2819 lines
77 KiB
JavaScript
2819 lines
77 KiB
JavaScript
'use strict';
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character.yxs={
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character:{
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yxs_wuzetian:['female','wu',4,['nvquan','qiandu','weiyi']],
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yxs_caocao:['male','wei',4,['zhulu','xieling']],
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yxs_mozi:['male','qun',3,['jieyong','feigong','jianai']],
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yxs_bole:['male','wu',3,['bolehuiyan','xiangma']],
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yxs_aijiyanhou:['female','qun',3,['seyou','sheshi']],
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yxs_diaochan:['female','qun',3,['fengyi','wange']],
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yxs_yangyuhuan:['female','wu',3,['fengyan','nichang']],
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yxs_baosi:['female','wu',3,['jieyin','fenghuo']],
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yxs_napolun:['male','wei',4,['tongling','fanpu']],
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yxs_kaisa:['male','shu',4,['ducai']],
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yxs_zhuyuanzhang:['male','wu',4,['qiangyun']],
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yxs_jinke:['male','qun',3,['cike','qiangxi']],
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yxs_libai:['male','qun',3,['miaobi','zhexian']],
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yxs_luban:['male','wu',3,['guifu','lshengong']],
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yxs_lvzhi:['female','shu',4,['zhensha','xumou']],
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yxs_goujian:['male','wu',3,['keji','tuqiang']],
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yxs_lishimin:['male','qun',4,['kongju']],
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yxs_huamulan:['female','shu',3,['xiaoji','yizhuang']],
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yxs_luobinhan:['male','wu',4,['xiadao','sheshu','lguiyin']],
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yxs_chengjisihan:['male','qun',4,['mashu','qianglue']],
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yxs_mingchenghuanghou:['female','shu',3,['tiewan','chajue']],
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yxs_wangzhaojun:['female','wei',3,['heqin','wluoyan']],
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yxs_luocheng:['male','wu',4,['hanqiang','biaoqi']],
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yxs_direnjie:['male','wei',3,['shentan','kanpo']],
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yxs_sunwu:['male','wu',3,['bingsheng','taolue']],
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yxs_chengyaojin:['male','shu',4,['sanbanfu']],
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yxs_yujix:['female','shu',3,['sheshen','changnian']],
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yxs_xiangyu:['male','shu',4,['wushuang','ciqiu']],
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yxs_yingzheng:['male','qun',4,['jianxiong','batu']],
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yxs_yuefei:['male','qun',4,['longdan','wumu']],
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yxs_fuermosi:['male','wei',3,['yanyi','jiean']],
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yxs_guiguzi:['male','qun',3,['baihe','yinyang','xiushen']],
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yxs_xiaoqiao:['female','wu',3,['chujia','zhijie']],
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yxs_luzhishen:['male','wei',4,['dili','kuangchan']],
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yxs_zhaoyong:['male','shu',3,['zyhufu','hanbei']],
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yxs_yangguang:['male','qun',3,['shiqin','yaoyi']],
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yxs_tangbohu:['male','qun',3,['luobi','fengliu']],
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yxs_zhangsanfeng:['male','wei',4,['zbudao','taiji']],
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yxs_nandinggeer:['female','shu',3,['huli','xianqu','yixin']],
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},
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skill:{
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huli:{
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enable:'phaseUse',
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filterCard:{suit:'heart'},
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filterTarget:function(card,player,target){
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return get.distance(player,target)<=1&&lib.filter.cardEnabled({name:'tao'},target,target);
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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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discard:false,
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filter:function(event,player){
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if(player.num('h',{suit:'heart'})){
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return true;
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}
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return false;
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},
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prepare:'throw',
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content:function(){
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player.useCard({name:'tao'},cards,targets[0]).animate=false;
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},
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ai:{
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order:9.5,
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result:{
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target:function(player,target){
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return ai.get.recoverEffect(target,player,target);
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}
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},
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threaten:1.6
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}
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},
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yixin:{
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skillAnimation:true,
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unique:true,
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mark:true,
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init:function(player){
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player.storage.yixin=false;
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},
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enable:'phaseUse',
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filter:function(event,player){
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return !player.storage.yixin&&player.num('he')>2;
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},
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intro:{
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content:'limited'
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},
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filterTarget:function(card,player,target){
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return target.isDamaged();
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},
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filterCard:true,
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position:'he',
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selectCard:2,
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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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player.awakenSkill('yixin');
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player.storage.yixin=true;
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var num=Math.min(4,target.maxHp-target.hp);
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target.recover(num);
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if(num<4){
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target.draw(4-num);
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}
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},
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ai:{
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order:9.6,
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result:{
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target:function(player,target){
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if(target.hp==1&&target.maxHp>=3){
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return ai.get.recoverEffect(target,player,player);
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}
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return 0;
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}
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}
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}
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},
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xianqu:{
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mod:{
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targetEnabled:function(card){
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if(card.name=='sha'&&card.number<8) return false;
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}
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},
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},
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zbudao:{
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trigger:{player:'phaseDrawBegin'},
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check:function(event,player){
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if(player.hasFriend()) return true;
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return false;
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},
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content:function(){
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trigger.num++;
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player.addTempSkill('zbudao2','phaseDrawAfter');
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},
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ai:{
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threaten:1.3
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},
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},
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zbudao2:{
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trigger:{player:'phaseDrawEnd'},
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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.cards&&event.cards.length;
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},
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content:function(){
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'step 0'
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event.cards=trigger.cards.slice(0);
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player.chooseCardTarget({
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filterCard:function(card){
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return _status.event.getParent().cards.contains(card);
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},
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selectCard:1,
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filterTarget:function(card,player,target){
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return player!=target;
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},
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ai1:function(card){
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if(ui.selected.cards.length>0) return -1;
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if(card.name=='du') return 20;
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return (_status.event.player.num('h')-_status.event.player.hp);
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},
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ai2:function(target){
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var att=ai.get.attitude(_status.event.player,target);
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if(ui.selected.cards.length&&ui.selected.cards[0].name=='du'){
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return 1-att;
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}
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return att-4;
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},
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forced:true,
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prompt:'请选择要送人的卡牌'
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});
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"step 1"
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if(result.bool){
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player.line(result.targets,'green');
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result.targets[0].gain(result.cards,player);
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player.$give(result.cards.length,result.targets[0]);
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game.delay(0.7);
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}
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}
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},
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taiji:{
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trigger:{player:'respond'},
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filter:function(event,player){
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return event.card.name=='shan'&&player.hasSha();
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},
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direct:true,
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content:function(){
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player.chooseToUse({name:'sha'},'太极:是否使用一张杀?').logSkill='taiji';
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},
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},
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fengliu:{
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trigger:{player:'phaseDrawBegin'},
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filter:function(event,player){
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for(var i=0;i<game.players.length;i++){
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if(game.players[i].sex=='female') return true;
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}
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return false;
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},
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forced:true,
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content:function(){
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var num=0;
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for(var i=0;i<game.players.length;i++){
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if(game.players[i].sex=='female') num++;
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}
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if(num>2) num=2;
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trigger.num+=num;
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},
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ai:{
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threaten:function(){
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var num=0;
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for(var i=0;i<game.players.length;i++){
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if(game.players[i].sex=='female') num++;
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}
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switch(num){
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case 0:return 1;
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case 1:return 1.3;
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default:return 2;
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}
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}
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},
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},
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luobi:{
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trigger:{player:'phaseEnd'},
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filter:function(event,player){
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return player.isDamaged();
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},
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content:function(){
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"step 0"
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player.draw(player.maxHp-player.hp);
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"step 1"
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event.cards=result;
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"step 2"
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player.chooseCardTarget({
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filterCard:function(card){
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return _status.event.getParent().cards.contains(card);
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},
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selectCard:[1,event.cards.length],
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filterTarget:function(card,player,target){
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return player!=target;
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},
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ai1:function(card){
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if(ui.selected.cards.length>0) return -1;
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if(card.name=='du') return 20;
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return (_status.event.player.num('h')-_status.event.player.hp);
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},
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ai2:function(target){
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var att=ai.get.attitude(_status.event.player,target);
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if(ui.selected.cards.length&&ui.selected.cards[0].name=='du'){
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return 1-att;
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}
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return att-4;
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},
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prompt:'请选择要送人的卡牌'
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});
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"step 3"
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if(result.bool){
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player.line(result.targets,'green');
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result.targets[0].gain(result.cards,player);
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player.$give(result.cards.length,result.targets[0]);
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for(var i=0;i<result.cards.length;i++){
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event.cards.remove(result.cards[i]);
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}
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if(event.cards.length) event.goto(2);
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}
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},
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},
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yaoyi:{
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trigger:{player:'damageEnd'},
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direct:true,
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filter:function(event,player){
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if(event.num>0){
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for(var i=0;i<game.players.length;i++){
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if(game.players[i].group!='qun'&&game.players[i]!=player) return true;
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}
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}
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return false;
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},
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content:function(){
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'step 0'
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player.chooseTarget(get.prompt('yaoyi'),[1,2],function(card,player,target){
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return target.num('h')&&target.group!='qun'&&target!=player;
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}).set('ai',function(target){
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return 0.5-ai.get.attitude(_status.event.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('yaoyi',result.targets);
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event.targets=result.targets;
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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(event.targets&&event.targets.length){
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event.target=event.targets.shift();
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event.target.chooseCard('交给'+get.translation(player)+'一张手牌',true).ai=function(card){
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return -ai.get.value(card);
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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 3'
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if(result.bool&&result.cards&&result.cards.length){
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event.target.$give(1,player);
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player.gain(result.cards,event.target);
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}
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event.goto(2);
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},
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ai:{
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maixie:true,
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expose:0.2,
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effect:{
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target:function(card,player,target){
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if(get.tag(card,'damage')){
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if(player.hasSkill('jueqing')) return [1,-2];
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if(!target.hasFriend()) return;
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for(var i=0;i<game.players.length;i++){
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if(game.players[i].group!='qun'&&
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ai.get.attitude(player,game.players[i])<=0&&
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game.players[i]!=player){
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if(target.hp>=4) return [1,get.tag(card,'damage')*2];
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if(target.hp==3) return [1,get.tag(card,'damage')*1.5];
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if(target.hp==2) return [1,get.tag(card,'damage')*0.5];
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}
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}
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}
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}
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}
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}
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},
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shiqin:{
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trigger:{global:'dying'},
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priority:11,
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filter:function(event,player){
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return event.player!=player&&event.player.hp<=0&&event.player.group=='qun';
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},
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check:function(event,player){
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return ai.get.attitude(player,event.player)<0;
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},
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forced:true,
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logTarget:'player',
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content:function(){
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'step 0'
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game.delay(0.5);
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trigger.player.die();
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'step 1'
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if(!trigger.player.isAlive()){
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trigger.untrigger(true);
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trigger.finish();
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}
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}
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},
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zyhufu:{
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trigger:{player:'phaseDrawBegin'},
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filter:function(event,player){
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return !player.get('e','2');
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},
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forced:true,
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content:function(){
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trigger.num++;
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},
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ai:{
|
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threaten:1.3
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},
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mod:{
|
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maxHandcard:function(player,num){
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if(player.get('e','2')) return num+5;
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}
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}
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},
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hanbei:{
|
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trigger:{player:'shaBegin'},
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forced:true,
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filter:function(event,player){
|
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if(player.get('e','3')||player.get('e','4')) return true;
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return false;
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},
|
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content:function(){
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trigger.directHit=true;
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}
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},
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sheshu:{
|
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trigger:{player:'shaBegin'},
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forced:true,
|
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filter:function(event,player){
|
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return event.target.hp>=3;
|
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},
|
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content:function(){
|
||
trigger.directHit=true;
|
||
},
|
||
mod:{
|
||
targetInRange:function(card){
|
||
if(card.name=='sha') return true;
|
||
},
|
||
},
|
||
},
|
||
lguiyin:{
|
||
unique:true,
|
||
forceunique:true,
|
||
enable:'phaseUse',
|
||
filter:function(event,player){
|
||
return !player.hasSkill('tongyu_guiyin')&&!player.getStat('damage');
|
||
},
|
||
content:function(){
|
||
player.recover();
|
||
player.setAvatar('yxs_luobinhan','yxs_handingdun');
|
||
player.removeSkill('lguiyin');
|
||
player.removeSkill('sheshu');
|
||
player.removeSkill('xiadao');
|
||
player.addSkill('jimin');
|
||
player.addSkill('lzhangyi');
|
||
player.addSkill('tongyu');
|
||
player.addTempSkill('tongyu_guiyin','phaseAfter');
|
||
},
|
||
ai:{
|
||
order:function(){
|
||
if(_status.event.player.hp==1) return 9;
|
||
return 0.5;
|
||
},
|
||
result:{
|
||
player:function(player){
|
||
if(player.hp<player.maxHp) return 1;
|
||
return 0;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
tongyu:{
|
||
unique:true,
|
||
forceunique:true,
|
||
enable:'phaseUse',
|
||
filter:function(event,player){
|
||
return player.num('he')>0&&!player.hasSkill('tongyu_guiyin');
|
||
},
|
||
filterCard:true,
|
||
position:'he',
|
||
check:function(card){
|
||
return 7-ai.get.value(card);
|
||
},
|
||
content:function(){
|
||
player.setAvatar('yxs_luobinhan','yxs_luobinhan');
|
||
player.addSkill('lguiyin');
|
||
player.addSkill('sheshu');
|
||
player.addSkill('xiadao');
|
||
player.removeSkill('jimin');
|
||
player.removeSkill('lzhangyi');
|
||
player.removeSkill('tongyu');
|
||
player.addTempSkill('tongyu_guiyin','phaseAfter');
|
||
},
|
||
ai:{
|
||
order:9,
|
||
result:{
|
||
player:function(player){
|
||
if(player.hasFriend()) return 1;
|
||
return 0;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
tongyu_guiyin:{},
|
||
zhijie:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
viewAsFilter:function(player){
|
||
return player.num('h',{suit:'heart'})>0;
|
||
},
|
||
viewAs:{name:'wuzhong'},
|
||
filterCard:{suit:'heart'},
|
||
check:function(card){
|
||
return 8-ai.get.value(card);
|
||
}
|
||
},
|
||
dili:{
|
||
trigger:{player:'phaseDrawBegin'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return player.hp<player.maxHp;
|
||
},
|
||
content:function(){
|
||
trigger.num+=player.maxHp-player.hp;
|
||
},
|
||
ai:{
|
||
threaten:function(player,target){
|
||
if(target.hp==1) return 2.5;
|
||
if(target.hp==2) return 1.5;
|
||
return 0.5;
|
||
},
|
||
maixie:true,
|
||
effect:{
|
||
target:function(card,player,target){
|
||
if(target.maxHp<=3) return;
|
||
if(get.tag(card,'damage')){
|
||
if(target.hp==target.maxHp) return [0,1];
|
||
}
|
||
if(get.tag(card,'recover')&&player.hp>=player.maxHp-1) return [0,0];
|
||
}
|
||
}
|
||
}
|
||
},
|
||
kuangchan:{
|
||
init:function(player){
|
||
if(lib.config.mode=='identity'&&player.isZhu){
|
||
player.maxHp--;
|
||
player.update();
|
||
}
|
||
}
|
||
},
|
||
chujia:{
|
||
enable:'phaseUse',
|
||
filterCard:function(card){
|
||
if(ui.selected.cards.length){
|
||
return get.color(card)==get.color(ui.selected.cards[0]);
|
||
}
|
||
return true;
|
||
},
|
||
complexCard:true,
|
||
usable:1,
|
||
selectCard:2,
|
||
check:function(card){
|
||
return 6-ai.get.value(card);
|
||
},
|
||
filterTarget:function(card,player,target){
|
||
return target.hp<target.maxHp;
|
||
},
|
||
content:function(){
|
||
if(target.maxHp>target.hp){
|
||
target.draw(target.maxHp-target.hp);
|
||
}
|
||
},
|
||
ai:{
|
||
order:2,
|
||
result:{
|
||
target:function(player,target){
|
||
var num=target.maxHp-target.hp;
|
||
if(num>2) return num;
|
||
return 0;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
baihe:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filterCard:true,
|
||
position:'he',
|
||
filterTarget:true,
|
||
content:function(){
|
||
'step 0'
|
||
if(target.isLinked()){
|
||
target.link();
|
||
}
|
||
else{
|
||
target.link();
|
||
target.draw();
|
||
event.finish();
|
||
}
|
||
'step 1'
|
||
if(target.num('h')){
|
||
target.chooseToDiscard('h',true);
|
||
}
|
||
},
|
||
check:function(card){
|
||
return 8-ai.get.value(card);
|
||
},
|
||
ai:{
|
||
order:1,
|
||
result:{
|
||
player:function(player,target){
|
||
if(!player.hasSkill('xiushen')) return 0;
|
||
if(target.isLinked()) return 0;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].isLinked()) return 0;
|
||
}
|
||
return 1;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
yinyang:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filterCard:true,
|
||
selectCard:2,
|
||
filterTarget:true,
|
||
selectTarget:3,
|
||
content:function(){
|
||
target.link();
|
||
},
|
||
check:function(card){
|
||
return 6-ai.get.value(card);
|
||
},
|
||
ai:{
|
||
order:2,
|
||
result:{
|
||
target:function(player,target){
|
||
if(target.isLinked()) return 1;
|
||
return -1;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
xiushen:{
|
||
trigger:{player:'phaseEnd'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].isLinked()) return true;
|
||
}
|
||
return false;
|
||
},
|
||
content:function(){
|
||
player.draw(2);
|
||
},
|
||
ai:{
|
||
threaten:1.4
|
||
}
|
||
},
|
||
jiean:{
|
||
trigger:{source:'damageEnd'},
|
||
frequent:true,
|
||
filter:function(event){
|
||
return event.player.isAlive()&&event.parent.name=='yanyi'&&event.player.hp<event.player.maxHp;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.draw(trigger.player.maxHp-trigger.player.hp);
|
||
"step 1"
|
||
event.cards=result;
|
||
"step 2"
|
||
player.chooseCardTarget({
|
||
filterCard:function(card){
|
||
return _status.event.parent.cards.contains(card);
|
||
},
|
||
selectCard:[1,event.cards.length],
|
||
filterTarget:function(card,player,target){
|
||
return player!=target;
|
||
},
|
||
ai1:function(card){
|
||
if(ui.selected.cards.length>0) return -1;
|
||
return (_status.event.player.num('h')-_status.event.player.hp);
|
||
},
|
||
ai2:function(target){
|
||
return ai.get.attitude(_status.event.player,target)-4;
|
||
},
|
||
prompt:'请选择要送人的卡牌'
|
||
});
|
||
"step 3"
|
||
if(result.bool){
|
||
result.targets[0].gain(result.cards,player);
|
||
player.$give(result.cards.length,result.targets[0]);
|
||
for(var i=0;i<result.cards.length;i++){
|
||
event.cards.remove(result.cards[i]);
|
||
}
|
||
if(event.cards.length) event.goto(2);
|
||
}
|
||
},
|
||
ai:{
|
||
maixie:true,
|
||
effect:{
|
||
target:function(card,player,target){
|
||
if(get.tag(card,'damage')){
|
||
if(player.hasSkill('jueqing')) return [1,-2];
|
||
if(!target.hasFriend()) return;
|
||
if(target.hp>=4) return [1,get.tag(card,'damage')*2];
|
||
if(target.hp==3) return [1,get.tag(card,'damage')*1.5];
|
||
if(target.hp==2) return [1,get.tag(card,'damage')*0.5];
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
yanyi:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filterCard:{color:'black'},
|
||
position:'he',
|
||
filterTarget:function(card,player,target){
|
||
return target!=player&&target.num('h')>0;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseControl('heart2','diamond2','club2','spade2').ai=function(event){
|
||
switch(Math.floor(Math.random()*5)){
|
||
case 0:return 'heart2';
|
||
case 1:case 4:return 'diamond2';
|
||
case 2:return 'club2';
|
||
case 3:return 'spade2';
|
||
}
|
||
};
|
||
"step 1"
|
||
game.log(player,'选择了'+get.translation(result.control));
|
||
event.choice=result.control.slice(0,result.control.length-1);
|
||
target.popup(result.control);
|
||
target.showHandcards();
|
||
"step 2"
|
||
if(target.num('h',{suit:event.choice})){
|
||
target.damage();
|
||
}
|
||
},
|
||
ai:{
|
||
result:{
|
||
target:function(player,target){
|
||
return ai.get.damageEffect(target,player,target);
|
||
}
|
||
}
|
||
}
|
||
},
|
||
wumu:{
|
||
mod:{
|
||
targetInRange:function(card,player){
|
||
if(card.name=='sha'&&get.color(card)=='black') return true;
|
||
},
|
||
cardUsable:function(card){
|
||
if(card.name=='sha'&&get.color(card)=='red') return Infinity;
|
||
}
|
||
},
|
||
trigger:{player:'useCard'},
|
||
filter:function(event,player){
|
||
return event.card.name=='sha'&&get.color(event.card)=='red';
|
||
},
|
||
forced:true,
|
||
content:function(){
|
||
if(player.stat[player.stat.length-1].card.sha>0){
|
||
player.stat[player.stat.length-1].card.sha--;
|
||
}
|
||
},
|
||
},
|
||
sheshen:{
|
||
inherit:'yiji'
|
||
},
|
||
sanbanfu:{
|
||
trigger:{player:'shaBegin'},
|
||
filter:function(event,player){
|
||
if(player.storage.sanbanfu||player.storage.sanbanfu2) return false;
|
||
return !event.directHit;
|
||
},
|
||
check:function(event,player){
|
||
if(ai.get.attitude(player,event.target)>=0) return false;
|
||
if(event.target.num('e','bagua')) return false;
|
||
if(event.target.hasSkillTag('respondShan')&&event.target.num('h')>=3) return false;
|
||
return true;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
var next=trigger.target.chooseToRespond({name:'shan'});
|
||
next.autochoose=lib.filter.autoRespondShan;
|
||
next.ai=function(card){
|
||
return ai.get.unuseful2(card);
|
||
};
|
||
player.storage.sanbanfu=false;
|
||
player.storage.sanbanfu2=false;
|
||
"step 1"
|
||
if(result.bool==false){
|
||
trigger.untrigger();
|
||
trigger.directHit=true;
|
||
player.storage.sanbanfu2=true;
|
||
}
|
||
else{
|
||
player.storage.sanbanfu=true;
|
||
}
|
||
},
|
||
group:['sanbanfu2','sanbanfu3']
|
||
},
|
||
sanbanfu2:{
|
||
trigger:{player:'shaAfter'},
|
||
forced:true,
|
||
popup:false,
|
||
silent:true,
|
||
content:function(){
|
||
if(player.storage.sanbanfu) player.damage(trigger.target);
|
||
delete player.storage.sanbanfu;
|
||
delete player.storage.sanbanfu2;
|
||
}
|
||
},
|
||
sanbanfu3:{
|
||
trigger:{source:'damageBegin'},
|
||
forced:true,
|
||
popup:false,
|
||
silent:true,
|
||
filter:function(event,player){
|
||
return event.card&&event.card.name=='sha'&&player.storage.sanbanfu2;
|
||
},
|
||
content:function(){
|
||
trigger.num++;
|
||
}
|
||
},
|
||
bingsheng:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filterCard:function(card){
|
||
if(ui.selected.cards.length){
|
||
return get.suit(card)!=get.suit(ui.selected.cards[0]);
|
||
}
|
||
return true;
|
||
},
|
||
complexCard:true,
|
||
selectCard:2,
|
||
check:function(card){
|
||
return 8-ai.get.value(card);
|
||
},
|
||
filterTarget:function(card,player,target){
|
||
if(target.hp==Infinity) return false;
|
||
if(target.hp>player.hp) return true;
|
||
if(target.hp<player.hp&&target.hp<target.maxHp) return true;
|
||
return false;
|
||
},
|
||
content:function(){
|
||
var num=target.hp-player.hp;
|
||
if(num>0){
|
||
target.damage(num);
|
||
}
|
||
else if(num<0&&target.hp<target.maxHp){
|
||
target.recover(-num);
|
||
}
|
||
},
|
||
ai:{
|
||
order:8.5,
|
||
result:{
|
||
target:function(player,target){
|
||
var num;
|
||
if(player.hp>target.maxHp){
|
||
num=player.hp-target.maxHp;
|
||
}
|
||
else{
|
||
num=player.hp-target.hp;
|
||
}
|
||
if(target.hp==1&&num){
|
||
return num+1;
|
||
}
|
||
return num;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
taolue:{
|
||
mod:{
|
||
maxHandcard:function(player,num){
|
||
return num+1;
|
||
}
|
||
},
|
||
},
|
||
shentan:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filterCard:true,
|
||
filterTarget:function(card,player,target){
|
||
return target.num('h')>0&&get.distance(player,target)<=2;
|
||
},
|
||
check:function(card){
|
||
return 7-ai.get.value(card);
|
||
},
|
||
position:'he',
|
||
content:function(){
|
||
"step 0"
|
||
var hs=target.get('h');
|
||
if(hs.length){
|
||
event.card=hs.randomGet();
|
||
player.gain(event.card,target);
|
||
target.$giveAuto(event.card,player);
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 1"
|
||
var source=target;
|
||
player.chooseTarget('选择一个目标送出'+get.translation(event.card),function(card,player,target){
|
||
return target!=player;
|
||
}).ai=function(target){
|
||
var att=ai.get.attitude(player,target);
|
||
if(att>3&&player.num('h')>target.num('h')){
|
||
return att;
|
||
}
|
||
return 0;
|
||
}
|
||
"step 2"
|
||
if(result.bool){
|
||
result.targets[0].gain(card,player);
|
||
player.$give(1,result.targets[0]);
|
||
game.delay();
|
||
}
|
||
},
|
||
ai:{
|
||
order:9,
|
||
result:{
|
||
target:-1,
|
||
player:function(player,target){
|
||
if(ai.get.attitude(player,target)>0){
|
||
return 0;
|
||
}
|
||
return 1;
|
||
}
|
||
},
|
||
},
|
||
},
|
||
hanqiang:{
|
||
mod:{
|
||
attackFrom:function(from,to,distance){
|
||
if(!from.get('e','1')) return distance-1
|
||
}
|
||
}
|
||
},
|
||
biaoqi:{
|
||
trigger:{player:'shaBegin'},
|
||
forced:true,
|
||
content:function(){
|
||
var range=player.getAttackRange();
|
||
if(range>trigger.target.hp){
|
||
trigger.directHit=true;
|
||
}
|
||
else if(range<trigger.target.hp){
|
||
player.draw();
|
||
}
|
||
}
|
||
},
|
||
wluoyan:{
|
||
trigger:{player:'damageBefore'},
|
||
forced:true,
|
||
content:function(){
|
||
trigger.untrigger();
|
||
trigger.finish();
|
||
player.loseHp();
|
||
},
|
||
ai:{
|
||
noDirectDamage:true,
|
||
}
|
||
},
|
||
heqin:{
|
||
skillAnimation:true,
|
||
enable:'phaseUse',
|
||
filter:function(event,player){
|
||
return !player.storage.heqin;
|
||
},
|
||
filterTarget:function(card,player,target){
|
||
return target.sex=='male'&&target!=player;
|
||
},
|
||
content:function(){
|
||
player.awakenSkill('heqin');
|
||
|
||
player.addSkill('heqin2');
|
||
target.addSkill('heqin2');
|
||
|
||
target.marks.heqin=target.markCharacter(player,{
|
||
name:'和亲',
|
||
content:'摸牌阶段摸牌数+1'
|
||
});
|
||
game.addVideo('markCharacter',target,{
|
||
name:'放权',
|
||
content:'摸牌阶段摸牌数+1',
|
||
id:'heqin',
|
||
target:player.dataset.position
|
||
});
|
||
|
||
player.storage.heqin=target;
|
||
target.storage.heqin=player;
|
||
|
||
player.marks.heqin=player.markCharacter(target,{
|
||
name:'和亲',
|
||
content:'摸牌阶段摸牌数+1'
|
||
});
|
||
game.addVideo('markCharacter',player,{
|
||
name:'放权',
|
||
content:'摸牌阶段摸牌数+1',
|
||
id:'heqin',
|
||
target:target.dataset.position
|
||
});
|
||
},
|
||
ai:{
|
||
order:1,
|
||
result:{
|
||
target:1
|
||
}
|
||
}
|
||
},
|
||
heqin2:{
|
||
trigger:{player:'phaseDrawBegin'},
|
||
forced:true,
|
||
content:function(){
|
||
trigger.num++;
|
||
},
|
||
group:'heqin3'
|
||
},
|
||
heqin3:{
|
||
trigger:{player:'dieBegin'},
|
||
forced:true,
|
||
popup:false,
|
||
content:function(){
|
||
player.removeSkill('heqin2');
|
||
player.unmarkSkill('heqin');
|
||
if(player.storage.heqin){
|
||
player.storage.heqin.removeSkill('heqin2');
|
||
player.storage.heqin.unmarkSkill('heqin');
|
||
}
|
||
}
|
||
},
|
||
chajue:{
|
||
trigger:{player:'damageEnd'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return _status.currentPhase!=player;
|
||
},
|
||
content:function(){
|
||
player.addTempSkill('chajue2',['phaseAfter','phaseBefore']);
|
||
}
|
||
},
|
||
chajue2:{
|
||
trigger:{target:'useCardToBefore'},
|
||
forced:true,
|
||
priority:15,
|
||
filter:function(event,player){
|
||
return get.type(event.card)=='trick'||event.card.name=='sha';
|
||
},
|
||
content:function(){
|
||
game.log(player,'发动了察觉,',trigger.card,'对',trigger.target,'失效')
|
||
trigger.untrigger();
|
||
trigger.finish();
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player,target,current){
|
||
if(get.type(card)=='trick'||card.name=='sha') return [0,0,0,0];
|
||
}
|
||
}
|
||
}
|
||
},
|
||
tiewan:{
|
||
trigger:{global:'useCardAfter'},
|
||
filter:function(event,player){
|
||
return (event.card.viewAs||event.card.name)=='lebu'&&event.player!=player;
|
||
},
|
||
direct:true,
|
||
content:function(){
|
||
'step 0'
|
||
player.chooseCardTarget({
|
||
prompt:get.prompt('tiewan'),
|
||
filterCard:{color:'red'},
|
||
position:'he',
|
||
filterTarget:function(card,player,target){
|
||
return player.canUse({name:'lebu'},target);
|
||
},
|
||
ai1:function(card){
|
||
return 7-ai.get.value(card);
|
||
},
|
||
ai2:function(target){
|
||
return ai.get.effect(target,{name:'lebu'},player,player);
|
||
}
|
||
});
|
||
'step 1'
|
||
if(result.bool){
|
||
player.logSkill('tiewan');
|
||
player.useCard({name:'lebu'},result.cards,result.targets);
|
||
}
|
||
}
|
||
},
|
||
qianglue:{
|
||
trigger:{player:'shaMiss'},
|
||
priority:-1,
|
||
filter:function(event){
|
||
return event.target.num('he')>0;
|
||
},
|
||
check:function(event,player){
|
||
return ai.get.attitude(player,event.target)<0;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.judge(function(card){
|
||
return get.color(card)=='black'?1:-1;
|
||
});
|
||
'step 1'
|
||
if(result.bool){
|
||
player.gainPlayerCard('he',trigger.target);
|
||
}
|
||
}
|
||
},
|
||
jimin:{
|
||
enable:['chooseToRespond'],
|
||
filterCard:true,
|
||
viewAs:{name:'shan'},
|
||
viewAsFilter:function(player){
|
||
if(!player.num('h')) return false;
|
||
if(player.num('e')) return false;
|
||
},
|
||
prompt:'将一张手牌当闪打出',
|
||
check:function(){return 1},
|
||
ai:{
|
||
respondShan:true,
|
||
skillTagFilter:function(player){
|
||
if(!player.num('h')) return false;
|
||
if(player.num('e')) return false;
|
||
},
|
||
effect:{
|
||
target:function(card,player,target,current){
|
||
if(get.tag(card,'respondShan')&¤t<0&&!target.num('e')) return 0.6
|
||
}
|
||
}
|
||
}
|
||
},
|
||
xiadao:{
|
||
trigger:{source:'damageEnd'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
if(event.player.isDead()) return false;
|
||
var nh=event.player.num('h');
|
||
if(nh==0) return false;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i]!=player&&
|
||
game.players[i]!=event.player&&
|
||
game.players[i].num('h')<=nh){
|
||
return true;
|
||
}
|
||
}
|
||
return false;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var nh=trigger.player.num('h');
|
||
var att=ai.get.attitude(player,trigger.player);
|
||
player.chooseTarget(get.prompt('xiadao'),function(card,player,target){
|
||
return target!=player&&target!=trigger.player&&target.num('h')<=nh;
|
||
}).ai=function(target){
|
||
if(att>0) return 0;
|
||
return ai.get.attitude(player,target);
|
||
}
|
||
'step 1'
|
||
if(result.bool){
|
||
player.logSkill('xiadao',result.targets);
|
||
var card=trigger.player.get('h').randomGet();
|
||
result.targets[0].gain(card,trigger.player);
|
||
trigger.player.$giveAuto(card,result.targets[0]);
|
||
}
|
||
},
|
||
ai:{
|
||
expose:0.2,
|
||
threaten:1.4
|
||
}
|
||
},
|
||
lzhangyi:{
|
||
trigger:{player:'discardAfter'},
|
||
filter:function(event,player){
|
||
for(var i=0;i<event.cards.length;i++){
|
||
if(get.position(event.cards[i])=='d'){
|
||
return true;
|
||
}
|
||
}
|
||
return false;
|
||
},
|
||
direct:true,
|
||
popup:false,
|
||
content:function(){
|
||
"step 0"
|
||
if(trigger.delay==false) game.delay();
|
||
"step 1"
|
||
player.chooseTarget(get.prompt('lzhangyi'),function(card,player,target){
|
||
return player!=target
|
||
}).set('du',(trigger.cards.length==1&&trigger.cards[0].name=='du')).ai=function(target){
|
||
var att=ai.get.attitude(_status.event.player,target);
|
||
if(_status.event.du) return -att;
|
||
return att;
|
||
};
|
||
"step 2"
|
||
if(result.bool){
|
||
var target=result.targets[0];
|
||
player.logSkill('lzhangyi',target);
|
||
var cards=[];
|
||
for(var i=0;i<trigger.cards.length;i++){
|
||
if(get.position(trigger.cards[i])=='d'){
|
||
cards.push(trigger.cards[i]);
|
||
}
|
||
}
|
||
target.gain(cards);
|
||
if(event.isMine()){
|
||
target.$draw(cards);
|
||
}
|
||
else{
|
||
target.$gain2(cards);
|
||
}
|
||
if(target==game.me){
|
||
game.delay();
|
||
}
|
||
}
|
||
},
|
||
ai:{
|
||
threaten:0.9,
|
||
expose:0.1
|
||
}
|
||
},
|
||
yizhuang:{
|
||
trigger:{player:'phaseBegin'},
|
||
group:'yizhuang2',
|
||
direct:true,
|
||
content:function(){
|
||
"step 0"
|
||
if(player.num('he')){
|
||
player.chooseCardTarget({
|
||
prompt:get.prompt('yizhuang'),
|
||
filterCard:lib.filter.cardDiscardable,
|
||
position:'he',
|
||
filterTarget:function(card,player,target){
|
||
if(target==player) return false;
|
||
if(target.sex!='male') return false;
|
||
var name=target.name.indexOf('unknown')==0?target.name2:target.name;
|
||
if(name==player.storage.yizhuang) return false;
|
||
|
||
var info=lib.character[name];
|
||
if(info){
|
||
var skills=info[3];
|
||
for(var j=0;j<skills.length;j++){
|
||
if(lib.translate[skills[j]+'_info']&&lib.skill[skills[j]]&&
|
||
!lib.skill[skills[j]].unique&&!player.hasSkill(skills[j])){
|
||
return true;
|
||
}
|
||
}
|
||
}
|
||
return false;
|
||
},
|
||
ai1:function(card){
|
||
if(player.additionalSkills.yizhuang&&player.additionalSkills.yizhuang.length>0) return 0;
|
||
return 7-ai.get.value(card);
|
||
},
|
||
ai2:function(target){
|
||
if(target.isMin()) return 0;
|
||
return 6-target.maxHp;
|
||
}
|
||
});
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
player.unmark(player.storage.yizhuang+'_charactermark');
|
||
player.discard(result.cards);
|
||
player.logSkill('yizhuang',result.targets);
|
||
var name=result.targets[0].name;
|
||
if(name.indexOf('unknown')==0){
|
||
name=result.targets[0].name2;
|
||
}
|
||
var list=[];
|
||
var skills=lib.character[name][3];
|
||
for(var j=0;j<skills.length;j++){
|
||
if(lib.translate[skills[j]+'_info']&&lib.skill[skills[j]]&&
|
||
!lib.skill[skills[j]].unique&&!player.hasSkill(skills[j])){
|
||
list.push(skills[j]);
|
||
}
|
||
}
|
||
player.addAdditionalSkill('yizhuang',list);
|
||
player.markCharacter(name,null,true,true);
|
||
game.addVideo('markCharacter',player,{
|
||
name:'幻形',
|
||
content:'',
|
||
id:'yizhuang',
|
||
target:name
|
||
});
|
||
player.storage.yizhuang=name;
|
||
}
|
||
},
|
||
ai:{
|
||
threaten:1.5
|
||
}
|
||
},
|
||
yizhuang2:{
|
||
trigger:{player:'damageAfter'},
|
||
priority:-15,
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return player.additionalSkills.yizhuang&&player.additionalSkills.yizhuang.length>0;
|
||
},
|
||
content:function(){
|
||
player.unmark(player.storage.yizhuang+'_charactermark');
|
||
player.removeAdditionalSkill('yizhuang');
|
||
delete player.storage.yizhuang;
|
||
player.checkMarks();
|
||
}
|
||
},
|
||
kongju:{
|
||
mod:{
|
||
maxHandcard:function(player,num){
|
||
if(player.hp<player.maxHp) return num+player.maxHp-player.hp;
|
||
},
|
||
targetEnabled:function(card,player,target,now){
|
||
if(target.num('h')<target.maxHp){
|
||
if(card.name=='shunshou'||card.name=='guohe') return false;
|
||
}
|
||
else if(target.num('h')>target.maxHp){
|
||
if(card.name=='lebu') return false;
|
||
}
|
||
}
|
||
},
|
||
},
|
||
tuqiang:{
|
||
trigger:{player:'respond'},
|
||
filter:function(event,player){
|
||
return event.card&&event.card.name=='shan';
|
||
},
|
||
frequent:true,
|
||
content:function(){
|
||
player.draw();
|
||
},
|
||
ai:{
|
||
mingzhi:false,
|
||
effect:{
|
||
target:function(card,player,target){
|
||
if(get.tag(card,'respondShan')){
|
||
return 0.8;
|
||
}
|
||
}
|
||
},
|
||
}
|
||
},
|
||
xumou:{
|
||
inherit:'jushou'
|
||
},
|
||
zhensha:{
|
||
trigger:{global:'dying'},
|
||
priority:11,
|
||
filter:function(event,player){
|
||
return event.player.hp<=0&&(player.num('h','jiu')>0||player.num('h',{color:'black'})>=2)&&player!=event.player;
|
||
},
|
||
check:function(event,player){
|
||
return ai.get.attitude(player,event.player)<0;
|
||
},
|
||
direct:true,
|
||
content:function(){
|
||
'step 0'
|
||
var goon=(ai.get.attitude(player,trigger.player)<0);
|
||
var next=player.chooseToDiscard('鸠杀:是否弃置一张酒或两张黑色手牌令'+get.translation(trigger.player)+'立即死亡?');
|
||
next.ai=function(card){
|
||
if(ui.selected.cards.length){
|
||
if(ui.selected.cards[0].name=='jiu') return 0;
|
||
}
|
||
if(goon){
|
||
if(card.name=='jiu') return 2;
|
||
return 1;
|
||
}
|
||
return 0;
|
||
};
|
||
next.filterCard=function(card){
|
||
if(ui.selected.cards.length){
|
||
return get.color(card)=='black';
|
||
}
|
||
return get.color(card)=='black'||card.name=='jiu';
|
||
};
|
||
next.complexCard=true,
|
||
next.logSkill=['zhensha',trigger.player];
|
||
next.selectCard=function(){
|
||
if(ui.selected.cards.length){
|
||
if(get.color(ui.selected.cards[0])!='black') return [1,1];
|
||
}
|
||
return [1,2];
|
||
}
|
||
'step 1'
|
||
if(result.bool){
|
||
trigger.player.die();
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
'step 2'
|
||
if(!trigger.player.isAlive()){
|
||
trigger.untrigger(true);
|
||
trigger.finish();
|
||
}
|
||
},
|
||
ai:{
|
||
threaten:1.5
|
||
}
|
||
},
|
||
ducai:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
unique:true,
|
||
forceunique:true,
|
||
check:function(card){
|
||
if(_status.event.player.num('h')>=3){
|
||
return 5-ai.get.value(card);
|
||
}
|
||
return 0;
|
||
},
|
||
position:'he',
|
||
filterCard:true,
|
||
content:function(){
|
||
player.storage.ducai2=cards[0];
|
||
player.addTempSkill('ducai2',{player:'phaseBegin'});
|
||
},
|
||
ai:{
|
||
order:8,
|
||
result:{
|
||
player:1
|
||
}
|
||
},
|
||
global:'ducai3'
|
||
},
|
||
ducai2:{
|
||
mark:'card',
|
||
intro:{
|
||
content:'card'
|
||
}
|
||
},
|
||
ducai3:{
|
||
mod:{
|
||
cardEnabled:function(card,player){
|
||
if(player.hasSkill('ducai2')) return;
|
||
var suit;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].hasSkill('ducai2')){
|
||
suit=get.suit(game.players[i].storage.ducai2);
|
||
}
|
||
}
|
||
if(suit&&get.suit(card)==suit) return false;
|
||
},
|
||
cardUsable:function(card,player){
|
||
if(player.hasSkill('ducai2')) return;
|
||
var suit;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].hasSkill('ducai2')){
|
||
suit=get.suit(game.players[i].storage.ducai2);
|
||
}
|
||
}
|
||
if(suit&&get.suit(card)==suit) return false;
|
||
},
|
||
cardRespondable:function(card,player){
|
||
if(player.hasSkill('ducai2')) return;
|
||
var suit;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].hasSkill('ducai2')){
|
||
suit=get.suit(game.players[i].storage.ducai2);
|
||
}
|
||
}
|
||
if(suit&&get.suit(card)==suit) return false;
|
||
},
|
||
cardSavable:function(card,player){
|
||
if(player.hasSkill('ducai2')) return;
|
||
var suit;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].hasSkill('ducai2')){
|
||
suit=get.suit(game.players[i].storage.ducai2);
|
||
}
|
||
}
|
||
if(suit&&get.suit(card)==suit) return false;
|
||
}
|
||
},
|
||
},
|
||
tongling:{
|
||
init:function(player){
|
||
player.storage.tongling=0;
|
||
},
|
||
intro:{
|
||
content:'mark'
|
||
},
|
||
forced:true,
|
||
trigger:{global:'damageAfter'},
|
||
filter:function(event,player){
|
||
return event.player!=player&&player.storage.tongling<3;
|
||
},
|
||
content:function(){
|
||
player.storage.tongling++;
|
||
player.syncStorage('tongling');
|
||
player.markSkill('tongling');
|
||
}
|
||
},
|
||
fanpu:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filter:function(event,player){
|
||
return player.storage.tongling>=3;
|
||
},
|
||
promptfunc:function(){
|
||
return '令自己在本轮内不能成为出杀的目标(选择自己),或对攻击范围内的一名其他角色造成一点伤害'
|
||
},
|
||
filterTarget:function(card,player,target){
|
||
return player==target||get.distance(player,target,'attack')<=1;
|
||
},
|
||
content:function(){
|
||
if(target==player){
|
||
target.addTempSkill('fanpu_disable',{player:'phaseBegin'});
|
||
}
|
||
else{
|
||
target.damage();
|
||
}
|
||
player.storage.tongling-=3;
|
||
player.unmarkSkill('tongling');
|
||
player.syncStorage('tongling');
|
||
},
|
||
subSkill:{
|
||
disable:{
|
||
mark:true,
|
||
intro:{
|
||
content:'不能成为杀的目标'
|
||
},
|
||
mod:{
|
||
targetEnabled:function(card,player,target,now){
|
||
if(card.name=='sha') return false;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
ai:{
|
||
order:2,
|
||
result:{
|
||
target:function(player,target){
|
||
if(player==target){
|
||
if(player.hp<=2&&!player.num('h','shan')){
|
||
return 2;
|
||
}
|
||
return 0;
|
||
}
|
||
else{
|
||
return ai.get.damageEffect(target,player,target);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
fenghuo:{
|
||
enable:'chooseToUse',
|
||
filter:function(event,player){
|
||
return player.num('e')>0;
|
||
},
|
||
filterCard:true,
|
||
position:'e',
|
||
viewAs:{name:'nanman'},
|
||
prompt:'将一张装备区内的牌当南蛮入侵使用',
|
||
check:function(card){
|
||
var player=_status.currentPhase;
|
||
if(player.num('he',{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);
|
||
},
|
||
ai:{
|
||
order:9,
|
||
threaten:1.1
|
||
}
|
||
},
|
||
nichang:{
|
||
trigger:{player:'phaseDrawBefore'},
|
||
check:function(event,player){
|
||
var suits=['spade','heart','diamond','club'];
|
||
var cards=player.get('h');
|
||
for(var i=0;i<cards.length;i++){
|
||
suits.remove(get.suit(cards[i]));
|
||
}
|
||
return suits.length>=2;
|
||
},
|
||
content:function(){
|
||
trigger.untrigger();
|
||
trigger.finish();
|
||
player.addSkill('nichang2');
|
||
}
|
||
},
|
||
nichang2:{
|
||
trigger:{player:'phaseEnd'},
|
||
forced:true,
|
||
content:function(){
|
||
"step 0"
|
||
if(player.num('h')){
|
||
player.showHandcards();
|
||
}
|
||
player.removeSkill('nichang2');
|
||
"step 1"
|
||
var suits=['spade','heart','diamond','club'];
|
||
var cards=player.get('h');
|
||
for(var i=0;i<cards.length;i++){
|
||
suits.remove(get.suit(cards[i]));
|
||
}
|
||
player.draw(suits.length);
|
||
}
|
||
},
|
||
fengyan:{
|
||
trigger:{global:'judgeAfter'},
|
||
frequent:true,
|
||
filter:function(event,player){
|
||
if(event.player==player) return false;
|
||
if(event.player.sex!='male') return false;
|
||
if(event.result.card.parentNode.id!='discardPile') return false;
|
||
return (get.color(event.result.card)=='red');
|
||
},
|
||
content:function(){
|
||
player.gain(trigger.result.card);
|
||
player.$gain2(trigger.result.card);
|
||
}
|
||
},
|
||
fengyi:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filterCard:true,
|
||
filterTarget:function(card,player,target){
|
||
return player!=target;
|
||
},
|
||
check:function(card){
|
||
return 8-ai.get.value(card);
|
||
},
|
||
content:function(){
|
||
target.draw(2);
|
||
},
|
||
ai:{
|
||
result:{
|
||
target:2
|
||
},
|
||
order:1,
|
||
threaten:1.5
|
||
}
|
||
},
|
||
wange:{
|
||
trigger:{player:'phaseDrawBegin'},
|
||
check:function(event,player){
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(ai.get.attitude(player,game.players[i])<0) return true;
|
||
}
|
||
},
|
||
content:function(){
|
||
trigger.num--;
|
||
player.addSkill('wange2');
|
||
},
|
||
ai:{
|
||
threaten:1.8
|
||
}
|
||
},
|
||
wange2:{
|
||
trigger:{player:'phaseEnd'},
|
||
direct:true,
|
||
content:function(){
|
||
"step 0"
|
||
var num=Math.max(1,player.maxHp-player.hp);
|
||
player.chooseTarget('婉歌:获得至多'+get.cnNumber(num)+'名角色的一张手牌',[1,num],function(card,player,target){
|
||
return target.num('h')&&target!=player;
|
||
}).ai=function(target){
|
||
return -ai.get.attitude(player,target);
|
||
};
|
||
player.removeSkill('wange2');
|
||
"step 1"
|
||
if(result.bool){
|
||
event.targets=result.targets;
|
||
player.logSkill('wange',result.targets);
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 2"
|
||
if(event.targets.length){
|
||
for(var i=0;i<event.targets.length;i++){
|
||
var gainedcard=event.targets[i].get('h').randomGet();
|
||
player.gain(gainedcard,event.targets[i]).delay=false;
|
||
event.targets[i].$giveAuto(gainedcard,player);
|
||
}
|
||
game.delay();
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 3"
|
||
game.delay();
|
||
}
|
||
},
|
||
seyou:{
|
||
skillAnimation:true,
|
||
unique:true,
|
||
mark:true,
|
||
init:function(player){
|
||
player.storage.seyou=false;
|
||
},
|
||
enable:'phaseUse',
|
||
filter:function(event,player){
|
||
return !player.storage.seyou
|
||
},
|
||
intro:{
|
||
content:'limited'
|
||
},
|
||
filterTarget:true,
|
||
content:function(){
|
||
"step 0"
|
||
player.awakenSkill('seyou');
|
||
player.storage.seyou=true;
|
||
event.targets=game.filterPlayer();
|
||
event.targets.remove(player);
|
||
event.targets.remove(target);
|
||
for(var i=0;i<event.targets.length;i++){
|
||
if(event.targets[i].sex!='male'){
|
||
event.targets.splice(i--,1);
|
||
}
|
||
}
|
||
"step 1"
|
||
if(event.targets.length){
|
||
event.current=event.targets.shift();
|
||
if(event.current.num('he')&&target.isAlive()){
|
||
event.current.chooseToUse({name:'sha'},target,-1);
|
||
}
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 2"
|
||
if(result.bool==false){
|
||
player.gainPlayerCard(event.current,true,'he');
|
||
}
|
||
event.goto(1);
|
||
},
|
||
ai:{
|
||
order:5,
|
||
result:{
|
||
target:function(player,target){
|
||
if(player.hp>1){
|
||
if(game.phaseNumber<game.players.length) return 0;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].ai.shown==0) return 0;
|
||
if(game.players[i].sex=='unknown') return 0;
|
||
}
|
||
}
|
||
var effect=0;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].sex=='male'&&game.players[i]!=target&&game.players[i]!=player&&game.players[i].num('he'))
|
||
effect+=ai.get.effect(target,{name:'sha'},game.players[i],target);
|
||
}
|
||
return effect;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
sheshi:{
|
||
trigger:{player:'damageEnd'},
|
||
direct:true,
|
||
content:function(){
|
||
"step 0"
|
||
if(event.isMine()){
|
||
event.dialog=ui.create.dialog(get.prompt('sheshi'));
|
||
}
|
||
if(ui.cardPile.childNodes.length<4){
|
||
var discardcards=get.cards(4);
|
||
for(var i=0;i<discardcards.length;i++){
|
||
ui.discardPile.appendChild(discardcards[i]);
|
||
}
|
||
}
|
||
player.chooseControl('heart2','diamond2','club2','spade2','cancel').ai=function(event){
|
||
if(Math.random()<0.5) return 'club2';
|
||
if(Math.random()<0.5) return 'spade2';
|
||
if(Math.random<2/3) return 'diamond2';
|
||
return 'heart2';
|
||
};
|
||
"step 1"
|
||
if(event.dialog){
|
||
event.dialog.close();
|
||
}
|
||
if(result.control&&result.control.indexOf('2')!=-1){
|
||
player.logSkill('sheshi');
|
||
game.log(player,'指定的花色为'+get.translation(result.control));
|
||
var suit=result.control.slice(0,result.control.length-1);
|
||
var cards=[];
|
||
for(var i=0;i<ui.cardPile.childNodes.length;i++){
|
||
var card=ui.cardPile.childNodes[i];
|
||
cards.push(card);
|
||
if(get.suit(card)==suit||i>=3){
|
||
break;
|
||
}
|
||
}
|
||
event.cards=cards;
|
||
event.suit=suit;
|
||
player.showCards(cards);
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 2"
|
||
if(event.cards&&event.cards.length){
|
||
if(get.suit(event.cards[event.cards.length-1])==event.suit){
|
||
ui.discardPile.appendChild(event.cards.pop());
|
||
}
|
||
if(event.cards.length){
|
||
player.gain(event.cards,'draw2');
|
||
}
|
||
}
|
||
},
|
||
ai:{
|
||
maixie:true,
|
||
effect:{
|
||
target:function(card,player,target){
|
||
if(get.tag(card,'damage')){
|
||
if(player.hasSkill('jueqing')) return [1,-2];
|
||
if(!target.hasFriend()) return;
|
||
if(target.hp>=4) return [1,2];
|
||
if(target.hp==3) return [1,1.5];
|
||
if(target.hp==2) return [1,0.5];
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
bolehuiyan:{
|
||
trigger:{global:'shaBegin'},
|
||
direct:true,
|
||
priority:11,
|
||
filter:function(event,player){
|
||
if(player.hasSkill('bolehuiyan4')) return false;
|
||
if(event.target.isUnderControl()) return false;
|
||
return event.player!=player&&event.target!=player&&event.target.num('h')>0;
|
||
},
|
||
group:['bolehuiyan2','bolehuiyan3'],
|
||
content:function(){
|
||
"step 0"
|
||
if(event.isMine()){
|
||
event.dialog=ui.create.dialog('慧眼:预言'+get.translation(trigger.player)+'对'+get.translation(trigger.target)+'的杀能否命中');
|
||
}
|
||
player.chooseControl('能命中','不能命中','cancel').ai=function(event){
|
||
if(trigger.player.hasSkill('wushuang')) return 0;
|
||
if(trigger.player.hasSkill('liegong')) return 0;
|
||
if(trigger.player.hasSkill('tieji')) return 0;
|
||
if(trigger.player.hasSkill('juji')) return 0;
|
||
if(trigger.player.hasSkill('retieji')) return 0;
|
||
if(trigger.player.hasSkill('roulin')&&trigger.target.sex=='female') return 0;
|
||
if(trigger.player.hasSkill('nvquan')&&trigger.target.sex=='male') return 0;
|
||
if(trigger.target.hasSkill('yijue2')) return 0;
|
||
if(trigger.target.hasSkill('shejie2')) return 0;
|
||
if(trigger.target.hasSkill('shanguang2')) return 0;
|
||
|
||
var equip=trigger.target.get('e','2');
|
||
if(equip&&equip.name=='bagua') return 1;
|
||
return trigger.target.num('h')<2?0:1;
|
||
};
|
||
"step 1"
|
||
if(event.dialog){
|
||
event.dialog.close();
|
||
}
|
||
if(result.control!='cancel'){
|
||
player.addTempSkill('bolehuiyan4','phaseAfter');
|
||
player.logSkill(['bolehuiyan',result.control],trigger.target);
|
||
game.log(player,'预言'+result.control);
|
||
player.storage.bolehuiyan=result.control;
|
||
game.delay();
|
||
}
|
||
},
|
||
ai:{
|
||
threaten:1.3
|
||
}
|
||
},
|
||
bolehuiyan2:{
|
||
trigger:{global:'shaEnd'},
|
||
forced:true,
|
||
popup:false,
|
||
filter:function(event,player){
|
||
return player.storage.bolehuiyan?true:false;
|
||
},
|
||
content:function(){
|
||
if(player.storage.bolehuiyan=='不能命中'){
|
||
player.popup('预言成功');
|
||
player.draw();
|
||
}
|
||
else{
|
||
player.popup('预言失败');
|
||
player.chooseToDiscard('预言失败,请弃置一张牌','he',true);
|
||
}
|
||
delete player.storage.bolehuiyan;
|
||
}
|
||
},
|
||
bolehuiyan3:{
|
||
trigger:{global:'shaDamage'},
|
||
forced:true,
|
||
popup:false,
|
||
filter:function(event,player){
|
||
return player.storage.bolehuiyan?true:false;
|
||
},
|
||
content:function(){
|
||
if(player.storage.bolehuiyan=='能命中'){
|
||
player.popup('预言成功');
|
||
player.draw();
|
||
}
|
||
else{
|
||
player.popup('预言失败');
|
||
player.chooseToDiscard('预言失败,请弃置一张牌','he',true);
|
||
}
|
||
delete player.storage.bolehuiyan;
|
||
}
|
||
},
|
||
bolehuiyan4:{},
|
||
oldbolehuiyan:{
|
||
trigger:{global:'judgeBegin'},
|
||
direct:true,
|
||
priority:11,
|
||
filter:function(event,player){
|
||
return event.player!=player;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
if(event.isMine()){
|
||
event.dialog=ui.create.dialog('慧眼:预言'+get.translation(trigger.player)+'的'+trigger.judgestr+'判定');
|
||
}
|
||
player.chooseControl('heart2','diamond2','club2','spade2','cancel').ai=function(event){
|
||
switch(Math.floor(Math.random()*4)){
|
||
case 0:return 'heart2';
|
||
case 1:return 'diamond2';
|
||
case 2:return 'club2';
|
||
case 3:return 'spade2';
|
||
}
|
||
};
|
||
"step 1"
|
||
if(event.dialog){
|
||
event.dialog.close();
|
||
}
|
||
if(result.control!='cancel'){
|
||
game.log(player,'预言判定结果为'+get.translation(result.control));
|
||
player.storage.bolehuiyan=result.control.slice(0,result.control.length-1);
|
||
player.popup(result.control);
|
||
game.delay();
|
||
}
|
||
},
|
||
group:'bolehuiyan2'
|
||
},
|
||
oldbolehuiyan2:{
|
||
trigger:{global:'judgeEnd'},
|
||
forced:true,
|
||
popup:false,
|
||
content:function(){
|
||
if(player.storage.bolehuiyan==trigger.result.suit){
|
||
game.log(player,'预言成功');
|
||
player.popup('洗具');
|
||
player.draw(2);
|
||
}
|
||
else if(get.color({suit:player.storage.bolehuiyan})==trigger.result.color){
|
||
player.popup('洗具');
|
||
player.draw();
|
||
}
|
||
delete player.storage.bolehuiyan;
|
||
}
|
||
},
|
||
xiangma:{
|
||
inherit:'yicong'
|
||
},
|
||
weiyi:{
|
||
trigger:{player:'damageEnd'},
|
||
filter:function(event,player){
|
||
return (event.source&&event.source.num('he'));
|
||
},
|
||
check:function(event,player){
|
||
return ai.get.attitude(player,event.source)<0;
|
||
},
|
||
content:function(){
|
||
trigger.source.chooseToDiscard(2,'he',true);
|
||
},
|
||
ai:{
|
||
expose:0.3,
|
||
result:{
|
||
target:function(card,player,target){
|
||
if(player.num('he')>1&&get.tag(card,'damage')){
|
||
if(player.hasSkill('jueqing')) return [1,-1];
|
||
if(ai.get.attitude(target,player)<0) return [1,0,0,-1.5];
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
qiandu:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
changeSeat:true,
|
||
filterTarget:function(card,player,target){
|
||
return player!=target&&player.next!=target;
|
||
},
|
||
filterCard:{color:'black'},
|
||
check:function(card){
|
||
return 4-ai.get.value(card);
|
||
},
|
||
content:function(){
|
||
game.swapSeat(player,target);
|
||
},
|
||
ai:{
|
||
order:5,
|
||
result:{
|
||
player:function(player,target){
|
||
var att=ai.get.attitude(player,target);
|
||
if(target==player.previous&&att>0) return att;
|
||
if(target==player.next&&att<0) return -att;
|
||
var att2=ai.get.attitude(player,player.next);
|
||
if(target==player.next.next&&att<0&&att2<0) return -att-att2;
|
||
return 0;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
nvquan:{
|
||
group:['nvquan1','nvquan2','nvquan3'],
|
||
},
|
||
nvquan1:{
|
||
trigger:{player:'shaBegin'},
|
||
forced:true,
|
||
filter:function(event){
|
||
return event.target.sex=='male';
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
var next=trigger.target.chooseToRespond({name:'shan'});
|
||
next.autochoose=lib.filter.autoRespondShan;
|
||
next.ai=function(card){
|
||
if(trigger.target.num('h','shan')>1){
|
||
return ai.get.unuseful2(card);
|
||
}
|
||
return -1;
|
||
};
|
||
"step 1"
|
||
if(result.bool==false){
|
||
trigger.untrigger();
|
||
trigger.directHit=true;
|
||
}
|
||
}
|
||
},
|
||
nvquan2:{
|
||
trigger:{player:'juedou',target:'juedou'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return event.turn!=player&&event.turn.sex=='male';
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
var next=trigger.turn.chooseToRespond({name:'sha'});
|
||
next.autochoose=lib.filter.autoRespondSha;
|
||
next.ai=function(card){
|
||
if(ai.get.attitude(trigger.turn,player)<0&&trigger.turn.num('h','sha')>1){
|
||
return ai.get.unuseful2(card);
|
||
}
|
||
return -1;
|
||
};
|
||
"step 1"
|
||
if(result.bool==false){
|
||
trigger.directHit=true;
|
||
}
|
||
},
|
||
ai:{
|
||
result:{
|
||
target:function(card,player,target){
|
||
if(card.name=='juedou'&&target.num('h')>0) return [1,0,0,-1];
|
||
}
|
||
}
|
||
}
|
||
},
|
||
nvquan3:{
|
||
mod:{
|
||
targetEnabled:function(card,player,target){
|
||
if(card.name=='juedou'&&player.sex=='male'){
|
||
return false;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
feigong:{
|
||
trigger:{global:'useCard'},
|
||
priority:15,
|
||
filter:function(event,player){
|
||
return event.card.name=='sha'&&event.player!=player&&
|
||
player.num('h','sha')>0&&event.targets.contains(player)==false;
|
||
},
|
||
direct:true,
|
||
content:function(){
|
||
"step 0"
|
||
var effect=0;
|
||
for(var i=0;i<trigger.targets.length;i++){
|
||
effect+=ai.get.effect(trigger.targets[i],trigger.card,trigger.player,player);
|
||
}
|
||
var str='非攻:是否弃置一张杀令'+get.translation(trigger.player);
|
||
if(trigger.targets&&trigger.targets.length){
|
||
str+='对'+get.translation(trigger.targets);
|
||
}
|
||
str+='的'+get.translation(trigger.card)+'失效?';
|
||
if(event.isMine()||effect<0){
|
||
game.delay(0.5);
|
||
}
|
||
player.chooseToDiscard('h',{name:'sha'},str).ai=function(card){
|
||
if(effect<0){
|
||
return 9-ai.get.value(card);
|
||
}
|
||
return -1;
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
trigger.untrigger();
|
||
trigger.finish();
|
||
player.logSkill('feigong',trigger.targets);
|
||
}
|
||
},
|
||
ai:{
|
||
threaten:1.2,
|
||
expose:0.2
|
||
}
|
||
},
|
||
feiming:{
|
||
trigger:{player:'damageEnd'},
|
||
check:function(event,player){
|
||
return ai.get.attitude(player,event.source)<=0;
|
||
},
|
||
filter:function(event,player){
|
||
return event.source&&event.source!=player;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
trigger.source.chooseCard('交出一张红桃牌或流失一点体力',function(card){
|
||
return get.suit(card)=='heart';
|
||
}).ai=function(card){
|
||
return 6-ai.get.value(card);
|
||
};
|
||
"step 1"
|
||
if(result.bool){
|
||
player.gain(result.cards[0],trigger.source);
|
||
trigger.source.$give(1,player);
|
||
}
|
||
else{
|
||
trigger.source.loseHp();
|
||
}
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player,target){
|
||
if(get.tag(card,'damage')) return [1,0,0,-1];
|
||
}
|
||
}
|
||
}
|
||
},
|
||
jianai:{
|
||
trigger:{player:'recoverEnd'},
|
||
check:function(event,player){
|
||
if(event.parent.name=='taoyuan'&&event.parent.player==player){
|
||
return false;
|
||
}
|
||
var num=0;
|
||
var ef;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i]!=player){
|
||
ef=0;
|
||
if(game.players[i].hp<game.players[i].maxHp){
|
||
ef++;
|
||
}
|
||
if(game.players[i].hp==1&&game.players[i].maxHp>2){
|
||
ef+=0.5;
|
||
}
|
||
}
|
||
if(ai.get.attitude(player,game.players[i])>0){
|
||
num+=ef;
|
||
}
|
||
else if(ai.get.attitude(player,game.players[i])<0){
|
||
num-=ef;
|
||
}
|
||
}
|
||
return num>0;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
event.targets=game.filterPlayer();
|
||
event.targets.remove(player);
|
||
"step 1"
|
||
if(event.targets.length){
|
||
event.targets.shift().recover();
|
||
event.redo();
|
||
}
|
||
},
|
||
ai:{
|
||
expose:0.1
|
||
}
|
||
},
|
||
jieyong:{
|
||
trigger:{player:'useCardAfter'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
if(get.position(event.card)!='d') return false;
|
||
if(player.hasSkill('jieyong2')) return false;
|
||
return player.num('he',{color:'black'})>0;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
var next=player.chooseToDiscard('he','是否弃置一张黑色牌并收回'+get.translation(trigger.card)+'?',{color:'black'});
|
||
next.ai=function(card){
|
||
return ai.get.value(trigger.card)-ai.get.value(card);
|
||
}
|
||
next.logSkill='jieyong';
|
||
"step 1"
|
||
if(result.bool){
|
||
player.gain(trigger.card,'gain2');
|
||
player.addTempSkill('jieyong2',['phaseAfter','phaseBegin']);
|
||
}
|
||
},
|
||
ai:{
|
||
threaten:1.3
|
||
}
|
||
},
|
||
jieyong_old:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
group:['jieyong3'],
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return player.num('h',{suit:'heart'})>0;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
var list=[];
|
||
player.getStat('skill').jieyong--;
|
||
for(var i in lib.card){
|
||
if(lib.card[i].mode&&lib.card[i].mode.contains(lib.config.mode)==false) continue;
|
||
if(lib.card[i].type=='trick'||lib.card[i].type=='basic'){
|
||
if(lib.filter.filterCard({name:i,suit:'heart'}),player){
|
||
var select=get.select(lib.card[i].selectTarget);
|
||
if(select[0]==1&&select[1]==1){
|
||
list.push(['','',i]);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
var dialog=ui.create.dialog([list,'vcard']);
|
||
player.chooseButton(dialog,function(button){
|
||
// if(player.hasSkill('jieyong4')==false){
|
||
// for(var i=0;i<game.players.length;i++){
|
||
// if(ai.get.attitude(player,game.players[i])<-3&&
|
||
// game.players[i].hp==1&&game.players[i].num('h')<=1){
|
||
// return (button.link[2]=='juedou')?1:-1
|
||
// }
|
||
// }
|
||
// }
|
||
var recover=0,lose=1;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(!game.players[i].isOut()){
|
||
if(game.players[i].hp<game.players[i].maxHp){
|
||
if(ai.get.attitude(player,game.players[i])>0){
|
||
if(game.players[i].hp<2){
|
||
lose--;
|
||
recover+=0.5;
|
||
}
|
||
lose--;
|
||
recover++;
|
||
}
|
||
else if(ai.get.attitude(player,game.players[i])<0){
|
||
if(game.players[i].hp<2){
|
||
lose++;
|
||
recover-=0.5;
|
||
}
|
||
lose++;
|
||
recover--;
|
||
}
|
||
}
|
||
else{
|
||
if(ai.get.attitude(player,game.players[i])>0){
|
||
lose--;
|
||
}
|
||
else if(ai.get.attitude(player,game.players[i])<0){
|
||
lose++;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
if(player.hp<player.num('h')) return (button.link[2]=='wuzhong')?1:-1;
|
||
return (button.link[2]=='wuzhong')?1:-1;
|
||
});
|
||
"step 1"
|
||
if(result.bool){
|
||
lib.skill.jieyong2.viewAs={name:result.buttons[0].link[2]};
|
||
// player.popup(result.buttons[0].link[2]);
|
||
event.parent.parent.backup('jieyong2');
|
||
event.parent.parent.step=0;
|
||
if(event.isMine()){
|
||
event.parent.parent.skillDialog='将一张红桃牌当'+get.translation(result.buttons[0].link[2])+'使用';
|
||
}
|
||
player.addTempSkill('jieyong6','phaseAfter');
|
||
}
|
||
else{
|
||
if(player.hasSkill('jieyong4')){
|
||
player.addTempSkill('jieyong5','phaseAfter')
|
||
}
|
||
else{
|
||
player.addTempSkill('jieyong4','phaseAfter')
|
||
}
|
||
event.finish();
|
||
}
|
||
},
|
||
ai:{
|
||
order:9,
|
||
result:{
|
||
player:function(player){
|
||
if(player.hasSkill('jieyong5')||player.hasSkill('jieyong6')) return 0;
|
||
return 1;
|
||
}
|
||
},
|
||
threaten:1.6,
|
||
}
|
||
},
|
||
jieyong2:{
|
||
filterCard:{suit:'heart'},
|
||
popname:true,
|
||
},
|
||
jieyong3:{
|
||
trigger:{player:'useCardBefore'},
|
||
forced:true,
|
||
popup:false,
|
||
filter:function(event,player){
|
||
return event.skill=='jieyong2';
|
||
},
|
||
content:function(){
|
||
player.popup(trigger.card.name);
|
||
player.getStat('skill').jieyong++;
|
||
}
|
||
},
|
||
jieyong4:{},
|
||
jieyong5:{},
|
||
jieyong6:{},
|
||
zhulu:{
|
||
trigger:{global:'useCardAfter'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return _status.currentPhase!=player&&event.player!=player&&get.type(event.card)=='trick'&&
|
||
get.position(event.card)=='d'&&!player.hasSkill('zhulu2')&&
|
||
get.itemtype(event.card)=='card'&&player.num('he',{suit:get.suit(event.card)})>0;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
var val=ai.get.value(trigger.card);
|
||
var suit=get.suit(trigger.card);
|
||
var next=player.chooseToDiscard('he','逐鹿:是否弃置一张'+get.translation(suit)+
|
||
'牌并获得'+get.translation(trigger.card)+'?',{suit:suit});
|
||
next.ai=function(card){
|
||
return val-ai.get.value(card);
|
||
};
|
||
next.logSkill='zhulu';
|
||
"step 1"
|
||
if(result.bool){
|
||
player.gain(trigger.card,'gain2');
|
||
player.addTempSkill('zhulu2','phaseAfter');
|
||
}
|
||
},
|
||
ai:{
|
||
threaten:1.2
|
||
}
|
||
},
|
||
zhulu2:{},
|
||
xieling:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filterCard:true,
|
||
selectCard:2,
|
||
check:function(card){
|
||
return 7-ai.get.value(card);
|
||
},
|
||
multitarget:true,
|
||
targetprompt:['被移走','移动目标'],
|
||
filterTarget:function(card,player,target){
|
||
if(ui.selected.targets.length){
|
||
var from=ui.selected.targets[0];
|
||
var judges=from.get('j');
|
||
for(var i=0;i<judges.length;i++){
|
||
if(!target.hasJudge(judges[i].viewAs||judges[i].name)) return true;
|
||
}
|
||
if(target.isMin()) return false;
|
||
if((from.get('e','1')&&!target.get('e','1'))||
|
||
(from.get('e','2')&&!target.get('e','2'))||
|
||
(from.get('e','3')&&!target.get('e','3'))||
|
||
(from.get('e','4')&&!target.get('e','4'))||
|
||
(from.get('e','5')&&!target.get('e','5'))) return true;
|
||
return false;
|
||
}
|
||
else{
|
||
return target.num('ej')>0;
|
||
}
|
||
},
|
||
selectTarget:2,
|
||
content:function(){
|
||
"step 0"
|
||
if(targets.length==2){
|
||
player.choosePlayerCard('ej',function(button){
|
||
if(ai.get.attitude(player,targets[0])>ai.get.attitude(player,targets[1])){
|
||
return get.position(button.link)=='j'?10:0;
|
||
}
|
||
else{
|
||
if(get.position(button.link)=='j') return -10;
|
||
return ai.get.equipValue(button.link);
|
||
}
|
||
},targets[0]);
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
if(get.position(result.buttons[0].link)=='e'){
|
||
event.targets[1].equip(result.buttons[0].link);
|
||
}
|
||
else if(result.buttons[0].link.viewAs){
|
||
event.targets[1].addJudge({name:result.buttons[0].link.viewAs},[result.buttons[0].link]);
|
||
}
|
||
else{
|
||
event.targets[1].addJudge(result.buttons[0].link);
|
||
}
|
||
event.targets[0].$give(result.buttons[0].link,event.targets[1])
|
||
game.delay();
|
||
}
|
||
},
|
||
ai:{
|
||
order:10,
|
||
result:{
|
||
target:function(player,target){
|
||
if(ui.selected.targets.length==0){
|
||
if(target.num('j')&&ai.get.attitude(player,target)>0) return 1;
|
||
if(ai.get.attitude(player,target)<0){
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(ai.get.attitude(player,game.players[i])>0){
|
||
if((target.get('e','1')&&!game.players[i].get('e','1'))||
|
||
(target.get('e','2')&&!game.players[i].get('e','2'))||
|
||
(target.get('e','3')&&!game.players[i].get('e','3'))||
|
||
(target.get('e','4')&&!game.players[i].get('e','4'))||
|
||
(target.get('e','5')&&!game.players[i].get('e','5')))
|
||
return -1;
|
||
}
|
||
}
|
||
}
|
||
return 0;
|
||
}
|
||
else{
|
||
return ai.get.attitude(player,ui.selected.targets[0])>0?-1:1;
|
||
}
|
||
},
|
||
},
|
||
expose:0.2,
|
||
threaten:1.5
|
||
}
|
||
},
|
||
qiangyun:{
|
||
trigger:{player:'loseEnd'},
|
||
frequent:true,
|
||
filter:function(event,player){
|
||
if(player.num('h')) return false;
|
||
for(var i=0;i<event.cards.length;i++){
|
||
if(event.cards[i].original=='h') return true;
|
||
}
|
||
return false;
|
||
},
|
||
content:function(){
|
||
player.draw(2);
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card){
|
||
if(card.name=='guohe'||card.name=='liuxinghuoyu') return 0.5;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
cike:{
|
||
trigger:{player:'shaBegin'},
|
||
check:function(event,player){
|
||
return ai.get.attitude(player,event.target)<=0;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.judge();
|
||
"step 1"
|
||
if(result.color=='red'){
|
||
trigger.directHit=true;
|
||
}
|
||
else{
|
||
player.discardPlayerCard(trigger.target);
|
||
}
|
||
},
|
||
ai:{
|
||
threaten:1.2
|
||
}
|
||
},
|
||
miaobi:{
|
||
enable:'phaseUse',
|
||
viewAs:{name:'wugu'},
|
||
filterCard:{suit:'heart'},
|
||
filter:function(event,player){
|
||
return !player.getStat('skill').miaobi&&player.num('h',{suit:'heart'})>0;
|
||
},
|
||
check:function(card){
|
||
return 5-ai.get.value(card);
|
||
}
|
||
},
|
||
zhexian:{
|
||
unique:true,
|
||
enable:'chooseToUse',
|
||
mark:true,
|
||
skillAnimation:true,
|
||
animationStr:'谪仙',
|
||
animationColor:'metal',
|
||
init:function(player){
|
||
player.storage.zhexian=false;
|
||
},
|
||
filter:function(event,player){
|
||
if(event.type!='dying') return false;
|
||
if(player!=event.dying) return false;
|
||
if(player.storage.zhexian) return false;
|
||
return true;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.hp=Math.min(3,player.maxHp);
|
||
player.discard(player.get('hej'));
|
||
player.draw(3);
|
||
player.awakenSkill('zhexian');
|
||
player.storage.zhexian=true;
|
||
'step 1'
|
||
if(player.isLinked()) player.link();
|
||
'step 2'
|
||
if(player.isTurnedOver()) player.turnOver();
|
||
},
|
||
ai:{
|
||
order:1,
|
||
skillTagFilter:function(player){
|
||
if(player.storage.zhexian) return false;
|
||
if(player.hp>0) return false;
|
||
},
|
||
save:true,
|
||
result:{
|
||
player:10
|
||
},
|
||
threaten:function(player,target){
|
||
if(!target.storage.zhexian) return 0.6;
|
||
}
|
||
},
|
||
intro:{
|
||
content:'limited'
|
||
}
|
||
},
|
||
guifu:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filterTarget:function(card,player,target){
|
||
return player!=target&&target.num('e')>0;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.discardPlayerCard(target,'e',true);
|
||
'step 1'
|
||
game.asyncDraw([player,target]);
|
||
},
|
||
ai:{
|
||
order:8,
|
||
threaten:1.5,
|
||
result:{
|
||
target:-1,
|
||
player:0.5
|
||
}
|
||
}
|
||
},
|
||
lshengong:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filterTarget:function(card,player,target){
|
||
return player!=target&&target.num('e')>0;
|
||
},
|
||
check:function(card){
|
||
return 6-ai.get.value(card);
|
||
},
|
||
filterCard:function(card){
|
||
var info=lib.card[card.name];
|
||
if(!info) return false;
|
||
return !info.image&&!info.fullimage;
|
||
},
|
||
discard:false,
|
||
lose:false,
|
||
content:function(){
|
||
'step 0'
|
||
player.choosePlayerCard(target,'e',true).ai=ai.get.buttonValue;
|
||
'step 1'
|
||
if(result.links[0]){
|
||
cards[0].init([result.links[0].suit,result.links[0].number,result.links[0].name,result.links[0].nature]);
|
||
event.card=cards[0];
|
||
player.chooseTarget('选择一个角色装备'+get.translation(result.links),function(card,player,target){
|
||
return !target.isMin();
|
||
}).ai=function(target){
|
||
if(!target.num('e',{subtype:get.subtype(event.card)})){
|
||
return ai.get.attitude(player,target);
|
||
}
|
||
return 0;
|
||
}
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
'step 2'
|
||
if(result.targets&&result.targets[0]&&event.card){
|
||
player.$give(event.card,result.targets[0]);
|
||
game.delay();
|
||
event.toequip=result.targets[0];
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
'step 3'
|
||
if(event.toequip){
|
||
event.toequip.equip(event.card);
|
||
}
|
||
},
|
||
ai:{
|
||
order:9,
|
||
threaten:1.5,
|
||
result:{
|
||
player:function(player){
|
||
if(player.num('e')<3) return 1;
|
||
return 0;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
translate:{
|
||
yxs_guanyu:'关羽',
|
||
yxs_wuzetian:'武则天',
|
||
yxs_caocao:'曹操',
|
||
yxs_mozi:'墨子',
|
||
yxs_bole:'伯乐',
|
||
yxs_aijiyanhou:'埃及艳后',
|
||
yxs_diaochan:'貂蝉',
|
||
yxs_yangyuhuan:'杨玉环',
|
||
yxs_baosi:'褒姒',
|
||
yxs_napolun:'拿破仑',
|
||
yxs_kaisa:'凯撒',
|
||
yxs_zhuyuanzhang:'朱元璋',
|
||
yxs_jinke:'荆轲',
|
||
yxs_libai:'李白',
|
||
yxs_luban:'鲁班',
|
||
yxs_lvzhi:'吕雉',
|
||
yxs_goujian:'勾践',
|
||
yxs_lishimin:'李世民',
|
||
yxs_huamulan:'花木兰',
|
||
yxs_luobinhan:'罗宾汉',
|
||
yxs_chengjisihan:'成吉思汗',
|
||
yxs_mingchenghuanghou:'明成皇后',
|
||
yxs_wangzhaojun:'王昭君',
|
||
yxs_luocheng:'罗成',
|
||
yxs_direnjie:'狄仁杰',
|
||
yxs_sunwu:'孙武',
|
||
yxs_chengyaojin:'程咬金',
|
||
yxs_yujix:'虞姬',
|
||
yxs_xiangyu:'项羽',
|
||
yxs_yingzheng:'嬴政',
|
||
yxs_yuefei:'岳飞',
|
||
yxs_fuermosi:'福尔摩斯',
|
||
yxs_guiguzi:'鬼谷子',
|
||
yxs_xiaoqiao:'小乔',
|
||
yxs_luzhishen:'鲁智深',
|
||
yxs_handingdun:'汉丁顿伯爵',
|
||
yxs_zhaoyong:'赵雍',
|
||
yxs_yangguang:'杨广',
|
||
yxs_tangbohu:'唐伯虎',
|
||
yxs_zhangsanfeng:'张三丰',
|
||
yxs_nandinggeer:'南丁格尔',
|
||
|
||
huli:'护理',
|
||
huli_info:'出牌阶段,你可以将一张红桃手牌当作桃对距离1以内的角色使用',
|
||
yixin:'医心',
|
||
yixin_info:'限定技,你可以弃置两张牌,然后令一名已受伤角色回复X点体力并摸4-X张牌(X为该角色已损失的体力值且不超过4)',
|
||
xianqu:'先驱',
|
||
xianqu_info:'锁定技,你不能成为点数小于8的杀的目标',
|
||
zbudao:'布道',
|
||
zbudao_info:'摸牌阶段,你可以额外摸一张牌,然后将摸到的牌中的一张交给一名其他角色',
|
||
taiji:'太极',
|
||
taiji_info:'每当你使用或打出一张闪,你可以使用一张杀',
|
||
luobi:'落笔',
|
||
luobi_info:'结束阶段,可以摸数量等同于已损失体力值的牌,并以任意方式分配给任意角色',
|
||
fengliu:'风流',
|
||
fengliu_info:'锁定技,摸牌阶段,你额外摸X张牌,X为存活女性角色数且不超过2',
|
||
shiqin:'弑亲',
|
||
shiqin_info:'锁定技,其他群势力角色濒死时,你令其立即死亡',
|
||
yjujian:'拒谏',
|
||
yjujian_info:'出牌阶段限一次,你可以交给一名其他角色一张牌,该角色的锦囊牌不能指定你为目标直到你的下一回合开始',
|
||
yaoyi:'徭役',
|
||
yaoyi_info:'每当你受到一次伤害,你可以令至多2名非群势力角色交给你一张手牌',
|
||
zyhufu:'胡服',
|
||
zyhufu_info:'锁定技,当你的装备区内没有防具牌时,你摸牌阶段额外摸一张牌;当你装备区内有防具牌时,你的手牌上限+5',
|
||
hanbei:'捍北',
|
||
hanbei_info:'锁定技,你的装备区有马时,你的杀不可闪避',
|
||
kuangchan:'狂禅',
|
||
kuangchan_info:'锁定技,你做主公时,不增加体力上限',
|
||
dili:'底力',
|
||
dili_info:'锁定技,摸牌阶段,你额外摸X张牌,X为你已损失的体力值',
|
||
chujia:'初嫁',
|
||
chujia_info:'出牌阶段限一次,你可以弃置两张相同颜色的手牌,指定任意一名角色摸X张牌。(X为该角色已损失的体力值) ',
|
||
zhijie:'知节',
|
||
zhijie_info:'出牌阶段限一次,你的红桃手牌可以当做无中生有使用',
|
||
baihe:'捭阖',
|
||
baihe_info:'出牌阶段限一次,你可以弃置一张牌,选择以下1项执行:(1)横置1名未横置角色,该角色摸一张牌;(2)重置一名已横置角色,该角色弃置一张手牌',
|
||
yinyang:'阴阳',
|
||
yinyang_info:'出牌阶段限一次,你可以弃置两张手牌并选择3名角色,分别横置或重置这些角色',
|
||
xiushen:'修身',
|
||
xiushen_info:'锁定技,结束阶段,若场上有横置角色,你摸两张牌',
|
||
yanyi:'演绎',
|
||
yanyi_info:'出牌阶段限一次,你可以弃置一张黑色牌,指定1名角色和1种花色,若被指定角色的手牌中含有此花色,则受到1点伤害',
|
||
jiean:'结案',
|
||
jiean_info:'每当【演绎】造成伤害时,你可以摸X张牌,并以任意数量分配给任意角色(X为被【演绎】造成伤害角色的已损失体力值)。',
|
||
wumu:'武穆',
|
||
wumu_info:'锁定技,你的黑杀无视距离,红色不计入回合内的出杀限制',
|
||
sheshen:'舍身',
|
||
sheshen_info:'每当你受到一点伤害,可以观看牌堆顶的两张牌,并将其交给任意1~2名角色',
|
||
sanbanfu:'三板斧',
|
||
sanbanfu_info:'当你对其他角色使用杀时,你可以使此杀有如下效果:若对方没有出闪,其受到2点伤害;若对方打出了一张闪,你与其各受到1点伤害;若对方打出了两张闪,你受到一点伤害',
|
||
bingsheng:'兵圣',
|
||
bingsheng_info:'出牌阶段限一次,你可以弃置两张花色不同的手牌,指定一名其他角色使其体力值与你相同',
|
||
taolue:'韬略',
|
||
taolue_info:'锁定技,你的手牌上限+1',
|
||
shentan:'神探',
|
||
shentan_info:'出牌阶段限一次,你可以弃置一张牌,获得距离2以内的一名角色的手牌,并可以将其交给任意一名角色',
|
||
hanqiang:'寒枪',
|
||
hanqiang_info:'锁定技,当你没装备武器时,攻击范围+1',
|
||
biaoqi:'骠骑',
|
||
biaoqi_info:'锁定技,当你出杀指定目标后,若你的攻击范围大于目标体力值,则此杀不可闪避;若你的攻击范围小于目标体力值,你摸一张牌',
|
||
wluoyan:'落雁',
|
||
wluoyan_info:'锁定技,你防止即将受到的伤害,改为流失一点体力',
|
||
heqin:'和亲',
|
||
heqin2:'和亲',
|
||
heqin3:'和亲',
|
||
heqin_info:'限定技,你可以与场上一名男性角色形成【和亲】状态,你与该男性角色于摸牌阶段摸牌数+1。你或者男性角色阵亡,【和亲】状态消失',
|
||
chajue:'察觉',
|
||
chajue2:'察觉',
|
||
chajue_info:'锁定技,你的回合外,你每受到一次伤害,任何【杀】或通常锦囊牌均对你无效,直到该回合结束。',
|
||
tiewan:'铁腕',
|
||
tiewan_info:'每当其他角色使用乐不思蜀时,你可以立即将一张红色牌当作乐不思蜀使用',
|
||
qianglue:'强掠',
|
||
qianglue_info:'每当你的杀被闪避时,你可以进行一次判定,若结果为黑色,你可以获得对方的一张牌',
|
||
xiadao:'侠盗',
|
||
xiadao_info:'每当你造成一次伤害,你可以令一名手牌数不少于受伤害角色的另一名角色获得其一张手牌',
|
||
jimin:'机敏',
|
||
jimin_info:'当你的装备区内没有牌时,你可以将一张手牌当作闪使用或打出',
|
||
sheshu:'射术',
|
||
sheshu_info:'锁定技,你的杀无视距离;体力值不小于3的角色不能闪避你的杀',
|
||
tongyu:'统御',
|
||
tongyu_info:'出牌阶段,你可以弃置一张牌,并转变为罗宾汉(每回合只能转变一次)',
|
||
lguiyin:'归隐',
|
||
lguiyin_info:'出牌阶段,若你本回合内未造成伤害,你可以回复一点体力,并转变为汉丁顿伯爵(每回合只能转变一次)',
|
||
lzhangyi:'仗义',
|
||
lzhangyi_info:'你可以将你弃置的卡牌交给一名其他角色',
|
||
yizhuang:'易装',
|
||
yizhuang2:'易装',
|
||
yizhuang_info:'准备阶段,你可以弃置一张牌并选择一名男性角色,获得其所有技能,直到你首次受到伤害',
|
||
kongju:'控局',
|
||
kongju_info:'锁定技,你的手牌上限为你的体力上限;当你的手牌数小于体力上限时,你不能成为过河拆桥或顺手牵羊的目标;当你的手牌数大于体力上限时,你不能成为乐不思蜀的目标',
|
||
tuqiang:'图强',
|
||
tuqiang_info:'每当你使用或打出一张闪,你可以摸一张牌',
|
||
zhensha:'鸩杀',
|
||
zhensha_info:'当场上有角色进入濒死状态时,你可以弃置一张酒或两张黑色手牌,则该角色立即死亡。',
|
||
xumou:'蓄谋',
|
||
xumou_info:'结束阶段,你可以将武将牌翻页并摸3张牌',
|
||
guifu:'鬼斧',
|
||
guifu_info:'出牌阶段限一次,你可以指定一名角色装备区内的一张牌,将其弃掉,自己和对方同时摸取一张牌',
|
||
lshengong:'神工',
|
||
lshengong_info:'出牌阶段限一次,你可以选定场上任意一名角色的装备区的牌,出自己的一张手牌复制该装备,然后可以选择装备上自己或者别的角色的装备区',
|
||
zhexian:'谪仙',
|
||
zhexian_info:'限定技,当你处于濒死状态时,你可以丢弃你所有的牌和你判定区里的牌,并复原你的武将牌,然后摸三张牌且体力回复至3点。',
|
||
miaobi:'妙笔',
|
||
miaobi_info:'出牌阶段限一次,你可以将一张红桃牌当作五谷丰登使用',
|
||
cike:'刺客',
|
||
cike_info:'你对别的角色出【杀】时可以选择做一次判定:若判定牌为红色花色,则此【杀】不可回避,直接命中;若判定牌为黑色花色,你可以选择弃掉对方一张牌。',
|
||
qiangyun:'强运',
|
||
qiangyun_info:'每当你失去最后一张手牌,可摸两张牌',
|
||
ducai:'独裁',
|
||
ducai2:'独裁',
|
||
ducai3:'独裁',
|
||
ducai_info:'出牌阶段限一次,你可以弃置一张牌,则本轮内除你外的角色不能使用或打出与该手牌花色相同的手牌',
|
||
tongling:'统领',
|
||
tongling_info:'每当其他角色受到一次伤害时,你获得1个统领标记(标记上限为3)',
|
||
fanpu:'反扑',
|
||
fanpu_info:'出牌阶段限一次,你可以弃掉3个统领标记并选择1项执行:(1)本轮内不能成为【杀】的目标;(2)对你攻击范围内的1名其他角色造成1点伤害。',
|
||
fenghuo:'烽火',
|
||
fenghuo_info:'你可以将一张装备区内的牌当作南蛮入侵使用',
|
||
weiyi:'威仪',
|
||
weiyi_info:'每当你受到一次伤害,可以令伤害来源弃置两张牌',
|
||
xieling:'挟令',
|
||
xieling_info:'出牌阶段,弃掉两张手牌,将任意一名角色装备区或判定区的牌移动到另一名角色对应的区域',
|
||
baye:'霸业',
|
||
baye_info:'出牌阶段,你可以将一张牌当做本回合内前一张使用的牌来使用。每回合限用一次。',
|
||
nvquan:'女权',
|
||
nvquan1:'女权',
|
||
nvquan2:'女权',
|
||
nvquan_info:'你对男性角色使用【杀】或【决斗】时,对方需连续打出两张【闪】或【杀】响应;你不能成为男性角色的决斗目标',
|
||
qiandu:'迁都',
|
||
qiandu_info:'出牌阶段,你可以弃一张黑色手牌,和一名存活的玩家与其交换位置。每回合限一次。',
|
||
budao:'补刀',
|
||
budao_info:'你的回合外,你的攻击范围的一名角色受到【杀】的伤害时,你可以对其使用一张【杀】,只要你的【杀】对目标角色造成了伤害,你就可以继续对其使用【杀】。',
|
||
feigong:'非攻',
|
||
feigong_info:'其他角色使用杀时,若你不是杀的目标,可以弃置一张杀取消之',
|
||
jianai:'兼爱',
|
||
jianai_info:'每当你回复一点体力,可以令所有其他角色回复一点体力',
|
||
bolehuiyan:'慧眼',
|
||
bolehuiyan_info:'当一名有手牌的其他角色成为来源不为你的杀的目标时,你可以预言此杀能否命中,若预言正确,你摸一张牌,否则你须弃置一张牌。每回合限发动一次',
|
||
xiangma:'相马',
|
||
xiangma_info:'锁定技,只要你的体力值大于2点,你的进攻距离+1;只要你的体力值为2点或更低,你的防御距离+1',
|
||
seyou:'色诱',
|
||
seyou_info:'限定技,出牌阶段,你可以指定任意1名角色,其他所有男性角色需选择1项执行:(1)对你指定的角色出【杀】;(2)令你获得其一张牌。',
|
||
sheshi:'蛇噬',
|
||
sheshi_info:'每受到1次伤害,可以指定1种花色,依次展示牌堆顶的牌,直到出现指定花色的牌为止,你获得与指定花色不同花色的所有牌(最多展示4张牌)。',
|
||
|
||
|
||
fengyi:'凤仪',
|
||
fengyi_info:'出牌阶段,你可以弃一张手牌,指定任意目标摸两张牌。(每回合限用一次)',
|
||
wange:'婉歌',
|
||
wange_info:'摸牌时,你可以少摸一张牌,则结束阶段你可以抽取一名其他角色的手牌,至少1张,至多X张(X为你当前的掉血量)。',
|
||
nichang:'霓裳',
|
||
nichang2:'霓裳',
|
||
nichang_info:'摸牌时,你可以选择不摸牌,并在结束阶段展示手牌,每少一种花色摸一张牌',
|
||
fengyan:'丰艳',
|
||
fengyan_info:'你可以获得其他男性角色的红色判定牌',
|
||
zhulu:'逐鹿',
|
||
zhulu_info:'回合外,当有通常锦囊牌结算完毕后,你可以立即弃掉一张相同花色手牌或装备区的牌,获得这张锦囊牌。',
|
||
jieyong:'节用',
|
||
jieyong2:'节用',
|
||
jieyong_info:'你使用的卡牌进入弃牌堆后,你可以弃置一张黑色牌并重新获得之(每回合限一次)',
|
||
shangtong:'尚同',
|
||
shangtong_info:'每当你令其他角色恢复1点血量或掉1点血量时,你可以摸1张牌(摸牌上限为4)',
|
||
feiming:'非命',
|
||
feiming_info:'其他角色对你造成伤害时,你可以令该角色须选择1项执行:1,将1张红桃花色手牌交给你;2,流失1点血量',
|
||
yxsrenwang:'人望',
|
||
yxsrenwang_info:'出牌阶段,你可以弃掉2张牌并指定一名手牌数大于你的角色,你摸牌至与该角色手牌数相等,每阶段限一次。',
|
||
shiwei:'施威',
|
||
shiwei_info:'当其他角色失去最后一张手牌时,你可以将牌堆顶的一张牌背面朝上置于该角色面前,该角色回合,跳过出牌阶段并弃掉这张牌。',
|
||
yxswushuang:'无双',
|
||
yxswushuang_info:'出牌阶段,你使用【杀】时可同时打出两张【杀】,则该【杀】具有以下效果之一:1,伤害+1;2,额外指定两个目标',
|
||
xiaoyong:'骁勇',
|
||
xiaoyong_info:'你可以将黑色手牌当作【杀】来使用',
|
||
qinzheng:'亲征',
|
||
qinzheng_info:'出牌阶段,你对其他角色造成伤害时,可以令场上任意角色摸一张牌。',
|
||
juma:'拒马',
|
||
juma_info:'你与其他角色的距离始终视为1。',
|
||
},
|
||
};
|