,
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type:'delay',
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filterTarget:function(card,player,target){
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return (lib.filter.judge(card,player,target)&&player!=target);
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},
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judge:function(card){
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if(get.suit(card)=='club') return 0;
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return -3;
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},
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effect:function(){
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if(result.bool==false){
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player.addTempSkill('caomu_skill','phaseAfter');
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}
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},
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ai:{
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basic:{
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order:1,
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useful:1,
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value:4.5,
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},
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result:{
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player:function(player,target){
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var num=0;
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for(var i=0;i<game.players.length;i++){
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if(get.distance(target,game.players[i])<=1&&game.players[i]!=target){
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var att=ai.get.attitude(player,game.players[i]);
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if(att>3){
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num+=1.1;
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}
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else if(att>0){
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num++;
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}
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else if(att<-3){
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num-=1.1;
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}
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else if(att<0){
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num--;
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}
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}
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}
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return num;
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},
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target:-1
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},
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}
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}
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},
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skill:{
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yinyueqiang:{
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trigger:{player:['useCard','respondAfter']},
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direct:true,
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filter:function(event,player){
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if(_status.currentPhase==player) return false;
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if(!event.cards) return false;
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if(event.cards.length!=1) return false;
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if(lib.filter.autoRespondSha.call({player:player})) return false;
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return get.color(event.cards[0])=='black';
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},
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content:function(){
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'step 0'
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var next=player.chooseToUse(get.prompt('yinyueqiang'),{name:'sha'}).aidelay=true;
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next.logSkill='yinyueqiang';
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next.noButton=true;
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'step 1'
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if(result.bool){
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game.delay();
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}
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}
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},
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muniu_skill:{
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enable:'phaseUse',
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usable:1,
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filterCard:true,
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check:function(card){
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if(card.name=='du') return 20;
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var player=_status.event.player;
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var nh=player.num('h');
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if(nh<=player.hp){
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if(nh<3) return 0;
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if(nh==3) return 5-ai.get.value(card);
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return 7-ai.get.value(card);
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}
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return 10-ai.get.useful(card);
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},
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discard:false,
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lose:true,
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sync:function(muniu){
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if(game.online){
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return;
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}
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if(!muniu.cards){
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muniu.cards=[];
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}
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for(var i=0;i<muniu.cards.length;i++){
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if(!muniu.cards[i].parentNode||muniu.cards[i].parentNode.id!='special'){
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muniu.cards.splice(i--,1);
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}
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}
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game.broadcast(function(muniu,cards){
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muniu.cards=cards;
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},muniu,muniu.cards);
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},
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filter:function(event,player){
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return player.num('h')>0;
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},
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prepare:function(cards,player){
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player.$give(1,player,false);
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},
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content:function(){
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"step 0"
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for(var i=0;i<cards.length;i++){
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ui.special.appendChild(cards[i]);
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}
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var muniu=player.get('e','5');
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if(!muniu){
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for(var i=0;i<cards.length;i++){
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ui.discardPile.appendChild(cards[i]);
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}
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event.finish();
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return;
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}
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if(muniu.cards==undefined) muniu.cards=[];
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muniu.cards.push(cards[0]);
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game.broadcast(function(muniu,cards){
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muniu.cards=cards;
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},muniu,muniu.cards);
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var players=[];
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for(var i=0;i<game.players.length;i++){
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if(!game.players[i].get('e','5')&&game.players[i]!=player&&
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!game.players[i].isTurnedOver()&&
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ai.get.attitude(player,game.players[i])>=3&&ai.get.attitude(game.players[i],player)>=3){
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players.push(game.players[i]);
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}
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}
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players.sort(lib.sort.seat);
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var choice=players[0];
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var next=player.chooseTarget('是否移动木牛流马?',function(card,player,target){
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return !target.isMin()&&player!=target&&!target.get('e','5');
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});
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next.set('ai',function(target){
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return target==_status.event.choice?1:-1;
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});
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next.set('choice',choice);
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"step 1"
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if(result.bool){
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var card=player.get('e','5');
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result.targets[0].equip(card);
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player.addTempSkill('muniu_skill6','equipAfter');
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player.$give(card,result.targets[0]);
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player.line(result.targets,'green');
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game.delay();
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}
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},
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ai:{
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save:true,
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respondSha:true,
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respondShan:true,
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skillTagFilter:function(player,tag){
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var muniu=player.get('e','5');
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if(!muniu||!muniu.cards) return false;
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for(var i=0;i<muniu.cards.length;i++){
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switch(tag){
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case 'respondSha':if(muniu.cards[i].name=='sha') return true;break;
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case 'respondShan':if(muniu.cards[i].name=='shan') return true;break;
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case 'save':{
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if(muniu.cards[i].name=='tao'||muniu.cards[i].name=='spell_zhiliaoshui') return true;
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if(player==_status.event.dying){
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if(muniu.cards[i].name=='jiu'||muniu.cards[i].name=='tianxianjiu') return true;
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}
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break;
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}
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}
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}
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return false;
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},
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order:1,
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expose:0.1,
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result:{
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player:1
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}
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}
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},
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muniu_skill2:{
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group:['muniu_skill3','muniu_skill4']
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},
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muniu_skill3:{
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trigger:{player:'chooseToRespondBegin'},
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filter:function(event,player){
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if(event.responded) return false;
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var muniu=player.get('e','5');
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if(!muniu.cards) return false;
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lib.skill.muniu_skill.sync(muniu);
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for(var i=0;i<muniu.cards.length;i++){
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if(event.filterCard(muniu.cards[i],player,event)) return true;
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}
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return false;
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},
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direct:true,
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content:function(){
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"step 0"
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player.chooseButton(['木牛流马',player.get('e','5').cards]).set('filterButton',function(button){
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var evt=_status.event.getTrigger();
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if(evt&&evt.filterCard){
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return evt.filterCard(button.link,_status.event.player,evt);
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}
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return true;
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}).set('ai',function(button){
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var evt=_status.event.getTrigger();
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if(evt&&evt.ai){
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var tmp=_status.event;
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_status.event=evt;
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var result=evt.ai(button.link,_status.event.player,evt);
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_status.event=tmp;
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return result;
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}
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return 1;
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});
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"step 1"
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if(result.bool){
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trigger.untrigger();
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trigger.responded=true;
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trigger.result={bool:true,card:result.links[0]};
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var muniu=player.get('e','5');
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muniu.cards.remove(result.links[0]);
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lib.skill.muniu_skill.sync(muniu);
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}
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},
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ai:{
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order:4,
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useful:-1,
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value:-1
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}
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},
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muniu_skill4:{
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enable:'chooseToUse',
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filter:function(event,player){
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var muniu=player.get('e','5');
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if(!muniu.cards) return false;
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lib.skill.muniu_skill.sync(muniu);
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for(var i=0;i<muniu.cards.length;i++){
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if(event.filterCard(muniu.cards[i],player)) return true;
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}
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return false;
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},
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chooseButton:{
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dialog:function(event,player){
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return ui.create.dialog('木牛流马',player.get('e','5').cards,'hidden');
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},
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filter:function(button,player){
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var evt=_status.event.getParent();
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if(evt&&evt.filterCard){
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return evt.filterCard(button.link,player,evt);
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}
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return true;
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},
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check:function(button){
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if(button.link.name=='du') return -2;
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var player=_status.event.player;
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if(button.link.name=='xingjiegoutong'&&player.num('h')>1) return -2;
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if(get.select(get.info(button.link).selectTarget)[1]==-1){
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if(get.type(button.link)=='delay') return -1;
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if(get.type(button.link)=='equip'){
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var current=player.get('e',{subtype:get.subtype(button.link)})[0];
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if(current&&ai.get.equipValue(current)>=ai.get.equipValue(button.link)) return -1;
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return 1;
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}
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if(get.tag(button.link,'multitarget')) return -1;
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if(button.link.name=='huoshaolianying') return -1;
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}
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if(button.link.name=='jiu'){
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if(ai.get.effect(player,{name:'jiu'},player)>0){
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return 1;
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}
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return -1;
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}
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return 1;
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},
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backup:function(links,player){
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return {
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filterCard:function(){return false},
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selectCard:-1,
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viewAs:links[0],
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onuse:function(result,player){
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var muniu=player.get('e','5');
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if(muniu&&muniu.cards){
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muniu.cards.remove(result.card);
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lib.skill.muniu_skill.sync(muniu);
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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 '选择'+get.translation(links)+'的目标';
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}
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},
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ai:{
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order:4,
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result:{
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player:function(player){
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if(_status.dying) return ai.get.attitude(player,_status.dying);
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return 1;
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}
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},
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useful:-1,
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value:-1
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}
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},
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muniu_skill6:{},
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muniu_skill7:{
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filter:function(){return false},
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hiddenCard:function(player,name){
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var muniu=player.get('e','5');
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if(!muniu.cards) return false;
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lib.skill.muniu_skill.sync(muniu);
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for(var i=0;i<muniu.cards.length;i++){
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if(muniu.cards[i].name==name) return true;
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}
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return false;
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},
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},
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_muliu:{
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trigger:{player:'loseEnd'},
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forced:true,
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popup:false,
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filter:function(event,player){
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for(var i=0;i<event.cards.length;i++){
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if(event.cards[i].name=='muniu'&&event.cards[i].original=='e'&&
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player.hasSkill('muniu_skill6')==false&&
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get.position(event.cards[i])==='d') return true;
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}
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return false;
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},
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content:function(){
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for(var i=0;i<trigger.cards.length;i++){
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if(trigger.cards[i].name=='muniu'&&trigger.cards[i].original=='e'&&
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player.hasSkill('muniu_skill6')==false){
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var card=trigger.cards[i];
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var card2;
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if(card.cards&&card.cards.length){
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player.$throw(card.cards,1000);
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player.popup('muniu');
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game.log('木牛流马掉落了',card.cards);
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while(card.cards.length){
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card2=card.cards.shift();
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if(card2.parentNode.id=='special'){
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ui.discardPile.appendChild(card2);
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}
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}
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}
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break;
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}
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}
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}
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},
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_du:{
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trigger:{player:['useCardAfter','respondAfter','discardAfter']},
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popup:false,
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forced:true,
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filter:function(event,player){
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if(event.cards){
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for(var i=0;i<event.cards.length;i++){
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if(event.cards[i].name=='du'&&event.cards[i].original!='j') return true;
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}
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}
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return false;
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},
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content:function(){
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||
var num=0;
|
||
for(var i=0;i<trigger.cards.length;i++){
|
||
if(trigger.cards[i].name=='du'&&trigger.cards[i].original!='j') num++;
|
||
}
|
||
player.popup('毒','wood');
|
||
player.loseHp(num);
|
||
},
|
||
},
|
||
caomu_skill:{
|
||
unique:true,
|
||
trigger:{player:'phaseDrawBegin'},
|
||
forced:true,
|
||
popup:false,
|
||
silent:true,
|
||
content:function(){
|
||
trigger.num--;
|
||
},
|
||
group:'caomu_skill2'
|
||
},
|
||
caomu_skill2:{
|
||
trigger:{player:'phaseDrawAfter'},
|
||
forced:true,
|
||
popup:false,
|
||
silent:true,
|
||
content:function(){
|
||
var targets=game.filterPlayer(function(current){
|
||
return get.distance(player,current)<=1&&player!=current;
|
||
});
|
||
if(targets.length){
|
||
game.asyncDraw(targets);
|
||
}
|
||
}
|
||
}
|
||
},
|
||
translate:{
|
||
yinyueqiang:'银月枪',
|
||
yinyueqiang_info:'你的回合外,每当你使用或打出了一张黑色手牌(若为使用则在它结算之前),你可以立即对你攻击范围内的任意一名角色使用一张【杀】',
|
||
muniu:'木牛流马',
|
||
muniu_bg:'牛',
|
||
muniu_skill:'木牛',
|
||
muniu_skill2:'流马',
|
||
muniu_skill3:'流马',
|
||
muniu_skill4:'流马',
|
||
muniu_skill6:'流马',
|
||
muniu_skill4_backup:'流马',
|
||
muniu_info:'出牌阶段限一次,你可以将一张手牌扣置于你装备区里的【木牛流马】下,若如此做,你可以将此装备移动到一名其他角色的装备区里;你可以将此装备牌下的牌如手牌般使用或打出。',
|
||
muniu_skill_info:'出牌阶段限一次,你可以将一张手牌扣置于你装备区里的【木牛流马】下,若如此做,你可以将此装备移动到一名其他角色的装备区里;你可以将此装备牌下的牌如手牌般使用或打出。',
|
||
du:'毒',
|
||
du_info:'当你因使用、打出或弃置而失去此牌时,你失去一点体力',
|
||
shengdong:'声东击西',
|
||
shengdong_info:'出牌阶段,对一名其他角色使用。你交给目标角色一张手牌,若如此做,其将两张牌交给另一名由你选择的其他角色',
|
||
zengbin:'增兵减灶',
|
||
zengbin_info:'出牌阶段,对一名角色使用。目标角色摸三张牌,然后选择一项:1.弃置一张非基本牌;2.弃置两张牌',
|
||
caomu:'草木皆兵',
|
||
caomu_info:'出牌阶段,对一名其他角色使用。将【草木皆兵】放置于该角色的判定区里,若判定结果不为梅花:摸牌阶段,目标角色少摸一张牌;摸牌阶段结束时,与其距离为1的角色各摸一张牌',
|
||
},
|
||
list:[
|
||
['spade',1,'caomu'],
|
||
['club',3,'caomu'],
|
||
['heart',12,'shengdong',],
|
||
['club',9,'shengdong'],
|
||
['spade',9,'shengdong'],
|
||
['diamond',4,'zengbin'],
|
||
['heart',6,'zengbin'],
|
||
['spade',7,'zengbin'],
|
||
['spade',3,'du'],
|
||
['spade',9,'du'],
|
||
['club',3,'du'],
|
||
['club',9,'du'],
|
||
['diamond',5,'du'],
|
||
['diamond',9,'du'],
|
||
["diamond",5,'muniu'],
|
||
["diamond",12,'yinyueqiang'],
|
||
],
|
||
}
|