2543 lines
68 KiB
JavaScript
2543 lines
68 KiB
JavaScript
'use strict';
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character.xianjian={
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character:{
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pal_lixiaoyao:['male','qun',4,['tianjian','yufeng']],
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pal_zhaoliner:['female','wei',3,['huimeng','tianshe']],
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pal_linyueru:['female','wei',3,['guiyuan','qijian']],
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// pal_wangxiaohu:['male','qun',4,[]],
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// pal_sumei:['female','shu',3,[]],
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// pal_shenqishuang:['female','wei',3,[]],
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pal_jingtian:['male','wu',3,['sajin','jubao']],
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pal_xuejian:['female','shu',3,['shuangren','shenmu','duci']],
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pal_longkui:['female','qun',3,['fenxing','diewu','lingyu']],
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pal_zixuan:['female','wei',3,['shuiyun','wangyou','changnian']],
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pal_changqing:['male','wei',4,['luanjian','tianfu']],
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pal_nangonghuang:['male','wei',3,['zhaoyao','sheling','zhangmu']],
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pal_wenhui:['female','shu',4,['huxi','longxiang']],
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pal_wangpengxu:['female','shu',3,['duxinshu','feixu']],
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pal_xingxuan:['male','wei',3,['feizhua','leiyu','lingxue']],
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pal_leiyuange:['male','shu',4,['feng','ya','song']],
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pal_yuntianhe:['male','wu',4,['longxi','zhuyue','guanri']],
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pal_hanlingsha:['female','shu',3,['tannang','tuoqiao']],
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pal_liumengli:['female','wei',3,['tianxian','runxin','zhimeng']],
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pal_murongziying:['male','wei',4,['xuanning','poyun','qianfang']],
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pal_xuanxiao:['male','wei',4,['xuanyan','ningbin','xfenxin']],
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// pal_jiangyunfan:['male','wei',4,[]],
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// pal_tangyurou:['male','wei',4,[]],
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// pal_longyou:['male','wei',4,[]],
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// pal_xiaoman:['male','wei',4,[]],
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pal_xiahoujinxuan:['male','shu',3,['xuanmo','danqing']],
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pal_muchanglan:['female','wu',3,['feixia','lueying']],
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pal_xia:['male','wei',4,[]],
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// pal_jiangcheng:['male','qun',4,['yanzhan','fenshi']],
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},
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skill:{
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yanzhan:{
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enable:'phaseUse',
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viewAs:{name:'sha',nature:'fire'},
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usable:1,
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viewAsFilter:function(player){
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if(!player.num('h',{color:'red'})) return false;
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},
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filterCard:{color:'red'},
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ai:{
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order:3.15
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},
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group:'yanzhan2'
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},
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yanzhan2:{
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trigger:{source:'damageEnd'},
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forced:true,
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popup:false,
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filter:function(event){
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return event.parent.skill=='yanzhan';
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},
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content:function(){
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player.getStat().card.sha--;
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}
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},
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yufeng:{
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trigger:{player:'loseEnd'},
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frequent:true,
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usable:2,
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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].original=='h') return player.num('h')<2;
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}
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return false;
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},
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content:function(){
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player.draw(2-player.num('h'));
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},
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ai:{
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noh:true,
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skillTagFilter:function(player,tag){
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var nh=player.num('h');
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if(tag=='noh'&&(nh>2||nh==0)){
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return false;
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}
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}
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}
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},
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feixia:{
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enable:'phaseUse',
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usable:1,
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filterCard:{color:'red'},
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position:'he',
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filter:function(event,player){
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return player.num('he',{color:'red'})>0;
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},
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check:function(card){
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return 7-ai.get.value(card);
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},
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content:function(){
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var targets=player.getEnemies();
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if(targets.length){
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var target=targets.randomGet();
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target.addExpose(0.2);
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player.useCard({name:'sha'},target,false);
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}
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},
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ai:{
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order:2.9,
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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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lueying:{
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trigger:{player:'shaBegin'},
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filter:function(event,player){
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if(event.target.num('he')>0){
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return game.hasPlayer(function(current){
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return current!=player&¤t!=event.target&¤t.num('he');
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});
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}
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return false;
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},
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logTarget:'target',
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usable:1,
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content:function(){
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'step 0'
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var card=trigger.target.get('he').randomGet();
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player.gain(card,trigger.target);
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if(get.position(card)=='e'){
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trigger.target.$give(card,player);
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}
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else{
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trigger.target.$giveAuto(card,player);
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}
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'step 1'
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if(game.hasPlayer(function(current){
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return current!=player&¤t!=trigger.target&¤t.num('he');
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})){
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trigger.target.chooseTarget(function(card,player,target){
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return target!=player&&target!=_status.event.parent.player&&target.num('he')>0;
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},'选择一名角色并令'+get.translation(player)+'弃置其一张牌').ai=function(target){
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return -ai.get.attitude(_status.event.player,target);
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};
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}
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else{
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event.finish();
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}
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'step 2'
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if(result.bool){
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trigger.target.line(result.targets[0],'green');
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player.discardPlayerCard(result.targets[0],true,'he');
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}
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},
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ai:{
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threaten:1.5,
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expose:0.2,
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}
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},
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tianjian:{
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enable:'phaseUse',
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viewAs:{name:'wanjian'},
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filterCard:{name:'sha'},
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filter:function(event,player){
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return player.num('h','sha')>0;
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},
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usable:1,
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group:'tianjian_discard',
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subSkill:{
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discard:{
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trigger:{source:'damageEnd'},
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forced:true,
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filter:function(event){
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return event.parent.skill=='tianjian'&&event.player.num('he');
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},
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popup:false,
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content:function(){
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trigger.player.discard(trigger.player.get('he').randomGet());
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}
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}
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}
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},
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feng:{
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unique:true,
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init:function(player){
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player.storage.feng=0;
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},
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mark:true,
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intro:{
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content:'已累计摸#次牌'
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},
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trigger:{player:'drawBegin'},
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forced:true,
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popup:false,
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content:function(){
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if(player.storage.feng<2){
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player.storage.feng++;
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}
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else{
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trigger.num++;
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player.storage.feng=0;
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player.logSkill('feng');
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}
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player.updateMarks();
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}
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},
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ya:{
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unique:true,
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init:function(player){
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player.storage.ya=0;
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},
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mark:true,
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intro:{
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content:'已累计受到#次伤害'
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},
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trigger:{player:'damageBegin'},
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filter:function(event,player){
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if(player.storage.ya==2) return event.num>0;
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return true;
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},
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forced:true,
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popup:false,
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content:function(){
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if(player.storage.ya<2){
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player.storage.ya++;
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}
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else if(trigger.num>0){
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trigger.num--;
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player.storage.ya=0;
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player.logSkill('ya');
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}
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player.updateMarks();
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}
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},
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song:{
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unique:true,
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init:function(player){
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player.storage.song=0;
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},
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mark:true,
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intro:{
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content:'已累计造成#次伤害'
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},
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trigger:{source:'damageBegin'},
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forced:true,
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popup:false,
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content:function(){
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if(player.storage.song<2){
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player.storage.song++;
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}
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else{
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trigger.num++;
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player.storage.song=0;
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player.logSkill('song');
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}
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player.updateMarks();
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}
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},
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longxiang:{
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trigger:{player:'shaBegin'},
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filter:function(event,player){
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return event.target.num('h')>player.num('h');
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},
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check:function(event,player){
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return ai.get.attitude(player,event.target)<0;
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},
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logTarget:'target',
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content:function(){
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var hs=trigger.target.get('h');
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trigger.target.discard(hs.randomGets(hs.length-player.num('h')));
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}
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},
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huxi:{
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enable:'chooseToUse',
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viewAs:{name:'sha'},
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precontent:function(){
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'step 0'
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player.loseHp();
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'step 1'
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player.changeHujia();
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},
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filterCard:function(){return false},
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selectCard:-1,
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prompt:'失去一点体力并获得一点护甲,视为使用一张杀',
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ai:{
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order:function(){
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var player=_status.event.player;
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if(player.hp<=2) return 0;
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return 2;
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},
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skillTagFilter:function(player,tag,arg){
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if(arg!='use') return false;
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},
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respondSha:true,
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}
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},
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xuanmo:{
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enable:'phaseUse',
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usable:1,
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filterCard:function(card){
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var type=get.type(card,'trick');
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return type=='basic'||type=='equip'||type=='trick';
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},
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check:function(card){
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return 8-ai.get.value(card);
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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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discard:false,
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prepare:'throw',
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content:function(){
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game.log(player,'将',cards,'置于牌堆顶');
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ui.cardPile.insertBefore(cards[0],ui.cardPile.firstChild);
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var list=get.inpile(get.type(cards[0],'trick'),'trick').randomGets(2);
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for(var i=0;i<list.length;i++){
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list[i]=game.createCard(list[i]);
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}
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player.gain(list,'draw');
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},
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ai:{
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threaten:1.5,
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order:5,
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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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danqing:{
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trigger:{player:'useCardAfter'},
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init:function(player){
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player.storage.danqing=[];
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},
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mark:true,
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direct:true,
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intro:{
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content:function(storage){
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if(!storage.length){
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return '未使用或打出过有花色的牌';
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}
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else{
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var str='已使用过'+get.translation(storage[0]+'2');
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for(var i=1;i<storage.length;i++){
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str+='、'+get.translation(storage[i]+'2');
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}
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str+='牌';
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return str;
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}
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}
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},
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filter:function(event,player){
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return player.storage.danqing.length==4;
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},
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ai:{
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threaten:1.2,
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},
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skillAnimation:true,
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animationColor:'wood',
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content:function(){
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'step 0'
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player.storage.danqing.length=0;
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player.updateMarks();
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player.chooseTarget(get.prompt('danqing'),[1,4]).ai=function(target){
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return ai.get.attitude(player,target);
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}
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'step 1'
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if(result.bool){
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player.logSkill('danqing',result.targets);
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var effs=['draw','hujia','equip','stealth'];
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for(var i=0;i<result.targets.length;i++){
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var eff=effs.randomRemove();
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var current=result.targets[i];
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switch(eff){
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case 'draw':current.draw();break;
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case 'hujia':current.changeHujia();break;
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case 'equip':
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var card=game.createCard(get.inpile('equip').randomGet());
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current.equip(card);
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current.$draw(card);
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break;
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case 'stealth':
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current.addTempSkill('qianxing',{player:'phaseBegin'});
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break;
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}
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}
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if(effs.contains('draw')){
|
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game.delay();
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}
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}
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else{
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event.finish();
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}
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},
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group:'danqing_count'
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},
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danqing_count:{
|
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trigger:{player:'useCard'},
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forced:true,
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popup:false,
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silent:true,
|
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content:function(){
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var suit=get.suit(trigger.card);
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if(suit){
|
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player.storage.danqing.add(suit);
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player.updateMarks();
|
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}
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}
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},
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danqing_old:{
|
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content:function(){
|
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'step 0'
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player.storage.danqing.length=0;
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player.updateMarks();
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event.targets=[];
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'step 1'
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player.chooseTarget('令一名角色摸一张牌',function(card,player,target){
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return !event.targets.contains(target);
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}).ai=function(target){
|
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var att=ai.get.attitude(player,target);
|
||
if(att>0){
|
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return att+1/Math.sqrt(1+target.num('h'));
|
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}
|
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return 0;
|
||
};
|
||
'step 2'
|
||
if(result.bool){
|
||
player.line(result.targets[0],'green');
|
||
result.targets[0].draw();
|
||
event.targets.push(result.targets[0]);
|
||
if(event.targets.length==game.players.length){
|
||
event.finish();
|
||
}
|
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else{
|
||
player.chooseTarget('令一名角色获得一点护甲',function(card,player,target){
|
||
return !event.targets.contains(target);
|
||
}).ai=function(target){
|
||
var att=ai.get.attitude(player,target);
|
||
if(att>0){
|
||
return att+1/Math.sqrt(1+target.hp);
|
||
}
|
||
return 0;
|
||
};
|
||
}
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
'step 3'
|
||
if(result.bool){
|
||
player.line(result.targets[0],'green');
|
||
result.targets[0].changeHujia();
|
||
game.delay();
|
||
event.targets.push(result.targets[0]);
|
||
if(event.targets.length==game.players.length){
|
||
event.finish();
|
||
}
|
||
else{
|
||
player.chooseTarget('令一名角色装备一件随机装备',function(card,player,target){
|
||
return !event.targets.contains(target);
|
||
}).ai=function(target){
|
||
var att=ai.get.attitude(player,target);
|
||
if(att>0&&!target.get('e','5')){
|
||
return att;
|
||
}
|
||
return 0;
|
||
};
|
||
}
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
'step 4'
|
||
if(result.bool){
|
||
player.line(result.targets[0],'green');
|
||
game.delay();
|
||
var list=[];
|
||
for(var i=0;i<lib.inpile.length;i++){
|
||
if(lib.card[lib.inpile[i]].type=='equip'){
|
||
list.push(lib.inpile[i]);
|
||
}
|
||
}
|
||
var card=game.createCard(list.randomGet());
|
||
result.targets[0].equip(card);
|
||
result.targets[0].$draw(card);
|
||
event.targets.push(result.targets[0]);
|
||
if(event.targets.length==game.players.length){
|
||
event.finish();
|
||
}
|
||
else{
|
||
player.chooseTarget('令一名角色获得潜行',function(card,player,target){
|
||
return !event.targets.contains(target);
|
||
}).ai=function(target){
|
||
var att=ai.get.attitude(player,target);
|
||
if(att>0){
|
||
return att+1/Math.sqrt(1+target.hp);
|
||
}
|
||
return 0;
|
||
};
|
||
}
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
'step 5'
|
||
if(result.bool){
|
||
player.line(result.targets[0],'green');
|
||
game.delay();
|
||
result.targets[0].addTempSkill('qianxing',{player:'phaseBegin'});
|
||
}
|
||
}
|
||
},
|
||
lingyan:{
|
||
trigger:{player:'useCardToBegin'},
|
||
filter:function(event,player){
|
||
if(player.num('e')==5) return false;
|
||
return lib.skill.lingyan.filterx(event.card,player)&&event.target==player;
|
||
},
|
||
direct:true,
|
||
filterx:function(card,player){
|
||
if(!lib.inpile.contains(card.name)) return false;
|
||
var info=get.info(card);
|
||
if(info.type!='equip') return false;
|
||
if(info.nomod) return false;
|
||
if(!info.subtype) return false;
|
||
if(!player.get('e',info.subtype[5])) return false;
|
||
return true;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var list=['equip1','equip2','equip3','equip4','equip5'];
|
||
for(var i=0;i<list.length;i++){
|
||
if(player.get('e',list[i][5])){
|
||
list.splice(i--,1);
|
||
}
|
||
}
|
||
list.push('cancel2');
|
||
player.chooseControl(list,function(){
|
||
return list.randomGet();
|
||
}).prompt='灵砚:是否改变'+get.translation(trigger.card.name)+'的装备类型?';
|
||
'step 1'
|
||
if(result.control&&result.control!='cancel2'){
|
||
player.logSkill('lingyan');
|
||
var name=trigger.card.name+'_lingyan_'+result.control;
|
||
if(!lib.card[name]){
|
||
lib.card[name]=get.copy(get.info(trigger.card));
|
||
lib.card[name].subtype=result.control;
|
||
lib.card[name].epic=true;
|
||
lib.card[name].cardimage=trigger.card.name;
|
||
lib.card[name].source=[trigger.card.name];
|
||
lib.translate[name]=lib.translate[trigger.card.name];
|
||
lib.translate[name+'_info']=lib.translate[trigger.card.name+'_info'];
|
||
}
|
||
trigger.card.init([trigger.card.suit,trigger.card.number,name,trigger.card.nature]);
|
||
}
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player,target,current){
|
||
if(target==player&&lib.skill.lingyan.filterx(card,target)&&target.num('e')<5){
|
||
return [1,3];
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
sheling:{
|
||
trigger:{global:['useCardAfter','respondAfter','discardAfter']},
|
||
filter:function(event,player){
|
||
if(player!=_status.currentPhase||player==event.player) return false;
|
||
if(event.cards){
|
||
for(var i=0;i<event.cards.length;i++){
|
||
if(get.position(event.cards[i])=='d') return true;
|
||
}
|
||
}
|
||
return false;
|
||
},
|
||
frequent:'check',
|
||
check:function(event){
|
||
for(var i=0;i<event.cards.length;i++){
|
||
if(get.position(event.cards[i])=='d'&&event.cards[i].name=='du') return false;
|
||
}
|
||
return true;
|
||
},
|
||
usable:3,
|
||
content:function(){
|
||
var cards=[];
|
||
for(var i=0;i<trigger.cards.length;i++){
|
||
if(get.position(trigger.cards[i])=='d'){
|
||
cards.push(trigger.cards[i]);
|
||
}
|
||
}
|
||
player.gain(cards,'gain2');
|
||
}
|
||
},
|
||
zhaoyao:{
|
||
trigger:{global:'phaseDrawBegin'},
|
||
filter:function(event,player){
|
||
return event.player!=player&&event.player.num('h')>0&&player.num('h')>0;
|
||
},
|
||
check:function(event,player){
|
||
if(ai.get.attitude(player,event.player)>=0) return false;
|
||
var hs=player.get('h');
|
||
if(hs.length<event.player.num('h')) return false;
|
||
for(var i=0;i<hs.length;i++){
|
||
var val=ai.get.value(hs[0]);
|
||
if(hs[i].number>=10&&val<=6) return true;
|
||
if(hs[i].number>=8&&val<=3) return true;
|
||
}
|
||
return false;
|
||
},
|
||
logTarget:'player',
|
||
content:function(){
|
||
'step 0'
|
||
player.chooseToCompare(trigger.player);
|
||
'step 1'
|
||
if(result.bool){
|
||
player.draw(2);
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
'step 2'
|
||
player.chooseCard('将两张牌置于牌堆顶(先选择的在上)',2,'he',true);
|
||
'step 3'
|
||
if(result.bool){
|
||
player.lose(result.cards,ui.special);
|
||
event.cards=result.cards;
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
'step 4'
|
||
game.delay();
|
||
var nodes=[];
|
||
for(var i=0;i<event.cards.length;i++){
|
||
var cardx=ui.create.card();
|
||
cardx.classList.add('infohidden');
|
||
cardx.classList.add('infoflip');
|
||
nodes.push(cardx);
|
||
}
|
||
player.$throw(nodes,700,'nobroadcast');
|
||
game.log(player,'将'+get.cnNumber(event.cards.length)+'张牌置于牌堆顶');
|
||
'step 5'
|
||
for(var i=event.cards.length-1;i>=0;i--){
|
||
ui.cardPile.insertBefore(event.cards[i],ui.cardPile.firstChild);
|
||
}
|
||
},
|
||
ai:{
|
||
expose:0.2
|
||
}
|
||
},
|
||
zhangmu:{
|
||
trigger:{player:'chooseToRespondBegin'},
|
||
filter:function(event,player){
|
||
if(event.responded) return false;
|
||
if(!event.filterCard({name:'shan'})) return false;
|
||
return player.num('h','shan')>0;
|
||
},
|
||
direct:true,
|
||
check:function(event,player){
|
||
if(ai.get.damageEffect(player,event.player,player)>=0) return false;
|
||
return true;
|
||
},
|
||
usable:1,
|
||
content:function(){
|
||
"step 0"
|
||
var goon=(ai.get.damageEffect(player,trigger.player,player)<=0);
|
||
player.chooseCard(get.prompt('zhangmu'),{name:'shan'}).ai=function(){
|
||
return goon?1:0;
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('zhangmu');
|
||
player.showCards(result.cards);
|
||
trigger.untrigger();
|
||
trigger.responded=true;
|
||
trigger.result={bool:true,card:{name:'shan'}}
|
||
player.addSkill('zhangmu_ai');
|
||
}
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player,target,effect){
|
||
if(get.tag(card,'respondShan')&&effect<0){
|
||
if(target.hasSkill('zhangmu_ai')) return 0;
|
||
if(target.num('h')>=2) return 0.5;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
zhangmu_ai:{
|
||
trigger:{player:'loseAfter'},
|
||
forced:true,
|
||
popup:false,
|
||
silent:true,
|
||
filter:function(event,player){
|
||
return player.num('h','shan')==0;
|
||
},
|
||
content:function(){
|
||
player.removeSkill('zhangmu_ai');
|
||
}
|
||
},
|
||
leiyu:{
|
||
trigger:{player:'phaseEnd'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
if(player.storage.leiyu){
|
||
for(var i=0;i<player.storage.leiyu.length;i++){
|
||
if(player.storage.leiyu[i].isAlive()) return true;
|
||
}
|
||
}
|
||
return false;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
for(var i=0;i<player.storage.leiyu.length;i++){
|
||
if(player.storage.leiyu[i].isDead()){
|
||
player.storage.leiyu.splice(i--,1);
|
||
}
|
||
}
|
||
var num=0;
|
||
var num2=0;
|
||
for(var i=0;i<player.storage.leiyu.length;i++){
|
||
if(player.storage.leiyu[i].isDead()) continue;
|
||
var eff=ai.get.effect(player.storage.leiyu[i],{name:'jingleishan',nature:'thunder'},player,player);
|
||
num+=eff;
|
||
if(eff>0){
|
||
num2++;
|
||
}
|
||
else if(eff<0){
|
||
num2--;
|
||
}
|
||
}
|
||
var next=player.chooseToDiscard(get.prompt('leiyu',player.storage.leiyu),{color:'black'});
|
||
next.ai=function(){
|
||
if(num>0&&num2>=2){
|
||
return 7-ai.get.value(card);
|
||
}
|
||
return 0;
|
||
};
|
||
next.logSkill=['leiyu',player.storage.leiyu];
|
||
'step 1'
|
||
if(result.bool){
|
||
player.storage.leiyu.sort(lib.sort.seat);
|
||
player.useCard({name:'jingleishan',nature:'thunder'},player.storage.leiyu).animate=false;
|
||
}
|
||
},
|
||
group:['leiyu2','leiyu4'],
|
||
ai:{
|
||
threaten:1.3
|
||
}
|
||
},
|
||
leiyu2:{
|
||
trigger:{player:'phaseUseBegin'},
|
||
forced:true,
|
||
popup:false,
|
||
silent:true,
|
||
content:function(){
|
||
player.storage.leiyu=[];
|
||
}
|
||
},
|
||
leiyu3:{
|
||
trigger:{source:'dieAfter'},
|
||
forced:true,
|
||
popup:false,
|
||
filter:function(event,player){
|
||
return player.storage.leiyu2?true:false;
|
||
},
|
||
content:function(){
|
||
player.recover();
|
||
delete player.storage.leiyu2;
|
||
}
|
||
},
|
||
leiyu4:{
|
||
trigger:{player:'useCardToBegin'},
|
||
forced:true,
|
||
popup:false,
|
||
silent:true,
|
||
filter:function(event,player){
|
||
return _status.currentPhase==player&&Array.isArray(player.storage.leiyu)&&event.target&&event.target!=player;
|
||
},
|
||
content:function(){
|
||
player.storage.leiyu.add(trigger.target);
|
||
}
|
||
},
|
||
feizhua:{
|
||
trigger:{player:'useCard'},
|
||
filter:function(event,player){
|
||
if(event.card.name!='sha') return false;
|
||
if(event.targets.length!=1) return false;
|
||
var target=event.targets[0];
|
||
var players=game.filterPlayer(function(current){
|
||
return get.distance(target,current,'pure')==1;
|
||
});
|
||
for(var i=0;i<players.length;i++){
|
||
if(player!=players[i]&&target!=players[i]&&player.canUse('sha',players[i],false)){
|
||
return true;
|
||
}
|
||
}
|
||
return false;
|
||
},
|
||
prompt:function(event,player){
|
||
var targets=[];
|
||
var target=event.targets[0];
|
||
var players=game.filterPlayer(function(current){
|
||
return get.distance(target,current,'pure')==1;
|
||
});
|
||
for(var i=0;i<players.length;i++){
|
||
if(player!=players[i]&&target!=players[i]&&player.canUse('sha',players[i],false)){
|
||
targets.push(players[i]);
|
||
}
|
||
}
|
||
return get.prompt('feizhua',targets);
|
||
},
|
||
check:function(event,player){
|
||
var target=event.targets[0];
|
||
var num=0;
|
||
var players=game.filterPlayer(function(current){
|
||
return get.distance(target,current,'pure')==1;
|
||
});
|
||
for(var i=0;i<players.length;i++){
|
||
if(player!=players[i]&&target!=players[i]&&player.canUse('sha',players[i],false)){
|
||
num+=ai.get.effect(players[i],{name:'sha'},player,player);
|
||
}
|
||
}
|
||
return num>0;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
var target=trigger.targets[0];
|
||
var players=game.filterPlayer(function(current){
|
||
return get.distance(target,current,'pure')==1;
|
||
});
|
||
for(var i=0;i<players.length;i++){
|
||
if(player!=players[i]&&target!=players[i]&&player.canUse('sha',players[i],false)){
|
||
trigger.targets.push(players[i]);
|
||
player.line(players[i],'green');
|
||
}
|
||
}
|
||
}
|
||
},
|
||
lingxue:{
|
||
trigger:{player:'recoverEnd'},
|
||
forced:true,
|
||
content:function(){
|
||
player.changeHujia();
|
||
}
|
||
},
|
||
diesha:{
|
||
trigger:{source:'damageEnd'},
|
||
forced:true,
|
||
filter:function(event){
|
||
return event.player.isAlive()&&event.card&&event.card.name=='sha';
|
||
},
|
||
content:function(){
|
||
trigger.player.loseHp();
|
||
player.recover();
|
||
},
|
||
ai:{
|
||
threaten:1.5
|
||
}
|
||
},
|
||
guijiang:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filterTarget:function(card,player,target){
|
||
return target!=player&&!target.hasSkill('guijiang2');
|
||
},
|
||
filterCard:{color:'black'},
|
||
filter:function(event,player){
|
||
return player.num('h',{color:'black'});
|
||
},
|
||
check:function(card){
|
||
return 5-ai.get.value(card);
|
||
},
|
||
content:function(){
|
||
target.addSkill('guijiang2');
|
||
target.storage.guijiang2=player;
|
||
},
|
||
ai:{
|
||
order:4,
|
||
threaten:1.2,
|
||
expose:0.2,
|
||
result:{
|
||
target:function(player,target){
|
||
if(target.hp==1) return -1;
|
||
if(target.hp==2) return -0.5;
|
||
return 0;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
guijiang2:{
|
||
mark:true,
|
||
intro:{
|
||
content:'不能成为回复牌的目标'
|
||
},
|
||
trigger:{global:['dieBegin','phaseBegin']},
|
||
forced:true,
|
||
popup:false,
|
||
filter:function(event,player){
|
||
return event.player==player.storage.guijiang2;
|
||
},
|
||
content:function(){
|
||
player.removeSkill('guijiang2');
|
||
},
|
||
mod:{
|
||
targetEnabled:function(card){
|
||
if(get.tag(card,'recover')) return false;
|
||
},
|
||
},
|
||
global:'guijiang3'
|
||
},
|
||
guijiang3:{
|
||
mod:{
|
||
cardSavable:function(card,player){
|
||
if(_status.event.dying&&_status.event.dying.hasSkill('guijiang2')) return false;
|
||
}
|
||
}
|
||
},
|
||
fenxing:{
|
||
trigger:{player:'phaseBegin'},
|
||
forced:true,
|
||
unique:true,
|
||
forceunique:true,
|
||
filter:function(){
|
||
return Math.random()<0.5;
|
||
},
|
||
content:function(){
|
||
if(player.storage.fenxing){
|
||
player.storage.fenxing=false;
|
||
player.removeSkill('guijiang');
|
||
player.removeSkill('diesha');
|
||
player.addSkill('diewu');
|
||
player.addSkill('lingyu');
|
||
player.setAvatar('pal_longkui','pal_longkui');
|
||
}
|
||
else{
|
||
player.storage.fenxing=true;
|
||
player.removeSkill('diewu');
|
||
player.removeSkill('lingyu');
|
||
player.addSkill('guijiang');
|
||
player.addSkill('diesha');
|
||
player.setAvatar('pal_longkui','pal_longkuigui');
|
||
}
|
||
},
|
||
},
|
||
diewu:{
|
||
enable:'phaseUse',
|
||
filter:function(event,player){
|
||
return player.num('h','sha')>0;
|
||
},
|
||
filterCard:{name:'sha'},
|
||
filterTarget:function(card,player,target){
|
||
return target!=player;
|
||
},
|
||
prepare:'give',
|
||
discard:false,
|
||
content:function(){
|
||
target.gain(cards,player);
|
||
if(!player.hasSkill('diewu2')){
|
||
player.draw();
|
||
player.addTempSkill('diewu2','phaseAfter');
|
||
}
|
||
},
|
||
ai:{
|
||
order:2,
|
||
expose:0.2,
|
||
result:{
|
||
target:function(player,target){
|
||
if(!player.hasSkill('diewu2')) return 1;
|
||
return 0;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
diewu2:{},
|
||
lingyu:{
|
||
trigger:{player:'phaseEnd'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return game.hasPlayer(function(current){
|
||
return current!=player&¤t.isDamaged();
|
||
});
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.chooseTarget('灵愈:令一名其他角色回复一点体力',function(card,player,target){
|
||
return target!=player&&target.hp<target.maxHp;
|
||
}).ai=function(target){
|
||
return ai.get.recoverEffect(target,player,player);
|
||
};
|
||
'step 1'
|
||
if(result.bool){
|
||
player.logSkill('lingyu',result.targets[0]);
|
||
result.targets[0].recover();
|
||
}
|
||
},
|
||
ai:{
|
||
threaten:1.5,
|
||
expose:0.2,
|
||
}
|
||
},
|
||
duxinshu:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filterTarget:function(card,player,target){
|
||
return target!=player&&target.num('h');
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
if(player.num('h')){
|
||
player.chooseCardButton('读心',target.get('h')).ai=function(button){
|
||
return ai.get.value(button.link)-5;
|
||
}
|
||
}
|
||
else{
|
||
player.viewCards('读心',target.get('h'));
|
||
event.finish();
|
||
}
|
||
'step 1'
|
||
if(result.bool){
|
||
event.card=result.links[[0]];
|
||
player.chooseCard('h',true,'用一张手牌替换'+get.translation(event.card)).ai=function(card){
|
||
return -ai.get.value(card);
|
||
};
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
'step 2'
|
||
if(result.bool){
|
||
player.gain(event.card,target);
|
||
target.gain(result.cards,player);
|
||
player.$giveAuto(result.cards,target);
|
||
target.$giveAuto(event.card,player);
|
||
game.log(player,'与',target,'交换了一张手牌');
|
||
}
|
||
},
|
||
ai:{
|
||
threaten:1.3,
|
||
result:{
|
||
target:function(player,target){
|
||
return -target.num('h');
|
||
}
|
||
},
|
||
order:10,
|
||
expose:0.2,
|
||
}
|
||
},
|
||
feixu:{
|
||
trigger:{global:'respond'},
|
||
filter:function(event,player){
|
||
return event.card&&event.card.name=='shan';
|
||
},
|
||
check:function(event,player){
|
||
return ai.get.attitude(player,event.player)>0;
|
||
},
|
||
logTarget:'player',
|
||
content:function(){
|
||
trigger.player.draw();
|
||
},
|
||
ai:{
|
||
mingzhi:false,
|
||
threaten:2,
|
||
expose:0.2,
|
||
}
|
||
},
|
||
xuanyan:{
|
||
// trigger:{source:'damageBefore'},
|
||
// forced:true,
|
||
// priority:5,
|
||
// check:function(event,player){
|
||
// return player.hp>3;
|
||
// },
|
||
// filter:function(event){
|
||
// return event.card&&get.color(event.card)=='red';
|
||
// },
|
||
// content:function(){
|
||
// trigger.nature='fire';
|
||
// },
|
||
group:['xuanyan2','xuanyan3']
|
||
},
|
||
xuanyan2:{
|
||
trigger:{source:'damageBegin'},
|
||
forced:true,
|
||
filter:function(event){
|
||
return event.nature=='fire'&&event.notLink();
|
||
},
|
||
content:function(){
|
||
trigger.num++;
|
||
}
|
||
},
|
||
xuanyan3:{
|
||
trigger:{source:'damageEnd'},
|
||
forced:true,
|
||
popup:false,
|
||
filter:function(event){
|
||
return event.nature=='fire';
|
||
},
|
||
content:function(){
|
||
player.loseHp();
|
||
}
|
||
},
|
||
ningbin:{
|
||
trigger:{player:'damageEnd'},
|
||
forced:true,
|
||
filter:function(event){
|
||
return event.nature=='thunder';
|
||
},
|
||
content:function(){
|
||
player.recover();
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player,target){
|
||
if(get.tag(card,'thunderDamage')){
|
||
if(target.hp<=1||!target.hasSkill('xfenxin')) return [0,0];
|
||
return [0,1.5];
|
||
}
|
||
}
|
||
}
|
||
},
|
||
},
|
||
xfenxin:{
|
||
trigger:{player:'changeHp'},
|
||
forced:true,
|
||
filter:function(event){
|
||
return event.num!=0;
|
||
},
|
||
content:function(){
|
||
player.draw(Math.abs(trigger.num));
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card){
|
||
if(get.tag(card,'thunderDamage')) return;
|
||
if(get.tag(card,'damage')||get.tag(card,'recover')){
|
||
return [1,0.2];
|
||
}
|
||
}
|
||
}
|
||
},
|
||
group:'xfenxin2'
|
||
},
|
||
xfenxin2:{
|
||
trigger:{source:'dieAfter'},
|
||
forced:true,
|
||
content:function(){
|
||
player.gainMaxHp();
|
||
player.recover();
|
||
}
|
||
},
|
||
luanjian:{
|
||
enable:'phaseUse',
|
||
filterCard:{name:'sha'},
|
||
selectCard:2,
|
||
check:function(card){
|
||
var num=0;
|
||
var player=_status.event.player;
|
||
var players=game.filterPlayer();
|
||
for(var i=0;i<players.length;i++){
|
||
if(lib.filter.targetEnabled({name:'sha'},player,players[i])&&
|
||
ai.get.effect(players[i],{name:'sha'},player)>0){
|
||
num++;
|
||
if(num>1) return 8-ai.get.value(card);
|
||
}
|
||
}
|
||
return 0;
|
||
},
|
||
viewAs:{name:'sha'},
|
||
selectTarget:[1,Infinity],
|
||
filterTarget:function(card,player,target){
|
||
return lib.filter.targetEnabled({name:'sha'},player,target);
|
||
},
|
||
ai:{
|
||
order:function(){
|
||
return lib.card.sha.ai.order+0.1;
|
||
},
|
||
effect:{
|
||
player:function(card,player){
|
||
if(_status.currentPhase!=player) return;
|
||
if(card.name=='sha'&&player.num('h','sha')<2&&!player.needsToDiscard()){
|
||
var num=0;
|
||
var player=_status.event.player;
|
||
var players=game.filterPlayer();
|
||
for(var i=0;i<players.length;i++){
|
||
if(lib.filter.targetEnabled({name:'sha'},player,players[i])&&
|
||
ai.get.attitude(player,players[i])<0){
|
||
num++;
|
||
if(num>1) return [0,0,0,0];
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
},
|
||
group:'luanjian2'
|
||
},
|
||
luanjian2:{
|
||
trigger:{source:'damageBegin'},
|
||
forced:true,
|
||
popup:false,
|
||
filter:function(event,player){
|
||
return event.card&&event.card.name=='sha'&&event.parent.skill=='luanjian';
|
||
},
|
||
content:function(){
|
||
if(Math.random()<0.5) trigger.num++;
|
||
}
|
||
},
|
||
tianfu:{
|
||
enable:'phaseUse',
|
||
filter:function(event,player){
|
||
return player.num('h','shan')>0;
|
||
},
|
||
usable:1,
|
||
filterCard:{name:'shan'},
|
||
discard:false,
|
||
prepare:'give',
|
||
filterTarget:function(card,player,target){
|
||
return target!=player&&!target.hasSkill('tianfu2');
|
||
},
|
||
check:function(card){
|
||
if(_status.event.player.hp>=3) return 8-ai.get.value(card);
|
||
return 7-ai.get.value(card);
|
||
},
|
||
content:function(){
|
||
target.storage.tianfu2=cards[0];
|
||
target.storage.tianfu3=player;
|
||
game.addVideo('storage',target,['tianfu2',get.cardInfo(cards[0]),'card']);
|
||
target.addSkill('tianfu2');
|
||
},
|
||
ai:{
|
||
order:2,
|
||
result:{
|
||
target:function(player,target){
|
||
var att=ai.get.attitude(player,target);
|
||
if(att>=0) return 0;
|
||
return ai.get.damageEffect(target,player,target,'thunder');
|
||
}
|
||
},
|
||
expose:0.2
|
||
}
|
||
},
|
||
tianfu2:{
|
||
trigger:{source:'damageAfter'},
|
||
forced:true,
|
||
mark:'card',
|
||
filter:function(event,player){
|
||
return player.storage.tianfu2&&player.storage.tianfu3;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
if(player.storage.tianfu3&&player.storage.tianfu3.isAlive()){
|
||
player.damage(player.storage.tianfu3);
|
||
player.storage.tianfu3.line(player,'thunder');
|
||
}
|
||
else{
|
||
player.damage('nosource');
|
||
}
|
||
"step 1"
|
||
var he=player.get('he');
|
||
if(he.length){
|
||
player.discard(he.randomGet());
|
||
}
|
||
"step 2"
|
||
player.$throw(player.storage.tianfu2);
|
||
ui.discardPile.appendChild(player.storage.tianfu2);
|
||
delete player.storage.tianfu2;
|
||
delete player.storage.tianfu3;
|
||
player.removeSkill('tianfu2');
|
||
},
|
||
group:'tianfu3',
|
||
intro:{
|
||
content:'card'
|
||
}
|
||
},
|
||
tianfu3:{
|
||
trigger:{player:'dieBegin'},
|
||
forced:true,
|
||
popup:false,
|
||
content:function(){
|
||
ui.discardPile.appendChild(player.storage.tianfu2);
|
||
delete player.storage.tianfu2;
|
||
delete player.storage.tianfu3;
|
||
player.removeSkill('tianfu2');
|
||
}
|
||
},
|
||
shuiyun:{
|
||
trigger:{player:'phaseEnd'},
|
||
direct:true,
|
||
init:function(player){
|
||
player.storage.shuiyun=[];
|
||
},
|
||
filter:function(event,player){
|
||
if(player.storage.shuiyun.length>=3) return false;
|
||
var types=[];
|
||
for(var i=0;i<player.storage.shuiyun.length;i++){
|
||
types.add(get.type(player.storage.shuiyun[i],'trick'));
|
||
}
|
||
var cards=player.get('h');
|
||
for(var i=0;i<cards.length;i++){
|
||
if(!types.contains(get.type(cards[i],'trick'))){
|
||
return true;
|
||
}
|
||
}
|
||
return false;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
var types=[];
|
||
var num=player.num('h');
|
||
for(var i=0;i<player.storage.shuiyun.length;i++){
|
||
types.add(get.type(player.storage.shuiyun[i],'trick'));
|
||
}
|
||
player.chooseCard(get.prompt('shuiyun'),function(card){
|
||
return !types.contains(get.type(card,'trick'));
|
||
}).ai=function(card){
|
||
return 11-ai.get.value(card);
|
||
};
|
||
"step 1"
|
||
if(result.bool){
|
||
player.$throw(result.cards);
|
||
var clone=result.cards[0].clone;
|
||
setTimeout(function(){
|
||
clone.moveDelete(player);
|
||
game.addVideo('gain2',player,get.cardsInfo([clone]));
|
||
},500);
|
||
player.logSkill('shuiyun');
|
||
player.storage.shuiyun.push(result.cards[0]);
|
||
player.lose(result.cards,ui.special);
|
||
player.markSkill('shuiyun');
|
||
game.addVideo('storage',player,['shuiyun',get.cardsInfo(player.storage.shuiyun),'cards']);
|
||
}
|
||
},
|
||
intro:{
|
||
content:'cards',
|
||
onunmark:function(storage,player){
|
||
if(storage&&storage.length){
|
||
for(var i=0;i<storage.length;i++){
|
||
ui.discardPile.appendChild(storage[i]);
|
||
}
|
||
player.$throw(storage);
|
||
delete player.storage.shuiyun;
|
||
}
|
||
}
|
||
},
|
||
ai:{
|
||
effect:{
|
||
player:function(card,player){
|
||
if(_status.currentPhase!=player) return;
|
||
if(card.name=='wuzhong'||card.name=='yiyi'||
|
||
card.name=='yuanjiao'||card.name=='shunshou') return;
|
||
if(player.num('h')<=player.hp){
|
||
var types=[];
|
||
for(var i=0;i<player.storage.shuiyun.length;i++){
|
||
types.add(get.type(player.storage.shuiyun[i],'trick'));
|
||
}
|
||
if(!types.contains(get.type(card,'trick'))){
|
||
return [0,0,0,0];
|
||
}
|
||
}
|
||
}
|
||
},
|
||
threaten:2.2
|
||
},
|
||
group:['shuiyun5']
|
||
},
|
||
shuiyun5:{
|
||
trigger:{global:'dying'},
|
||
priority:6,
|
||
filter:function(event,player){
|
||
return event.player.hp<=0&&player.storage.shuiyun&&player.storage.shuiyun.length;
|
||
},
|
||
direct:true,
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseCardButton(player.storage.shuiyun,get.prompt('shuiyun',trigger.player)).ai=function(button){
|
||
return ai.get.attitude(player,trigger.player)>2?1:0;
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
player.storage.shuiyun.remove(result.links[0]);
|
||
if(!player.storage.shuiyun.length){
|
||
player.unmarkSkill('shuiyun');
|
||
}
|
||
player.$throw(result.links);
|
||
ui.discardPile.appendChild(result.links[0]);
|
||
trigger.player.recover();
|
||
// if(trigger.player!=player){
|
||
// trigger.player.draw();
|
||
// }
|
||
player.logSkill('shuiyun5',trigger.player,'thunder');
|
||
game.addVideo('storage',player,['shuiyun',get.cardsInfo(player.storage.shuiyun),'cards']);
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 2"
|
||
if(trigger.player!=player){
|
||
game.delay();
|
||
}
|
||
},
|
||
ai:{
|
||
expose:0.3
|
||
}
|
||
},
|
||
wangyou:{
|
||
trigger:{global:'phaseEnd'},
|
||
unique:true,
|
||
gainable:true,
|
||
direct:true,
|
||
filter:function(event,player){
|
||
if(!player.num('he')) return false;
|
||
if(player==event.player) return false;
|
||
return game.hasPlayer(function(current){
|
||
return current.hasSkill('wangyou3');
|
||
});
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
var targets=[];
|
||
var num=0;
|
||
var players=game.filterPlayer();
|
||
for(var i=0;i<players.length;i++){
|
||
if(players[i].hasSkill('wangyou3')){
|
||
var att=ai.get.attitude(player,players[i]);
|
||
if(att>0) num++;
|
||
else if(att<0) num--;
|
||
targets.push(players[i]);
|
||
}
|
||
}
|
||
event.targets=targets;
|
||
var next=player.chooseToDiscard(get.prompt('wangyou',targets),'he');
|
||
next.logSkill=['wangyou',event.targets];
|
||
next.ai=function(card){
|
||
if(num<=0) return 0;
|
||
switch(num){
|
||
case 1:return 5-ai.get.value(card);
|
||
case 2:return 7-ai.get.value(card);
|
||
default:return 8-ai.get.value(card);
|
||
}
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
event.targets.sort(lib.sort.seat);
|
||
game.asyncDraw(event.targets);
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
},
|
||
ai:{
|
||
expose:0.1,
|
||
threaten:1.2
|
||
},
|
||
group:'wangyou2'
|
||
},
|
||
wangyou2:{
|
||
trigger:{global:'damageEnd'},
|
||
forced:true,
|
||
popup:false,
|
||
silent:true,
|
||
filter:function(event){
|
||
return event.player.isAlive();
|
||
},
|
||
content:function(){
|
||
trigger.player.addTempSkill('wangyou3','phaseAfter');
|
||
}
|
||
},
|
||
wangyou3:{},
|
||
changnian:{
|
||
forbid:['boss'],
|
||
trigger:{player:'dieBegin'},
|
||
direct:true,
|
||
unique:true,
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseTarget(get.prompt('changnian'),function(card,player,target){
|
||
return player!=target;
|
||
}).ai=function(target){
|
||
return ai.get.attitude(player,target);
|
||
};
|
||
"step 1"
|
||
if(result.bool){
|
||
var cards=player.get('hej');
|
||
var target=result.targets[0];
|
||
// if(player.storage.shuiyun&&player.storage.shuiyun.length){
|
||
// target.gainMaxHp();
|
||
// target.recover(player.storage.shuiyun.length);
|
||
// cards=cards.concat(player.storage.shuiyun);
|
||
// player.storage.shuiyun.length=0;
|
||
// }
|
||
player.$give(cards,target);
|
||
target.gain(cards);
|
||
target.addSkill('changnian2');
|
||
player.logSkill('changnian',target);
|
||
target.marks.changnian=target.markCharacter(player,{
|
||
name:'长念',
|
||
content:'@<div><div class="skill">【追思】</div><div>锁定技,结束阶段,你摸一张牌</div></div>'
|
||
});
|
||
game.addVideo('markCharacter',target,{
|
||
name:'长念',
|
||
content:'@<div><div class="skill">【追思】</div><div>锁定技,结束阶段,你摸一张牌</div></div>',
|
||
id:'changnian',
|
||
target:player.dataset.position
|
||
});
|
||
}
|
||
},
|
||
ai:{
|
||
threaten:0.8
|
||
}
|
||
},
|
||
changnian2:{
|
||
trigger:{player:'phaseEnd'},
|
||
forced:true,
|
||
content:function(){
|
||
player.draw();
|
||
},
|
||
},
|
||
sajin:{
|
||
enable:'phaseUse',
|
||
filterTarget:function(card,player,target){
|
||
return target.hp<target.maxHp;
|
||
},
|
||
selectTarget:[1,Infinity],
|
||
filterCard:true,
|
||
usable:1,
|
||
check:function(card){
|
||
var player=_status.currentPhase;
|
||
if(player.num('h')>player.hp){
|
||
return 7-ai.get.value(card);
|
||
}
|
||
return 4-ai.get.value(card);
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
var color=get.color(cards[0]);
|
||
target.judge(function(card){
|
||
return get.color(card)==color?1:0;
|
||
});
|
||
"step 1"
|
||
if(result.bool){
|
||
target.recover();
|
||
}
|
||
},
|
||
ai:{
|
||
order:3,
|
||
result:{
|
||
target:function(player,target){
|
||
return ai.get.recoverEffect(target);
|
||
}
|
||
},
|
||
threaten:1.5
|
||
}
|
||
},
|
||
jubao:{
|
||
trigger:{global:'discardAfter'},
|
||
filter:function(event,player){
|
||
if(player.hasSkill('jubao2')) return false;
|
||
if(event.player==player) return false;
|
||
if(_status.currentPhase==player) return false;
|
||
for(var i=0;i<event.cards.length;i++){
|
||
if(get.type(event.cards[i])!='basic'&&get.position(event.cards[i])=='d'){
|
||
return true;
|
||
}
|
||
}
|
||
return false;
|
||
},
|
||
frequent:true,
|
||
content:function(){
|
||
"step 0"
|
||
if(trigger.delay==false) game.delay();
|
||
"step 1"
|
||
var cards=[];
|
||
for(var i=0;i<trigger.cards.length;i++){
|
||
if(get.type(trigger.cards[i])!='basic'&&get.position(trigger.cards[i])=='d'){
|
||
cards.push(trigger.cards[i]);
|
||
}
|
||
}
|
||
if(cards.length){
|
||
var card=cards.randomGet();
|
||
player.gain(card,'log');
|
||
player.$gain2(card);
|
||
player.addTempSkill('jubao2','phaseAfter');
|
||
}
|
||
},
|
||
ai:{
|
||
threaten:1.5
|
||
}
|
||
},
|
||
jubao2:{},
|
||
duci:{
|
||
trigger:{player:'loseEnd'},
|
||
direct: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(){
|
||
"step 0"
|
||
player.chooseTarget(get.prompt('duci'),function(card,player,target){
|
||
return player!=target&&get.distance(player,target)<=1;
|
||
}).ai=function(target){
|
||
return ai.get.damageEffect(target,player,player);
|
||
};
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('duci',result.targets);
|
||
result.targets[0].damage();
|
||
}
|
||
},
|
||
ai:{
|
||
expose:0.2,
|
||
threaten:1.5,
|
||
effect:{
|
||
target:function(card,player,target,current){
|
||
if(get.type(card)=='equip'){
|
||
var players=game.filterPlayer();
|
||
for(var i=0;i<players.length;i++){
|
||
if(player!=players[i]&&get.distance(player,players[i])<=1&&
|
||
ai.get.damageEffect(players[i],player,player)>0){
|
||
return [1,3];
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
shuangren:{
|
||
trigger:{player:['loseEnd']},
|
||
filter:function(event,player){
|
||
if(!player.equiping) return false;
|
||
for(var i=0;i<event.cards.length;i++){
|
||
if(event.cards[i].original=='e'&&get.subtype(event.cards[i])=='equip1') return true;
|
||
}
|
||
return false;
|
||
},
|
||
content:function(){
|
||
var card;
|
||
for(var i=0;i<trigger.cards.length;i++){
|
||
if(trigger.cards[i].original=='e'&&get.subtype(trigger.cards[i])=='equip1'){
|
||
card=trigger.cards[i];
|
||
}
|
||
}
|
||
if(card){
|
||
if(player.storage.shuangren){
|
||
player.unmark(player.storage.shuangren,'shuangren');
|
||
player.discard(player.storage.shuangren);
|
||
game.addVideo('unmarkId',player,[get.cardInfo(player.storage.shuangren),'shuangren']);
|
||
}
|
||
if(card.clone){
|
||
card.clone.moveDelete(player);
|
||
game.addVideo('gain2',player,get.cardsInfo([card.clone]));
|
||
player.mark(card,'shuangren');
|
||
game.addVideo('markId',player,[get.cardInfo(card),'shuangren']);
|
||
}
|
||
ui.special.appendChild(card);
|
||
player.storage.shuangren=card;
|
||
var info=get.info(card);
|
||
if(info.skills){
|
||
player.addAdditionalSkill('shuangren',info.skills);
|
||
}
|
||
else{
|
||
player.removeAdditionalSkill('shuangren');
|
||
}
|
||
}
|
||
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player,target,current){
|
||
if(get.subtype(card)=='equip1') return [1,3];
|
||
}
|
||
}
|
||
},
|
||
intro:{
|
||
content:'card'
|
||
},
|
||
group:'shuangren2'
|
||
},
|
||
shuangren2:{
|
||
trigger:{player:'dieBegin'},
|
||
forced:true,
|
||
popup:false,
|
||
silent:true,
|
||
filter:function(event,player){
|
||
return player.storage.shuangren?true:false;
|
||
},
|
||
content:function(){
|
||
if(player.storage.shuangren){
|
||
ui.discardPile.appendChild(player.storage.shuangren);
|
||
player.$throw(player.storage.shuangren);
|
||
}
|
||
}
|
||
},
|
||
guiyuan:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filterCard:{name:'sha'},
|
||
filter:function(event,player){
|
||
return player.hp<player.maxHp;
|
||
},
|
||
content:function(){
|
||
player.recover();
|
||
},
|
||
ai:{
|
||
order:5,
|
||
result:{
|
||
player:1
|
||
}
|
||
}
|
||
},
|
||
qijian:{
|
||
trigger:{player:'phaseDiscardEnd'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return event.cards&&event.cards.length>0;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseTarget([1,trigger.cards.length],get.prompt('qijian'),function(card,player,target){
|
||
return player.canUse({name:'sha'},target,false);
|
||
}).ai=function(target){
|
||
return ai.get.effect(target,{name:'sha'},player);
|
||
};
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('qijian');
|
||
player.useCard({name:'sha'},result.targets);
|
||
}
|
||
},
|
||
},
|
||
shenmu:{
|
||
trigger:{global:'dying'},
|
||
priority:6,
|
||
filter:function(event,player){
|
||
return event.player.hp<=0&&player.num('h',{color:'red'});
|
||
},
|
||
check:function(event,player){
|
||
if(ai.get.attitude(player,event.player)<=0) return false;
|
||
var cards=player.get('h',{color:'red'});
|
||
for(var i=0;i<cards.length;i++){
|
||
if(cards[i].name=='tao') return false;
|
||
if(ai.get.value(cards[i])>7&&cards.length>2) return false;
|
||
}
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.showHandcards();
|
||
"step 1"
|
||
var cards=player.get('h',{color:'red'});
|
||
event.num=cards.length;
|
||
player.discard(cards);
|
||
"step 2"
|
||
trigger.player.recover();
|
||
trigger.player.draw(event.num);
|
||
},
|
||
ai:{
|
||
threaten:1.6,
|
||
expose:0.2
|
||
}
|
||
},
|
||
qianfang:{
|
||
trigger:{player:'phaseBegin'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return player.storage.xuanning&&player.num('he')+player.storage.xuanning>=3;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
var ainum=0;
|
||
var num=3-player.storage.xuanning;
|
||
var players=game.filterPlayer();
|
||
event.targets=[];
|
||
for(var i=0;i<players.length;i++){
|
||
if(players[i]!=player&&!players[i].isOut()&&
|
||
lib.filter.targetEnabled({name:'wanjian'},player,players[i])){
|
||
ainum+=ai.get.effect(players[i],{name:'wanjian'});
|
||
event.targets.push(players[i]);
|
||
}
|
||
}
|
||
if(num){
|
||
var next=player.chooseToDiscard(num,get.prompt('qianfang'),'he');
|
||
next.ai=function(card){
|
||
if(ainum>=0){
|
||
switch(num){
|
||
case 1:return 8-ai.get.value(card);
|
||
case 2:return 6-ai.get.value(card);
|
||
case 3:return 4-ai.get.value(card);
|
||
}
|
||
}
|
||
return -1;
|
||
}
|
||
next.logSkill='qianfang';
|
||
event.logged=true;
|
||
}
|
||
else{
|
||
player.chooseBool(get.prompt('qianfang')).ai=function(){
|
||
return ainum>=0;
|
||
}
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
player.storage.xuanning=0;
|
||
player.unmarkSkill('xuanning');
|
||
player.addTempSkill('qianfang2','phaseAfter');
|
||
if(!event.logged) player.logSkill('qianfang');
|
||
player.useCard({name:'wanjian'},event.targets);
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
},
|
||
ai:{
|
||
expose:0.1,
|
||
threaten:1.5
|
||
}
|
||
},
|
||
qianfang2:{
|
||
trigger:{player:'phaseDrawBegin'},
|
||
forced:true,
|
||
popup:false,
|
||
content:function(){
|
||
trigger.num++;
|
||
}
|
||
},
|
||
poyun:{
|
||
trigger:{source:'damageEnd'},
|
||
check:function(event,player){
|
||
return ai.get.attitude(player,event.player)<0&&event.player.num('he')>1;
|
||
},
|
||
filter:function(event,player){
|
||
return player.storage.xuanning>0&&event.player.num('he')>0;
|
||
},
|
||
direct:true,
|
||
content:function(){
|
||
"step 0"
|
||
player.discardPlayerCard(trigger.player,'he',get.prompt('poyun'),[1,2]).logSkill=['poyun',trigger.player];
|
||
"step 1"
|
||
if(result.bool){
|
||
player.storage.xuanning--;
|
||
if(!player.storage.xuanning){
|
||
player.unmarkSkill('xuanning');
|
||
}
|
||
player.syncStorage('xuanning');
|
||
}
|
||
},
|
||
ai:{
|
||
threaten:1.3
|
||
}
|
||
},
|
||
poyun2:{
|
||
trigger:{source:'damageEnd'},
|
||
forced:true,
|
||
popup:false,
|
||
filter:function(event,player){
|
||
return player.storage.poyun?true:false;
|
||
},
|
||
content:function(){
|
||
player.draw();
|
||
player.storage.poyun=false;
|
||
player.removeSkill('poyun2');
|
||
}
|
||
},
|
||
poyun3:{},
|
||
zhuyue:{
|
||
enable:'phaseUse',
|
||
filter:function(event,player){
|
||
return player.num('he',{type:'basic'})<player.num('he');
|
||
},
|
||
// position:'he',
|
||
init:function(player){
|
||
player.storage.zhuyue=[];
|
||
},
|
||
filterCard:function(card){
|
||
return get.type(card)!='basic';
|
||
},
|
||
selectTarget:[1,2],
|
||
filterTarget:function(card,player,target){
|
||
return player!=target&&target.num('he')>0;
|
||
},
|
||
usable:1,
|
||
locked:false,
|
||
check:function(card){
|
||
return 7-ai.get.value(card);
|
||
},
|
||
multitarget:true,
|
||
multiline:true,
|
||
content:function(){
|
||
'step 0'
|
||
targets.sort(lib.sort.seat);
|
||
var target=targets[0];
|
||
var cs=target.get('he');
|
||
if(cs.length){
|
||
target.discard(cs.randomGet());
|
||
}
|
||
player.storage.zhuyue.add(target);
|
||
if(targets.length<2){
|
||
event.finish();
|
||
}
|
||
'step 1'
|
||
var target=targets[1];
|
||
var cs=target.get('he');
|
||
if(cs.length){
|
||
target.discard(cs.randomGet());
|
||
}
|
||
player.storage.zhuyue.add(target);
|
||
},
|
||
ai:{
|
||
result:{
|
||
target:function(player,target){
|
||
if(!target.num('he')) return -0.2;
|
||
return -1;
|
||
}
|
||
},
|
||
order:10,
|
||
threaten:1.2,
|
||
exoise:0.2
|
||
},
|
||
mod:{
|
||
targetInRange:function(card,player,target){
|
||
if(card.name=='sha'&&player.storage.zhuyue&&player.storage.zhuyue.contains(target)){
|
||
return true;
|
||
}
|
||
},
|
||
selectTarget:function(card,player,range){
|
||
if(card.name=='sha'&&player.storage.zhuyue&&player.storage.zhuyue.length){
|
||
range[1]=-1;
|
||
range[0]=-1;
|
||
}
|
||
},
|
||
playerEnabled:function(card,player,target){
|
||
if(card.name=='sha'&&player.storage.zhuyue&&player.storage.zhuyue.length&&!player.storage.zhuyue.contains(target)){
|
||
return false;
|
||
}
|
||
}
|
||
},
|
||
intro:{
|
||
content:'players'
|
||
},
|
||
group:'zhuyue2'
|
||
},
|
||
zhuyue2:{
|
||
trigger:{player:'phaseUseEnd'},
|
||
forced:true,
|
||
popup:false,
|
||
silent:true,
|
||
content:function(){
|
||
player.storage.zhuyue.length=0;
|
||
}
|
||
},
|
||
longxi:{
|
||
trigger:{player:['chooseToRespondBegin','chooseToUseBegin']},
|
||
forced:true,
|
||
popup:false,
|
||
max:2,
|
||
filter:function(event,player){
|
||
return _status.currentPhase!=player;
|
||
},
|
||
priority:101,
|
||
content:function(){
|
||
var cards=[];
|
||
var max=Math.min(ui.cardPile.childNodes.length,lib.skill.longxi.max);
|
||
for(var i=0;i<max;i++){
|
||
var card=ui.cardPile.childNodes[i];
|
||
if(trigger.filterCard(card,player)){
|
||
cards.push(card);
|
||
}
|
||
}
|
||
if(cards.length){
|
||
player.gain(cards,'draw');
|
||
player.logSkill('longxi');
|
||
game.log(player,'获得了'+get.cnNumber(cards.length)+'张牌');
|
||
}
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player,target,effect){
|
||
if(get.tag(card,'respondShan')) return 0.7;
|
||
if(get.tag(card,'respondSha')) return 0.7;
|
||
}
|
||
}
|
||
},
|
||
hiddenCard:function(player,name){
|
||
if(_status.currentPhase==player) return false;
|
||
var max=Math.min(ui.cardPile.childNodes.length,lib.skill.longxi.max);
|
||
for(var i=0;i<max;i++){
|
||
var card=ui.cardPile.childNodes[i];
|
||
if(card.name==name) return true;
|
||
}
|
||
return false;
|
||
}
|
||
},
|
||
guanri:{
|
||
unique:true,
|
||
enable:'phaseUse',
|
||
filter:function(event,player){
|
||
return !player.storage.guanri&&player.num('h',{color:'red'})>=2;
|
||
},
|
||
check:function(card){
|
||
return 8-ai.get.value(card);
|
||
},
|
||
filterCard:function(card){
|
||
return get.color(card)=='red';
|
||
},
|
||
selectCard:2,
|
||
filterTarget:function(card,player,target){
|
||
return player!=target&&target.hp>=player.hp;
|
||
},
|
||
intro:{
|
||
content:'limited'
|
||
},
|
||
line:'fire',
|
||
content:function(){
|
||
"step 0"
|
||
player.storage.guanri=true;
|
||
player.loseHp();
|
||
"step 1"
|
||
target.damage(2,'fire');
|
||
"step 2"
|
||
if(target.isAlive()){
|
||
target.discard(target.get('e'));
|
||
}
|
||
},
|
||
ai:{
|
||
order:1,
|
||
result:{
|
||
target:function(player,target){
|
||
var eff=ai.get.damageEffect(target,player,target,'fire');
|
||
if(player.hp>2) return eff;
|
||
if(player.hp==2&&target.hp==2) return eff;
|
||
return 0;
|
||
}
|
||
},
|
||
expose:0.5
|
||
}
|
||
},
|
||
tianxian:{
|
||
mod:{
|
||
targetInRange:function(card,player,target,now){
|
||
if(card.name=='sha') return true;
|
||
},
|
||
selectTarget:function(card,player,range){
|
||
if(card.name=='sha'&&range[1]!=-1) range[1]=Infinity;
|
||
}
|
||
},
|
||
priority:5.5,
|
||
trigger:{player:'useCardToBefore'},
|
||
filter:function(event){
|
||
return event.card.name=='sha';
|
||
},
|
||
forced:true,
|
||
check:function(){
|
||
return false;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
trigger.target.judge(function(card){
|
||
return get.color(card)=='black'?1:0;
|
||
});
|
||
"step 1"
|
||
if(result.bool){
|
||
trigger.untrigger();
|
||
trigger.finish();
|
||
}
|
||
}
|
||
},
|
||
runxin:{
|
||
trigger:{player:['useCard','respondEnd']},
|
||
direct:true,
|
||
filter:function(event){
|
||
if(get.suit(event.card)=='heart'){
|
||
return game.hasPlayer(function(current){
|
||
return current.isDamaged();
|
||
});
|
||
}
|
||
return false;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
var noneed=(trigger.card.name=='tao'&&trigger.targets[0]==player&&player.hp==player.maxHp-1);
|
||
player.chooseTarget(get.prompt('runxin'),function(card,player,target){
|
||
return target.hp<target.maxHp
|
||
}).ai=function(target){
|
||
var num=ai.get.attitude(player,target);
|
||
if(num>0){
|
||
if(noneed&&player==target){
|
||
num=0.5;
|
||
}
|
||
else if(target.hp==1){
|
||
num+=3;
|
||
}
|
||
else if(target.hp==2){
|
||
num+=1;
|
||
}
|
||
}
|
||
return num;
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('runxin',result.targets);
|
||
result.targets[0].recover();
|
||
}
|
||
},
|
||
ai:{
|
||
expose:0.3,
|
||
threaten:1.5
|
||
}
|
||
},
|
||
zhimeng:{
|
||
trigger:{player:'phaseEnd'},
|
||
direct:true,
|
||
locked:true,
|
||
unique:true,
|
||
gainable:true,
|
||
group:'zhimeng3',
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseTarget(get.prompt('zhimeng'),function(card,player,target){
|
||
return player!=target;
|
||
}).ai=function(target){
|
||
var num=ai.get.attitude(player,target);
|
||
if(num>0){
|
||
if(player==target){
|
||
num++;
|
||
}
|
||
if(target.hp==1){
|
||
num+=3;
|
||
}
|
||
if(target.hp==2){
|
||
num+=1;
|
||
}
|
||
}
|
||
return num;
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
var target=result.targets[0];
|
||
var card=get.cards()[0];
|
||
target.$draw(card);
|
||
target.storage.zhimeng2=card;
|
||
game.addVideo('storage',target,['zhimeng2',get.cardInfo(card),'card']);
|
||
target.addSkill('zhimeng2');
|
||
event.finish();
|
||
player.logSkill('zhimeng',target);
|
||
}
|
||
},
|
||
ai:{
|
||
expose:0.2
|
||
}
|
||
},
|
||
zhimeng2:{
|
||
intro:{
|
||
content:'card',
|
||
onunmark:function(storage,player){
|
||
delete player.storage.zhimeng2;
|
||
}
|
||
},
|
||
mark:'card',
|
||
trigger:{target:'useCardToBegin'},
|
||
frequent:true,
|
||
filter:function(event,player){
|
||
return player.storage.zhimeng2&&get.type(event.card,'trick')==get.type(player.storage.zhimeng2,'trick');
|
||
},
|
||
content:function(){
|
||
player.draw();
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player,target){
|
||
if(target.storage.zhimeng2&&get.type(card,'trick')==get.type(target.storage.zhimeng2,'trick')){
|
||
return [1,0.5];
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
zhimeng3:{
|
||
trigger:{player:['phaseBegin','dieBegin']},
|
||
forced:true,
|
||
popup:false,
|
||
silent:true,
|
||
content:function(){
|
||
"step 0"
|
||
event.players=game.filterPlayer();
|
||
event.num=0;
|
||
"step 1"
|
||
if(event.num<event.players.length){
|
||
var player=event.players[event.num];
|
||
if(player.storage.zhimeng2){
|
||
if(trigger.name=='die'&&player==trigger.player){
|
||
ui.discardPile.appendChild(player.storage.zhimeng2);
|
||
}
|
||
else{
|
||
game.log(player,'发动织梦,获得了',player.storage.zhimeng2);
|
||
player.gain(player.storage.zhimeng2,'gain2');
|
||
player.popup('zhimeng');
|
||
}
|
||
player.removeSkill('zhimeng2');
|
||
}
|
||
event.num++;
|
||
event.redo();
|
||
}
|
||
},
|
||
},
|
||
tannang:{
|
||
enable:'chooseToUse',
|
||
usable:1,
|
||
filterCard:function(card){
|
||
return get.suit(card)=='club';
|
||
},
|
||
filter:function(event,player){
|
||
return player.num('h',{suit:'club'});
|
||
},
|
||
viewAs:{name:'shunshou'},
|
||
viewAsFilter:function(player){
|
||
if(!player.num('h',{suit:'club'})) return false;
|
||
},
|
||
prompt:'将一张装备牌当顺手牵羊使用',
|
||
check:function(card){
|
||
var player=_status.currentPhase;
|
||
if(player.num('h',{subtype:get.subtype(card)})>1){
|
||
return 11-ai.get.equipValue(card);
|
||
}
|
||
if(player.num('h')<player.hp){
|
||
return 6-ai.get.value(card);
|
||
}
|
||
return 2-ai.get.equipValue(card);
|
||
},
|
||
mod:{
|
||
targetInRange:function(card,player,target,now){
|
||
if(card.name=='shunshou') return true;
|
||
},
|
||
},
|
||
ai:{
|
||
order:9.5,
|
||
threaten:1.5
|
||
}
|
||
},
|
||
tuoqiao:{
|
||
direct:true,
|
||
filter:function(event,player){
|
||
if(event.player==player) return false;
|
||
return player.num('h')>0;
|
||
},
|
||
trigger:{target:'useCardToBefore'},
|
||
content:function(){
|
||
"step 0"
|
||
var next=player.chooseToDiscard(get.prompt('tuoqiao'));
|
||
next.logSkill='tuoqiao';
|
||
next.ai=function(card){
|
||
if(ai.get.effect(player,trigger.card,trigger.player,player)<0){
|
||
return 7-ai.get.value(card);
|
||
}
|
||
return 0;
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
player.judge(function(card){
|
||
return get.suit(card)=='heart'?-1:1;
|
||
});
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 2"
|
||
if(result.suit!='heart'){
|
||
trigger.untrigger();
|
||
trigger.finish();
|
||
}
|
||
}
|
||
},
|
||
tuoqiao_old:{
|
||
filter:function(event,player){
|
||
return game.players.length>3&&(event.player==player.next||event.player==player.previous);
|
||
},
|
||
check:function(event,player){
|
||
return ai.get.effect(player,event.card,event.player,player)<0
|
||
},
|
||
changeSeat:true,
|
||
trigger:{target:'useCardToBefore'},
|
||
content:function(){
|
||
if(trigger.player==player.next){
|
||
game.swapSeat(player,player.previous);
|
||
}
|
||
else if(trigger.player==player.previous){
|
||
game.swapSeat(player,player.next);
|
||
}
|
||
else{
|
||
return;
|
||
}
|
||
trigger.untrigger();
|
||
trigger.finish();
|
||
// player.popup('xiaoyao');
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player,target,current){
|
||
if(target==player.next||target==player.previous) return 0.1;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
tianjian_old:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
changeSeat:true,
|
||
filterTarget:function(card,player,target){
|
||
return player!=target&&player.next!=target;
|
||
},
|
||
filterCard:true,
|
||
check:function(card){
|
||
return 4-ai.get.value(card);
|
||
},
|
||
content:function(){
|
||
while(player.next!=target){
|
||
game.swapSeat(player,player.next);
|
||
}
|
||
},
|
||
ai:{
|
||
order:5,
|
||
result:{
|
||
player:function(player,target){
|
||
var att=ai.get.attitude(player,target);
|
||
if(target==player.previous&&att>0) return 1;
|
||
if(target==player.next.next&&ai.get.attitude(player,player.next)<0) return 1;
|
||
return 0;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
huimeng:{
|
||
trigger:{player:'recoverAfter'},
|
||
frequent:true,
|
||
content:function(){
|
||
player.draw(2);
|
||
},
|
||
ai:{
|
||
threaten:0.8
|
||
}
|
||
},
|
||
tianshe:{
|
||
group:['tianshe2'],
|
||
trigger:{player:'damageBefore'},
|
||
filter:function(event){
|
||
if(event.nature) return true;
|
||
},
|
||
forced:true,
|
||
content:function(){
|
||
trigger.untrigger();
|
||
trigger.finish();
|
||
},
|
||
ai:{
|
||
nofire:true,
|
||
nothunder:true,
|
||
effect:{
|
||
target:function(card,player,target,current){
|
||
if(card.name=='tiesuo') return 0;
|
||
if(get.tag(card,'fireDamage')) return 0;
|
||
if(get.tag(card,'thunderDamage')) return 0;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
tianshe2:{
|
||
trigger:{source:'damageAfter'},
|
||
filter:function(event,player){
|
||
if(event.nature&&player.hp<player.maxHp) return true;
|
||
},
|
||
forced:true,
|
||
content:function(){
|
||
player.recover();
|
||
},
|
||
}
|
||
},
|
||
translate:{
|
||
pal_xiahoujinxuan:'夏侯瑾轩',
|
||
pal_muchanglan:'暮菖兰',
|
||
pal_xia:'瑕',
|
||
pal_jiangcheng:'姜承',
|
||
|
||
pal_jiangyunfan:'姜云凡',
|
||
pal_tangyurou:'唐雨柔',
|
||
pal_longyou:'龙幽',
|
||
pal_xiaoman:'小蛮',
|
||
|
||
pal_wangxiaohu:'王小虎',
|
||
pal_sumei:'苏媚',
|
||
pal_shenqishuang:'沈欺霜',
|
||
pal_longkui:'龙葵',
|
||
pal_nangonghuang:'南宫煌',
|
||
pal_wenhui:'温慧',
|
||
pal_wangpengxu:'王蓬絮',
|
||
pal_xingxuan:'星璇',
|
||
pal_leiyuange:'雷元戈',
|
||
|
||
pal_zhaoliner:'赵灵儿',
|
||
pal_linyueru:'林月如',
|
||
pal_xuejian:'雪见',
|
||
pal_jingtian:'景天',
|
||
pal_zixuan:'紫萱',
|
||
pal_lixiaoyao:'李逍遥',
|
||
pal_yuntianhe:'云天河',
|
||
pal_hanlingsha:'韩菱纱',
|
||
pal_liumengli:'柳梦璃',
|
||
pal_murongziying:'慕容紫英',
|
||
pal_changqing:'长卿',
|
||
pal_xuanxiao:'玄霄',
|
||
|
||
longhuo:'龙火',
|
||
longhuo_info:'结束阶段,你可以对所有角色各造成一点火焰伤害',
|
||
fenshi:'焚世',
|
||
fenshi_info:'觉醒技,准备阶段,若你没有牌,你回复一点体力并摸三张牌,并获得技能龙火',
|
||
yanzhan:'炎斩',
|
||
yanzhan_info:'出牌阶段限一次,你可以将一张红色手牌当作火杀使用,若造成了伤害,此杀不计入出牌次数',
|
||
feixia:'飞霞',
|
||
feixia_info:'出牌阶段限一次,你可以弃置一张红色牌视为对一名随机敌人使用一张不计入出杀次数的杀',
|
||
lueying:'掠影',
|
||
lueying_info:'每当你使用一张杀,你可以随机获得目标的一张牌,然后目标可以指定一名其他角色,你弃置该角色一张牌(每回合限发动一次,没有弃牌目标时无法发动)',
|
||
feng:'风',
|
||
feng_info:'锁定技,当你累计摸2次牌后,你下一次摸牌时摸牌数+1',
|
||
ya:'雅',
|
||
ya_info:'锁定技,当你累计受到2次伤害后,你下一次受到的伤害-1',
|
||
song:'颂',
|
||
song_info:'锁定技,当你累计造成2次伤害后,你下一次造成的伤害+1',
|
||
longxiang:'龙翔',
|
||
longxiang_info:'当你使用杀指定目标后,你可以弃置目标若干张手牌直到其手牌数与你相同',
|
||
huxi:'虎袭',
|
||
huxi_info:'你可以失去一点体力并获得一点护甲,视为使用一张杀',
|
||
xuanmo:'玄墨',
|
||
xuanmo_info:'出牌阶段限一次,你可以将一张手牌置于牌堆顶并随机获得两张与之类别相同的牌',
|
||
lingyan:'灵砚',
|
||
lingyan_info:'每当你即将替换一件装备时,你可以永久改变新装备的装备类型,使其装备在装备区的空余位置',
|
||
danqing:'丹青',
|
||
danqing_info:'当你累计使用了4张花色不同的牌后,你可以选择至多4名角色分别获得以下4种效果中的随机一个:1、摸一张牌;2、获得一点护甲;3、装备一件随机装备;4、获得潜行直到下一回合开始',
|
||
zhangmu:'障目',
|
||
zhangmu_info:'每回合限一次,当你需要使用或打出一张闪时,你可以展示一张闪,视为使用或打出了此闪',
|
||
feizhua:'飞爪',
|
||
feizhua_info:'当你使用一张杀时,你可以将与目标相邻的角色追加为额外目标',
|
||
leiyu:'雷狱',
|
||
leiyu_info:'结束阶段,你可以弃置一张黑色牌,视为对本回合内所有成为过你的卡牌目标的角色使用一张惊雷闪',
|
||
lingxue:'灵血',
|
||
lingxue_info:'锁定技,每当你回复一点体力,你获得一点护甲',
|
||
zhaoyao:'招摇',
|
||
zhaoyao_info:'其他角色的摸牌阶段开始时,你可以与其拼点,若你赢,你摸两张牌,然后将两张牌置于牌堆顶',
|
||
sheling:'摄灵',
|
||
sheling_info:'其他角色于你的回合内因使用、打出或弃置而失去牌时,你可以获得之(每回合最多发动三次)',
|
||
fenxing:'分形',
|
||
fenxing_info:'锁定技,准备阶段,你有50%概率变身为另一形态',
|
||
guijiang:'鬼降',
|
||
guijiang2:'鬼降',
|
||
guijiang_info:'出牌阶段限一次,你可以弃置一张黑色牌,令一名其他角色无法成为回复牌的目标直到你下一回合开始',
|
||
diesha:'叠杀',
|
||
diesha_info:'锁定技,每当你使用杀造成伤害,受伤害角色失去一点体力,你回复一点体力',
|
||
lingyu:'灵愈',
|
||
lingyu_info:'结束阶段,你可以令一名其他角色回复一点体力',
|
||
diewu:'蝶舞',
|
||
diewu_info:'出牌阶段,你可以将一张【杀】交给一名角色,若你于此阶段内首次如此做,你摸一张牌',
|
||
duxinshu:'读心',
|
||
duxinshu_info:'出牌阶段限一次,你可以观看一名其他角色的手牌,然后可以用一张手牌替换其中的一张',
|
||
feixu:'飞絮',
|
||
feixu_info:'每当一名角色使用或打出一张闪,你可以令其摸一张牌',
|
||
xuanyan:'玄炎',
|
||
xuanyan2:'玄炎',
|
||
xuanyan_info:'锁定技,你的火属性伤害+1;你造成火属性伤害后流失1点体力',
|
||
ningbin:'凝冰',
|
||
ningbin_info:'锁定技,每当你受到1次雷属性伤害,你回复1点体力',
|
||
xfenxin:'焚心',
|
||
xfenxin2:'焚心',
|
||
xfenxin_info:'锁定技,每当你的体力值发生改变,你摸等量的牌;每当你杀死一名角色,你增加一点体力上限并回复一点体力',
|
||
luanjian:'乱剑',
|
||
luanjian_info:'出牌阶段,你可以将两张杀当杀使用,此杀无视距离,可以指定任意名目标且有50%的机率伤害+1',
|
||
tianfu:'天符',
|
||
tianfu2:'天符',
|
||
tianfu3:'天符',
|
||
tianfu_info:'出牌阶段,你可以将一张闪置于一名其他角色的武将牌上,该角色在下一次造成伤害时受到来自你的一点雷属性伤害并随机弃置一张牌,然后移去此牌',
|
||
shuiyun:'水蕴',
|
||
shuiyun_bg:'蕴',
|
||
shuiyun2:'水蕴',
|
||
shuiyun5:'水蕴',
|
||
shuiyun3:'水蕴',
|
||
shuiyun_info:'结束阶段,你可以将一张与武将牌上的牌类别均不相同的手牌置于武将牌上称为“蕴”;任意一名角色进入濒死状态时,你可以弃置一张“蕴”令其回复1点体力',
|
||
wangyou:'忘忧',
|
||
wangyou_info:'其他角色的结束阶段,你可以弃置一张牌,令此回合内受过伤害的所有角色各摸一张牌',
|
||
changnian:'长念',
|
||
changnian2:'追思',
|
||
changnian_info:'你死亡时,可以将所有牌交给一名其他角色,令其获得技能【追思】',
|
||
sajin:'洒金',
|
||
sajin_info:'出牌阶段限一次,你可以弃置一张手牌并指定任意名角色进行判定,若判定颜色与你弃置的牌相同,该角色回复一点体力',
|
||
jubao:'聚宝',
|
||
jubao_info:'当其他角色于你的回合外首次弃置非基本牌时,你可以获得其中的随机一张',
|
||
guiyuan:'归元',
|
||
guiyuan_info:'出牌阶段限一次,你可以弃置一张杀并回复一点体力',
|
||
shuangren:'双刃',
|
||
shuangren_info:'当你的武器牌被替换时,你可以将其置于你的武将牌上,并获得此装备的武器效果(不含距离)',
|
||
duci:'毒刺',
|
||
duci_info:'每当你失去一次装备牌,可以对距离1以内的一名其他角色造成一点伤害',
|
||
shenmu:'神木',
|
||
shenmu_info:'任意一名角色濒死时,你可以展示你的手牌并弃置其中的所有红色牌(至少一张),若如此做,该角色回复一点体力,然后摸X张牌,X为你弃置的手牌数',
|
||
qijian:'气剑',
|
||
qijian_info:'弃牌阶段结束时,你可以指定至多X名目标视为使用一张杀,X为你于此阶段弃置的卡牌数',
|
||
poyun:'破云',
|
||
poyun_info:'每当你造成一次伤害,你可以弃置一枚玄凝标记,然后弃置对方两张牌',
|
||
qianfang:'千方',
|
||
qianfang_info:'准备阶段,若你有玄凝标记,可以弃置3-X张牌和所有玄凝标记,视为使用了一张【万箭齐发】,若如此做,你本回合的摸牌阶段摸牌数+1。X为你的玄凝标记数',
|
||
longxi:'龙息',
|
||
longxi2:'龙息',
|
||
longxi_info:'锁定技,在回合外每当你需要使用或打出一张卡牌时,若牌堆顶的前两张中有可使用或打出的牌,你立即获得之',
|
||
zhuyue:'逐月',
|
||
zhuyue_info:'出牌阶段限一次,你可以弃置一张非基本牌并指定至多两个目标各随机弃置一张牌,若如此做,你本回使用的杀须指定选中角色为目标',
|
||
guanri:'贯日',
|
||
guanri_info:'限制技,你可以弃置两张红色手牌并流失一点体力,然后对一名体力值不少于你的其他角色造成两点火焰伤害并弃置其所有装备牌',
|
||
tianxian:'天弦',
|
||
tianxian_info:'锁定技,你的杀无视距离且可指定任意多个目标,目标须进行一次判定,若结果为黑色则取消之',
|
||
zhimeng:'织梦',
|
||
zhimeng2:'织梦',
|
||
zhimeng3:'织梦',
|
||
zhimeng_info:'结束阶段,你可以选择一名其他角色将牌堆顶的一张牌置于该角色的武将牌上,直到你的下个回合开始将其收入手牌。当一名角色武将牌上有织梦牌时,每当其成为与此牌类型相同的卡牌的目标,可以摸一张牌',
|
||
runxin:'润心',
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||
runxin_info:'每当你使用或打出一张红桃牌,你可以令一名角色回复一点体力',
|
||
tannang:'探囊',
|
||
tannang_info:'出牌阶段限一次,你可以将一张梅花手牌当顺手牵羊使用;你的顺手牵羊无距离限制',
|
||
tuoqiao:'脱壳',
|
||
tuoqiao_info:'当你成为其他角色卡牌的目标时,你可以弃置一张手牌并进行一次判定,若不为红桃,则取消之',
|
||
xiaoyao:'逍遥',
|
||
xiaoyao_info:'每当你成为其他角色的卡牌目标,你可以弃置一张与之花色相同的手牌取消之',
|
||
tianjian:'天剑',
|
||
tianjian_info:'出牌阶段限一次,你可以将一张杀当作万箭齐发使用,受到伤害的角色随机弃置一张牌',
|
||
yufeng:'御风',
|
||
yufeng_info:'当你失去手牌后,若手牌数少于2,可将手牌数补至2(每回合最多发动两次)',
|
||
huimeng:'回梦',
|
||
huimeng_info:'每当你回复一点体力,可以摸两张牌',
|
||
tianshe:'天蛇',
|
||
tianshe2:'天蛇',
|
||
tianshe_info:'锁定技,你防止即将受到的属性伤害,每当你造成一次属性伤害,你回复一点体力',
|
||
},
|
||
}
|