1088 lines
29 KiB
JavaScript
1088 lines
29 KiB
JavaScript
'use strict';
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game.import('card',function(lib,game,ui,get,ai,_status){
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return {
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name:'extra',
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connect:true,
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card:{
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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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nomod:true,
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onEquip:function(){
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player.markSkill('muniu_skill6');
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},
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forceDie:true,
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onLose:function(){
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player.unmarkSkill('muniu_skill6');
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if((event.getParent(2)&&event.getParent(2).name!='swapEquip')&&event.parent.type!='equip'&&card&&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(card,'掉落了',card.cards);
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game.cardsDiscard(card.cards);
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card.cards.length=0;
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}
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},
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clearLose:true,
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equipDelay:false,
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loseDelay:false,
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skills:['muniu_skill','muniu_skill2','muniu_skill6','muniu_skill7'],
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ai:{
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equipValue:function(card){
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if(card.card) return 7+card.card.length;
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return 7;
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},
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basic:{
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equipValue:7
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}
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}
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},
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jiu:{
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audio:true,
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fullskin:true,
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type:"basic",
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toself:true,
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enable:function(event,player){
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//return !player.hasSkill('jiu');
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return true;
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},
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lianheng:true,
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logv:false,
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savable:function(card,player,dying){
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return dying==player;
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},
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usable:1,
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selectTarget:-1,
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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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content:function(){
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if(target.isDying()||event.getParent(2).type=='dying'){
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target.recover();
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if(_status.currentPhase==target){
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target.getStat().card.jiu--;
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}
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}
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else{
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game.addVideo('jiuNode',target,true);
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if(cards&&cards.length){
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card=cards[0];
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}
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if(!target.storage.jiu) target.storage.jiu=0;
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target.storage.jiu++;
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game.broadcastAll(function(target,card,gain2){
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target.addSkill('jiu');
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if(!target.node.jiu&&lib.config.jiu_effect){
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target.node.jiu=ui.create.div('.playerjiu',target.node.avatar);
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target.node.jiu2=ui.create.div('.playerjiu',target.node.avatar2);
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}
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if(gain2&&card.clone&&(card.clone.parentNode==target.parentNode||card.clone.parentNode==ui.arena)){
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card.clone.moveDelete(target);
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}
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},target,card,target==targets[0]&&cards.length==1);
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if(target==targets[0]&&cards.length==1){
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if(card.clone&&(card.clone.parentNode==target.parentNode||card.clone.parentNode==ui.arena)){
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game.addVideo('gain2',target,get.cardsInfo([card]));
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}
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}
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}
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},
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ai:{
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basic:{
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useful:function(card,i){
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if(_status.event.player.hp>1){
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if(i==0) return 4;
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return 1;
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}
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if(i==0) return 7.3;
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return 3;
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},
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value:function(card,player,i){
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if(player.hp>1){
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if(i==0) return 5;
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return 1;
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}
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if(i==0) return 7.3;
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return 3;
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},
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},
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order:function(){
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return get.order({name:'sha'})+0.2;
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},
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result:{
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target:function(player,target){
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if(target&&target.isDying()) return 2;
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if(target&&!target.isPhaseUsing()) return 0;
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if(lib.config.mode=='stone'&&!player.isMin()){
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if(player.getActCount()+1>=player.actcount) return 0;
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}
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var shas=player.getCards('h','sha');
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if(shas.length>1&&player.getCardUsable('sha')>1){
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return 0;
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}
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var card;
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if(shas.length){
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for(var i=0;i<shas.length;i++){
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if(lib.filter.filterCard(shas[i],target)){
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card=shas[i];break;
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}
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}
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}
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else if(player.hasSha()&&player.needsToDiscard()){
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if(player.countCards('h','hufu')!=1){
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card={name:'sha'};
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}
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}
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if(card){
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if(game.hasPlayer(function(current){
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return (get.attitude(target,current)<0&&
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target.canUse(card,current,true,true)&&
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!current.hasSkillTag('filterDamage',null,{
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player:player,
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card:card,
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})&&
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get.effect(current,card,target)>0);
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})){
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return 1;
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}
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}
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return 0;
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},
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},
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tag:{
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save:1
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}
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}
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},
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huogong:{
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audio:true,
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fullskin:true,
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type:'trick',
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enable:true,
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cardnature:'fire',
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filterTarget:function(card,player,target){
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if(player!=game.me&&player.countCards('h')<2) return false;
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return target.countCards('h')>0;
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},
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content:function(){
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"step 0"
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if(target.countCards('h')==0){
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event.finish();
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return;
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}
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target.chooseCard(true).ai=function(card){
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if(_status.event.getRand()<0.5) return Math.random();
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return get.value(card);
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};
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"step 1"
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event.dialog=ui.create.dialog(get.translation(target)+'展示的手牌',result.cards);
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event.videoId=lib.status.videoId++;
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game.broadcast('createDialog',event.videoId,get.translation(target)+'展示的手牌',result.cards);
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game.addVideo('cardDialog',null,[get.translation(target)+'展示的手牌',get.cardsInfo(result.cards),event.videoId]);
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event.card2=result.cards[0];
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game.log(target,'展示了',event.card2);
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event._result={};
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player.chooseToDiscard({suit:get.suit(event.card2)},function(card){
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var evt=_status.event.getParent();
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if(get.damageEffect(evt.target,evt.player,evt.player,'fire')>0){
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return 7-get.value(card,evt.player);
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}
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return -1;
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}).prompt=false;
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game.delay(2);
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"step 2"
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if(result.bool){
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target.damage('fire');
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}
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else{
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target.addTempSkill('huogong2');
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}
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event.dialog.close();
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game.addVideo('cardDialog',null,event.videoId);
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game.broadcast('closeDialog',event.videoId);
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},
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ai:{
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basic:{
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order:4,
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value:[3,1],
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useful:1,
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},
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wuxie:function(target,card,player,current,state){
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if(get.attitude(current,player)>=0&&state>0) return false;
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},
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result:{
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player:function(player){
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var nh=player.countCards('h');
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if(nh<=player.hp&&nh<=4&&_status.event.name=='chooseToUse'){
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if(typeof _status.event.filterCard=='function'&&
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_status.event.filterCard({name:'huogong'},player,_status.event)){
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return -10;
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}
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if(_status.event.skill){
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var viewAs=get.info(_status.event.skill).viewAs;
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if(viewAs=='huogong') return -10;
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if(viewAs&&viewAs.name=='huogong') return -10;
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}
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}
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return 0;
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},
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target:function(player,target){
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if(target.hasSkill('huogong2')||target.countCards('h')==0) return 0;
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if(player.countCards('h')<=1) return 0;
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if(target==player){
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if(typeof _status.event.filterCard=='function'&&
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_status.event.filterCard({name:'huogong'},player,_status.event)){
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return -1.5;
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}
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if(_status.event.skill){
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var viewAs=get.info(_status.event.skill).viewAs;
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if(viewAs=='huogong') return -1.5;
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if(viewAs&&viewAs.name=='huogong') return -1.5;
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}
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return 0;
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}
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return -1.5;
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}
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},
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tag:{
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damage:1,
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fireDamage:1,
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natureDamage:1,
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norepeat:1
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}
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}
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},
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tiesuo:{
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audio:true,
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fullskin:true,
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type:'trick',
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enable:true,
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filterTarget:true,
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selectTarget:[1,2],
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complexTarget:true,
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content:function(){
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target.link();
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},
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chongzhu:true,
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ai:{
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wuxie:function(){
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if(_status.event.getRand()<0.5) return 0;
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},
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basic:{
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useful:4,
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value:4,
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order:7
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},
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result:{
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target:function(player,target){
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if(target.isLinked()){
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if(target.hasSkillTag('link')) return 0;
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var f=target.hasSkillTag('nofire');
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var t=target.hasSkillTag('nothunder');
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if(f&&t) return 0;
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if(f||t) return 0.5;
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return 2;
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}
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if(get.attitude(player,target)>=0) return -0.9;
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if(ui.selected.targets.length) return -0.9;
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if(game.hasPlayer(function(current){
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return get.attitude(player,current)<=-1&¤t!=target&&!current.isLinked();
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})){
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return -0.9;
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}
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return 0;
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}
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},
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tag:{
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multitarget:1,
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multineg:1,
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norepeat:1
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}
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}
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},
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bingliang:{
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audio:true,
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fullskin:true,
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type:'delay',
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range:{global:1},
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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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if(get.is.changban()) player.addTempSkill('bingliang_changban');
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else player.skip('phaseDraw');
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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,
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},
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result:{
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target:function(player,target){
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if(target.hasJudge('caomu')) return 0;
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return -1.5/Math.sqrt(target.countCards('h')+1);
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}
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},
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tag:{
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skip:'phaseDraw'
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}
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}
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},
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hualiu:{
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fullskin:true,
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type:'equip',
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subtype:'equip3',
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distance:{globalTo:1},
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},
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zhuque:{
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fullskin:true,
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type:'equip',
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subtype:'equip1',
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cardnature:'fire',
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distance:{attackFrom:-3},
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ai:{
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basic:{
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equipValue:2
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}
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},
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skills:['zhuque_skill']
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},
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guding:{
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fullskin:true,
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type:'equip',
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subtype:'equip1',
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distance:{attackFrom:-1},
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ai:{
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basic:{
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equipValue:2
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}
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},
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skills:['guding_skill']
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},
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tengjia:{
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fullskin:true,
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type:'equip',
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subtype:'equip2',
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cardnature:'fire',
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ai:{
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equipValue:function(card,player){
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if(player.hasSkillTag('maixie')&&player.hp>1) return 0;
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if(player.hasSkillTag('noDirectDamage')) return 10;
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if(get.damageEffect(player,player,player,'fire')>=0) return 10;
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var num=3-game.countPlayer(function(current){
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return get.attitude(current,player)<0;
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});
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if(player.hp==1) num+=4;
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if(player.hp==2) num+=1;
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if(player.hp==3) num--;
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if(player.hp>3) num-=4;
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return num;
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},
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basic:{
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equipValue:3
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},
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},
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skills:['tengjia1','tengjia2','tengjia3']
|
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},
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baiyin:{
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fullskin:true,
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type:'equip',
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subtype:'equip2',
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onLose:function(){
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player.recover();
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},
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||
filterLose:function(card,player){
|
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if(player.hasSkillTag('unequip2')) return false;
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return player.hp<player.maxHp;
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},
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skills:['baiyin_skill'],
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tag:{
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recover:1,
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},
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ai:{
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order:9.5,
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equipValue:function(card,player){
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if(player.hp==player.maxHp) return 5;
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if(player.countCards('h','baiyin')) return 6;
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return 0;
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},
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basic:{
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equipValue:5
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}
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}
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},
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},
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skill:{
|
||
bingliang_changban:{
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||
cardSkill:true,
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unique:true,
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||
trigger:{player:'phaseDrawBegin'},
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silent:true,
|
||
content:function(){
|
||
trigger.num--;
|
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},
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group:'bingliang_changban2'
|
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},
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bingliang_changban2:{
|
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cardSkill:true,
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||
trigger:{player:'phaseDrawAfter'},
|
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silent:true,
|
||
content:function(){
|
||
if(player.enemy) player.enemy.draw();
|
||
}
|
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},
|
||
muniu_skill:{
|
||
equipSkill:true,
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filterCard:true,
|
||
check:function(card){
|
||
if(card.name=='du') return 20;
|
||
var player=_status.event.player;
|
||
var nh=player.countCards('h');
|
||
if(!player.needsToDiscard()){
|
||
if(nh<3) return 0;
|
||
if(nh==3) return 5-get.value(card);
|
||
return 7-get.value(card);
|
||
}
|
||
return 10-get.useful(card);
|
||
},
|
||
discard:false,
|
||
lose:true,
|
||
toStorage:true,
|
||
sync:function(muniu){
|
||
if(game.online){
|
||
return;
|
||
}
|
||
if(!muniu.cards){
|
||
muniu.cards=[];
|
||
}
|
||
for(var i=0;i<muniu.cards.length;i++){
|
||
if(!muniu.cards[i].parentNode||muniu.cards[i].parentNode.id!='special'){
|
||
muniu.cards.splice(i--,1);
|
||
}
|
||
}
|
||
game.broadcast(function(muniu,cards){
|
||
muniu.cards=cards;
|
||
},muniu,muniu.cards);
|
||
},
|
||
filter:function(event,player){
|
||
return player.countCards('h')>0;
|
||
},
|
||
prepare:function(cards,player){
|
||
player.$give(1,player,false);
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
for(var i=0;i<cards.length;i++){
|
||
if(!cards[i].destroyed){
|
||
ui.special.appendChild(cards[i]);
|
||
}
|
||
else{
|
||
cards[i].remove();
|
||
cards.splice(i--,1);
|
||
}
|
||
}
|
||
var muniu=player.getEquip(5);
|
||
if(!muniu||!cards.length){
|
||
for(var i=0;i<cards.length;i++){
|
||
cards[i].discard();
|
||
}
|
||
event.finish();
|
||
return;
|
||
}
|
||
if(muniu.cards==undefined) muniu.cards=[];
|
||
muniu.cards.push(cards[0]);
|
||
game.broadcast(function(muniu,cards){
|
||
muniu.cards=cards;
|
||
},muniu,muniu.cards);
|
||
var players=game.filterPlayer(function(current){
|
||
if(!current.getEquip(5)&¤t!=player&&!current.isTurnedOver()&&
|
||
get.attitude(player,current)>=3&&get.attitude(current,player)>=3){
|
||
return true;
|
||
}
|
||
});
|
||
players.sort(lib.sort.seat);
|
||
var choice=players[0];
|
||
var next=player.chooseTarget('是否移动木牛流马?',function(card,player,target){
|
||
return !target.isMin()&&player!=target&&target.isEmpty(5);
|
||
});
|
||
next.set('ai',function(target){
|
||
return target==_status.event.choice?1:-1;
|
||
});
|
||
next.set('choice',choice);
|
||
"step 1"
|
||
if(result.bool){
|
||
var card=player.getEquip(5);
|
||
result.targets[0].equip(card);
|
||
player.$give(card,result.targets[0]);
|
||
player.line(result.targets,'green');
|
||
game.delay();
|
||
}
|
||
else{
|
||
player.updateMarks();
|
||
}
|
||
},
|
||
ai:{
|
||
save:true,
|
||
respondSha:true,
|
||
respondShan:true,
|
||
skillTagFilter:function(player,tag){
|
||
var muniu=player.getEquip(5);
|
||
if(!muniu||!muniu.cards) return false;
|
||
for(var i=0;i<muniu.cards.length;i++){
|
||
switch(tag){
|
||
case 'respondSha':if(muniu.cards[i].name=='sha') return true;break;
|
||
case 'respondShan':if(muniu.cards[i].name=='shan') return true;break;
|
||
case 'save':{
|
||
if(muniu.cards[i].name=='tao'||muniu.cards[i].name=='spell_zhiliaoshui') return true;
|
||
if(player==_status.event.dying){
|
||
if(muniu.cards[i].name=='jiu'||muniu.cards[i].name=='tianxianjiu') return true;
|
||
}
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
return false;
|
||
},
|
||
order:1,
|
||
expose:0.1,
|
||
result:{
|
||
player:1
|
||
}
|
||
}
|
||
},
|
||
muniu_skill2:{
|
||
group:['muniu_skill3','muniu_skill4']
|
||
},
|
||
muniu_skill3:{
|
||
trigger:{player:'chooseToRespondBegin'},
|
||
cardSkill:true,
|
||
filter:function(event,player){
|
||
if(event.responded) return false;
|
||
var muniu=player.getEquip(5);
|
||
if(!muniu.cards) return false;
|
||
lib.skill.muniu_skill.sync(muniu);
|
||
for(var i=0;i<muniu.cards.length;i++){
|
||
if(event.filterCard(muniu.cards[i],player,event)&&lib.filter.cardRespondable(muniu.cards[i],player,event)) return true;
|
||
}
|
||
return false;
|
||
},
|
||
direct:true,
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseButton(['木牛流马',player.getEquip(5).cards]).set('filterButton',function(button){
|
||
var evt=_status.event.getTrigger();
|
||
if(evt&&evt.filterCard){
|
||
return evt.filterCard(button.link,_status.event.player,evt)&&lib.filter.cardRespondable(button.link,_status.event.player,evt);
|
||
}
|
||
return true;
|
||
}).set('ai',function(button){
|
||
var evt=_status.event.getTrigger();
|
||
if(evt&&evt.ai){
|
||
var tmp=_status.event;
|
||
_status.event=evt;
|
||
var result=evt.ai(button.link,_status.event.player,evt);
|
||
_status.event=tmp;
|
||
return result;
|
||
}
|
||
return 1;
|
||
});
|
||
"step 1"
|
||
if(result.bool){
|
||
trigger.untrigger();
|
||
trigger.responded=true;
|
||
trigger.result={bool:true,card:result.links[0],cards:result.links.slice(0)};
|
||
var muniu=player.getEquip(5);
|
||
muniu.cards.remove(result.links[0]);
|
||
lib.skill.muniu_skill.sync(muniu);
|
||
player.updateMarks();
|
||
}
|
||
},
|
||
ai:{
|
||
order:4,
|
||
useful:-1,
|
||
value:-1
|
||
}
|
||
},
|
||
muniu_skill4:{
|
||
enable:'chooseToUse',
|
||
filter:function(event,player){
|
||
var muniu=player.getEquip(5);
|
||
if(!muniu.cards) return false;
|
||
lib.skill.muniu_skill.sync(muniu);
|
||
for(var i=0;i<muniu.cards.length;i++){
|
||
if(event.filterCard(muniu.cards[i],player,event)) return true;
|
||
}
|
||
return false;
|
||
},
|
||
chooseButton:{
|
||
dialog:function(event,player){
|
||
return ui.create.dialog('木牛流马',player.getEquip(5).cards,'hidden');
|
||
},
|
||
filter:function(button,player){
|
||
var evt=_status.event.getParent();
|
||
if(evt&&evt.filterCard){
|
||
return evt.filterCard(button.link,player,evt);
|
||
}
|
||
return true;
|
||
},
|
||
check:function(button){
|
||
if(button.link.name=='du') return 2;
|
||
var player=_status.event.player;
|
||
if(button.link.name=='xingjiegoutong'&&player.countCards('h')>1) return -2;
|
||
if(get.select(get.info(button.link).selectTarget)[1]==-1){
|
||
if(get.type(button.link)=='delay') return -1;
|
||
if(get.type(button.link)=='equip'){
|
||
var current=player.getCards('e',{subtype:get.subtype(button.link)})[0];
|
||
if(current&&get.equipValue(current)>=get.equipValue(button.link)) return -1;
|
||
return 1;
|
||
}
|
||
if(get.tag(button.link,'multitarget')) return -1;
|
||
if(button.link.name=='huoshaolianying') return -1;
|
||
}
|
||
if(button.link.name=='jiu'){
|
||
if(get.effect(player,{name:'jiu'},player)>0){
|
||
return 1;
|
||
}
|
||
return -1;
|
||
}
|
||
return 1;
|
||
},
|
||
backup:function(links,player){
|
||
return {
|
||
prompt:'选择'+get.translation(links)+'的目标',
|
||
filterCard:function(){return false},
|
||
selectCard:-1,
|
||
viewAs:links[0],
|
||
onuse:function(result,player){
|
||
var muniu=player.getEquip(5);
|
||
if(muniu&&muniu.cards){
|
||
muniu.cards.remove(result.card);
|
||
lib.skill.muniu_skill.sync(muniu);
|
||
}
|
||
player.updateMarks();
|
||
}
|
||
}
|
||
},
|
||
},
|
||
ai:{
|
||
order:4,
|
||
result:{
|
||
player:function(player){
|
||
if(_status.event.dying) return get.attitude(player,_status.event.dying);
|
||
return 1;
|
||
}
|
||
},
|
||
useful:-1,
|
||
value:-1
|
||
}
|
||
},
|
||
muniu_skill6:{
|
||
mark:true,
|
||
intro:{
|
||
content:function(storage,player){
|
||
var muniu=player.getEquip(5);
|
||
if(!muniu||!muniu.cards||!muniu.cards.length) return '共有〇张牌';
|
||
if(player.isUnderControl(true)){
|
||
return get.translation(muniu.cards);
|
||
}
|
||
else{
|
||
return '共有'+get.cnNumber(muniu.cards.length)+'张牌';
|
||
}
|
||
},
|
||
mark:function(dialog,storage,player){
|
||
var muniu=player.getEquip(5);
|
||
if(!muniu||!muniu.cards||!muniu.cards.length) return '共有〇张牌';
|
||
if(player.isUnderControl(true)){
|
||
dialog.addAuto(muniu.cards);
|
||
}
|
||
else{
|
||
return '共有'+get.cnNumber(muniu.cards.length)+'张牌';
|
||
}
|
||
},
|
||
markcount:function(storage,player){
|
||
var muniu=player.getEquip(5);
|
||
if(muniu&&muniu.cards) return muniu.cards.length;
|
||
return 0;
|
||
}
|
||
}
|
||
},
|
||
muniu_skill7:{
|
||
filter:function(){return false},
|
||
hiddenCard:function(player,name){
|
||
var muniu=player.getEquip(5);
|
||
if(!muniu.cards) return false;
|
||
lib.skill.muniu_skill.sync(muniu);
|
||
for(var i=0;i<muniu.cards.length;i++){
|
||
if(muniu.cards[i].name==name) return true;
|
||
}
|
||
return false;
|
||
},
|
||
},
|
||
huogong2:{},
|
||
jiu:{
|
||
trigger:{player:'useCard1'},
|
||
filter:function(event){
|
||
return event.card&&event.card.name=='sha';
|
||
},
|
||
forced:true,
|
||
charlotte:true,
|
||
firstDo:true,
|
||
content:function(){
|
||
if(!trigger.baseDamage) trigger.baseDamage=1;
|
||
trigger.baseDamage+=player.storage.jiu;
|
||
trigger.jiu=true;
|
||
game.addVideo('jiuNode',player,false);
|
||
game.broadcastAll(function(player){
|
||
player.removeSkill('jiu');
|
||
},player);
|
||
},
|
||
temp:true,
|
||
vanish:true,
|
||
silent:true,
|
||
popup:false,
|
||
onremove:function(player){
|
||
if(player.node.jiu){
|
||
player.node.jiu.delete();
|
||
player.node.jiu2.delete();
|
||
delete player.node.jiu;
|
||
delete player.node.jiu2;
|
||
}
|
||
delete player.storage.jiu;
|
||
},
|
||
ai:{
|
||
damageBonus:true
|
||
},
|
||
group:'jiu2'
|
||
},
|
||
jiu2:{
|
||
trigger:{player:'useCardAfter',global:'phaseAfter'},
|
||
priority:2,
|
||
firstDo:true,
|
||
charlotte:true,
|
||
filter:function(event){
|
||
if(event.name=='useCard') return (event.card&&(event.card.name=='sha'));
|
||
return true;
|
||
},
|
||
forced:true,
|
||
popup:false,
|
||
audio:false,
|
||
content:function(){
|
||
game.broadcastAll(function(player){
|
||
player.removeSkill('jiu');
|
||
},player);
|
||
game.addVideo('jiuNode',player,false);
|
||
},
|
||
},
|
||
guding_skill:{
|
||
equipSkill:true,
|
||
audio:true,
|
||
trigger:{source:'damageBegin1'},
|
||
filter:function(event){
|
||
if(event.parent.name=='_lianhuan'||event.parent.name=='_lianhuan2') return false;
|
||
if(event.card&&event.card.name=='sha'){
|
||
if(event.player.countCards('h')==0) return true;
|
||
}
|
||
return false;
|
||
},
|
||
forced:true,
|
||
content:function(){
|
||
trigger.num++;
|
||
},
|
||
ai:{
|
||
effect:{
|
||
player:function(card,player,target,current){
|
||
if(card.name=='sha'&&target.countCards('h')==0&&!target.hasSkillTag('filterDamage',null,{
|
||
player:player,
|
||
card:card,
|
||
})) return [1,0,1,-3];
|
||
}
|
||
}
|
||
}
|
||
},
|
||
tengjia1:{
|
||
equipSkill:true,
|
||
trigger:{target:['useCardToBefore']},
|
||
forced:true,
|
||
priority:6,
|
||
audio:true,
|
||
filter:function(event,player){
|
||
if(player.hasSkillTag('unequip2')) return false;
|
||
if(event.player.hasSkillTag('unequip',false,{
|
||
name:event.card?event.card.name:null,
|
||
target:player,
|
||
card:event.card
|
||
})) return false;
|
||
if(event.card.name=='nanman') return true;
|
||
if(event.card.name=='wanjian') return true;
|
||
},
|
||
content:function(){
|
||
trigger.cancel();
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player,target,current){
|
||
if(target.hasSkillTag('unequip2')) return;
|
||
if(player.hasSkillTag('unequip',false,{
|
||
name:card?card.name:null,
|
||
target:player,
|
||
card:card
|
||
})||player.hasSkillTag('unequip_ai',false,{
|
||
name:card?card.name:null,
|
||
target:player,
|
||
card:card
|
||
})) return;
|
||
if(card.name=='nanman'||card.name=='wanjian') return 'zerotarget';
|
||
if(card.name=='sha'){
|
||
var equip1=player.getEquip(1);
|
||
if(equip1&&equip1.name=='zhuque') return 1.9;
|
||
if(!card.nature) return 'zerotarget';
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
tengjia2:{
|
||
equipSkill:true,
|
||
trigger:{player:'damageBegin3'},
|
||
filter:function(event,player){
|
||
if(event.nature!='fire') return false;
|
||
if(player.hasSkillTag('unequip2')) return false;
|
||
if(event.source&&event.source.hasSkillTag('unequip',false,{
|
||
name:event.card?event.card.name:null,
|
||
target:player,
|
||
card:event.card
|
||
})) return false;
|
||
return true;
|
||
},
|
||
audio:true,
|
||
forced:true,
|
||
content:function(){
|
||
trigger.num++;
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player,target,current){
|
||
if(card.name=='sha'){
|
||
if(card.nature=='fire') return 2;
|
||
if(player.hasSkill('zhuque_skill')) return 1.9;
|
||
}
|
||
if(get.tag(card,'fireDamage')&¤t<0) return 2;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
tengjia3:{
|
||
equipSkill:true,
|
||
audio:'tengjia1',
|
||
trigger:{target:'shaBefore'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
if(player.hasSkillTag('unequip2')) return false;
|
||
if(event.player.hasSkillTag('unequip',false,{
|
||
name:event.card?event.card.name:null,
|
||
target:player,
|
||
card:event.card
|
||
})) return false;
|
||
if(event.card.name=='sha'&&!event.card.nature) return true;
|
||
return false;
|
||
},
|
||
content:function(){
|
||
trigger.cancel();
|
||
},
|
||
},
|
||
baiyin_skill:{
|
||
equipSkill:true,
|
||
trigger:{player:'damageBegin4'},
|
||
forced:true,
|
||
audio:true,
|
||
filter:function(event,player){
|
||
if(event.num<=1) return false;
|
||
if(player.hasSkillTag('unequip2')) return false;
|
||
if(event.source&&event.source.hasSkillTag('unequip',false,{
|
||
name:event.card?event.card.name:null,
|
||
target:player,
|
||
card:event.card
|
||
})) return false;
|
||
return true;
|
||
},
|
||
//priority:-10,
|
||
content:function(){
|
||
trigger.num=1;
|
||
},
|
||
ai:{
|
||
filterDamage:true,
|
||
skillTagFilter:function(player,tag,arg){
|
||
if(player.hasSkillTag('unequip2')) return false;
|
||
if(arg&&arg.player){
|
||
if(arg.player.hasSkillTag('unequip',false,{
|
||
name:arg.card?arg.card.name:null,
|
||
target:player,
|
||
card:arg.card,
|
||
})) return false;
|
||
if(arg.player.hasSkillTag('unequip_ai',false,{
|
||
name:arg.card?arg.card.name:null,
|
||
target:player,
|
||
card:arg.card,
|
||
})) return false;
|
||
if(arg.player.hasSkillTag('jueqing',false,player)) return false;
|
||
}
|
||
},
|
||
},
|
||
},
|
||
zhuque_skill:{
|
||
equipSkill:true,
|
||
trigger:{player:'useCard1'},
|
||
//priority:7,
|
||
filter:function(event,player){
|
||
if(event.card.name=='sha'&&!event.card.nature) return true;
|
||
},
|
||
audio:true,
|
||
check:function(event,player){
|
||
var eff=0;
|
||
for(var i=0;i<event.targets.length;i++){
|
||
var target=event.targets[i];
|
||
var eff1=get.damageEffect(target,player,player);
|
||
var eff2=get.damageEffect(target,player,player,'fire');
|
||
eff+=eff2;
|
||
eff-=eff1;
|
||
}
|
||
return eff>=0;
|
||
},
|
||
content:function(){
|
||
trigger.card.nature='fire';
|
||
if(get.itemtype(trigger.card)=='card'){
|
||
var next=game.createEvent('zhuque_clear');
|
||
next.card=trigger.card;
|
||
event.next.remove(next);
|
||
trigger.after.push(next);
|
||
next.setContent(function(){
|
||
delete card.nature;
|
||
});
|
||
}
|
||
}
|
||
},
|
||
zhuque_skill2:{
|
||
trigger:{player:'useCardAfter'},
|
||
forced:true,
|
||
popup:false,
|
||
content:function(){
|
||
delete player.storage.zhuque_skill.nature;
|
||
}
|
||
},
|
||
huogon2:{},
|
||
},
|
||
translate:{
|
||
jiu:'酒',
|
||
jiu_info:'出牌阶段,对自己使用,令自己的下一张使用的【杀】造成的伤害+1(每回合限使用1次);濒死阶段,对自己使用,回复1点体力',
|
||
huogong:'火攻',
|
||
tiesuo:'铁索连环',
|
||
tiesuo_info:'出牌阶段使用,选择1至2个角色,分别横置或重置这些角色',
|
||
huogong_bg:'攻',
|
||
huogong_info:'目标角色展示一张手牌,然后若你能弃掉一张与所展示牌相同花色的手牌,则火攻对该角色造成1点火焰伤害。',
|
||
tiesuo_bg:'索',
|
||
bingliang:'兵粮寸断',
|
||
hualiu:'骅骝',
|
||
zhuque:'朱雀羽扇',
|
||
bingliang_bg:'粮',
|
||
bingliang_info:'目标角色判定阶段进行判定:若判定结果不为梅花,则跳过该角色的摸牌阶段。',
|
||
hualiu_bg:'+马',
|
||
hualiu_info:'你的防御距离+1',
|
||
zhuque_bg:'扇',
|
||
zhuque_skill:'朱雀羽扇',
|
||
zhuque_info:'你可以将一张普通【杀】当具火焰伤害的【杀】使用。',
|
||
guding:'古锭刀',
|
||
guding_info:'锁定技,当你使用【杀】对目标角色造成伤害时,若其没有手牌,此伤害+1。',
|
||
guding_skill:'古锭刀',
|
||
tengjia:'藤甲',
|
||
tengjia_info:'锁定技,【南蛮入侵】、【万箭齐发】和普通【杀】对你无效。你每次受到火焰伤害时,该伤害+1。',
|
||
tengjia1:'藤甲',
|
||
tengjia2:'藤甲',
|
||
tengjia3:'藤甲',
|
||
baiyin:'白银狮子',
|
||
baiyin_info:'锁定技,你每次受到伤害时,最多承受1点伤害(防止多余的伤害);当你失去装备区里的【白银狮子】时,你回复1点体力。',
|
||
baiyin_skill:'白银狮子',
|
||
|
||
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:'木牛流马',
|
||
muniu_skill6_bg:'辎',
|
||
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。',
|
||
},
|
||
list:[
|
||
["heart",4,"sha","fire"],
|
||
["heart",7,"sha","fire"],
|
||
["heart",10,"sha","fire"],
|
||
["diamond",4,"sha","fire"],
|
||
["diamond",5,"sha","fire"],
|
||
["spade",4,"sha","thunder"],
|
||
["spade",5,"sha","thunder"],
|
||
["spade",6,"sha","thunder"],
|
||
["spade",7,"sha","thunder"],
|
||
["spade",8,"sha","thunder"],
|
||
["club",5,"sha","thunder"],
|
||
["club",6,"sha","thunder"],
|
||
["club",7,"sha","thunder"],
|
||
["club",8,"sha","thunder"],
|
||
["heart",8,"shan"],
|
||
["heart",9,"shan"],
|
||
["heart",11,"shan"],
|
||
["heart",12,"shan"],
|
||
["diamond",6,"shan"],
|
||
["diamond",7,"shan"],
|
||
["diamond",8,"shan"],
|
||
["diamond",10,"shan"],
|
||
["diamond",11,"shan"],
|
||
["heart",5,"tao"],
|
||
["heart",6,"tao"],
|
||
["diamond",2,"tao"],
|
||
["diamond",3,"tao"],
|
||
["diamond",9,"jiu"],
|
||
["spade",3,"jiu"],
|
||
["spade",9,"jiu"],
|
||
["club",3,"jiu"],
|
||
["club",9,"jiu"],
|
||
|
||
["diamond",13,"hualiu"],
|
||
["club",1,"baiyin"],
|
||
["spade",2,"tengjia"],
|
||
["club",2,"tengjia",'fire'],
|
||
["spade",1,"guding"],
|
||
["diamond",1,"zhuque"],
|
||
|
||
["heart",2,"huogong"],
|
||
["heart",3,"huogong"],
|
||
["diamond",12,"huogong"],
|
||
["spade",11,"tiesuo"],
|
||
["spade",12,"tiesuo"],
|
||
["club",10,"tiesuo"],
|
||
["club",11,"tiesuo"],
|
||
["club",12,"tiesuo"],
|
||
["club",13,"tiesuo"],
|
||
["heart",13,"wuxie"],
|
||
["heart",13,"wuxie"],
|
||
["spade",13,"wuxie"],
|
||
["spade",10,"bingliang"],
|
||
["club",4,"bingliang"],
|
||
|
||
['diamond',5,'muniu'],
|
||
],
|
||
}
|
||
});
|