860 lines
27 KiB
JavaScript
860 lines
27 KiB
JavaScript
'use strict';
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game.import('character',function(lib,game,ui,get,ai,_status){
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return {
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name:'mobile',
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connectBanned:['miheng'],
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connect:true,
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characterSort:{
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mobile:{
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mobile_default:["miheng","taoqian","liuzan","lingcao","sunru","lifeng","zhuling","liuye","zhaotongzhaoguang","majun","simazhao","wangyuanji","pangdegong","shenpei"],
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mobile_fire:["re_sp_zhugeliang","re_xunyu","re_dianwei","re_yanwen","re_pangtong","xin_yuanshao"],
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mobile_forest:['re_zhurong','re_menghuo','re_dongzhuo','re_sunjian','re_caopi'],
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mobile_others:["re_jikang","old_bulianshi","old_yuanshu","re_wangyun"],
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},
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},
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character:{
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re_jikang:["male","wei",3,["new_qingxian","new_juexiang"]],
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old_bulianshi:['female','wu',3,['anxu','zhuiyi']],
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miheng:['male','qun',3,['kuangcai','shejian']],
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taoqian:['male','qun',3,['zhaohuo','yixiang','yirang']],
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liuzan:['male','wu',4,['fenyin']],lingcao:['male','wu',4,['dujin']],
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sunru:['female','wu',3,['yingjian','shixin']],
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lifeng:['male','shu',3,['tunchu','shuliang']],
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zhuling:['male','wei',4,['xinzhanyi']],
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liuye:['male','wei',3,['polu','choulve']],
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zhaotongzhaoguang:["male","shu",4,["yizan_use","xinfu_longyuan"],[]],
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majun:["male","wei",3,["xinfu_jingxie1","xinfu_qiaosi"],[]],
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simazhao:["male","wei",3,["xinfu_daigong","xinfu_zhaoxin"],[]],
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wangyuanji:["female","wei",3,["xinfu_qianchong","xinfu_shangjian"],[]],
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pangdegong:["male","qun",3,["xinfu_pingcai","xinfu_pdgyingshi"],[]],
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re_sp_zhugeliang:["male","shu",3,["rehuoji","rekanpo","bazhen"],[]],
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re_xunyu:["male","wei",3,["quhu","rejieming"],[]],
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re_dianwei:["male","wei",4,["reqiangxi"],[]],
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re_yanwen:["male","qun",4,["reshuangxiong"],[]],
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re_pangtong:['male','shu',3,['xinlianhuan','niepan'],[]],
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xin_yuanshao:['male','qun',4,['reluanji','xueyi'],['zhu']],
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old_yuanshu:['male','qun',4,['xinyongsi','yjixi']],
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shenpei:["male","qun","2/3",["shouye","liezhi"],[]],
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re_zhurong:['female','shu',4,['juxiang','relieren']],
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re_menghuo:['male','shu',4,['huoshou','rezaiqi']],
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re_wangyun:['male','qun',3,['relianji','remoucheng']],
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re_dongzhuo:['male','qun',8,['rejiuchi','roulin','benghuai','baonue'],['zhu']],
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re_sunjian:['male','wu',4,['gzyinghun','repolu']],
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re_caopi:['male','wei',3,['rexingshang','refangzhu','songwei'],['zhu']],
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},
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characterIntro:{
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shenpei:'审配(?-204年),字正南,魏郡阴安(今河北清丰北)人。为人正直, 袁绍领冀州,审配被委以腹心之任,并总幕府。河北平定,袁绍以审配、逢纪统军事,审配恃其强盛,力主与曹操决战。曾率领弓弩手大破曹军于官渡。官渡战败,审配二子被俘,反因此受谮见疑,幸得逢纪力保。袁绍病死,审配等矫诏立袁尚为嗣,导致兄弟相争,被曹操各个击破。曹操围邺,审配死守数月,终城破被擒,拒不投降,慷慨受死。',
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},
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card:{
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pss_paper:{
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type:'pss',
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fullskin:true,
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derivation:'shenpei',
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},
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pss_scissor:{
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type:'pss',
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fullskin:true,
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derivation:'shenpei',
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},
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pss_stone:{
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type:'pss',
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fullskin:true,
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derivation:'shenpei',
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},
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db_atk1:{
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type:'db_atk',
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fullimage:true,
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derivation:'shenpei',
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},
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db_atk2:{
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type:'db_atk',
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fullimage:true,
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derivation:'shenpei',
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},
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db_def1:{
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type:'db_def',
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fullimage:true,
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derivation:'shenpei',
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},
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db_def2:{
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type:'db_def',
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fullimage:true,
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derivation:'shenpei',
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},
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},
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characterFilter:{},
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skill:{
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rexingshang:{
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audio:'xingshang',
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trigger:{global:'die'},
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filter:function(event,player){
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return player.isDamaged()||event.player.countCards('he')>0;
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},
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direct:true,
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content:function(){
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"step 0"
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var choice=[];
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if(player.isDamaged()) choice.push('回复体力');
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if(trigger.player.countCards('he')) choice.push('获得牌');
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choice.push('cancel2');
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player.chooseControl(choice).set('prompt',get.prompt2('rexingshang')).set('ai',function(){
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if(choice.length==2) return 0;
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if(get.value(trigger.player.getCards('he'))>8) return 1;
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return 0;
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});
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"step 1"
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if(result.control!='cancel2'){
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player.logSkill('rexingshang');
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if(result.control=='获得牌'){
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event.togain=trigger.player.getCards('he');
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player.gain(event.togain,trigger.player,'giveAuto');
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}
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else player.recover();
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}
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},
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},
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refangzhu:{
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audio:"fangzhu",
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trigger:{
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player:"damageEnd",
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},
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direct:true,
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content:function (){
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"step 0"
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player.chooseTarget(get.prompt2('refangzhu'),function(card,player,target){
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return player!=target
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}).ai=function(target){
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if(target.hasSkillTag('noturn')) return 0;
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var player=_status.event.player;
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if(get.attitude(_status.event.player,target)==0) return 0;
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if(get.attitude(_status.event.player,target)>0){
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if(target.classList.contains('turnedover')) return 1000-target.countCards('h');
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if(player.getDamagedHp()<3) return -1;
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return 100-target.countCards('h');
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}
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else{
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if(target.classList.contains('turnedover')) return -1;
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if(player.getDamagedHp()>=3) return -1;
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return 1+target.countCards('h');
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}
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}
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"step 1"
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if(result.bool){
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player.logSkill('refangzhu',result.targets);
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event.target=result.targets[0]
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event.target.chooseToDiscard('he',player.getDamagedHp()).set('ai',function(card){
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var player=_status.event.player;
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if(player.isTurnedOver()||_status.event.getTrigger().player.getDamagedHp()>2) return -1;
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return (player.hp*player.hp)-get.value(card);
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}).set('prompt','弃置'+get.cnNumber(player.getDamagedHp())+'张手牌并失去一点体力;或选择不弃置,将武将牌翻面并摸'+get.cnNumber(player.getDamagedHp())+'张牌。');
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}
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else event.finish();
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"step 2"
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if(result.bool){
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event.target.loseHp();
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}
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else{
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event.target.draw(player.getDamagedHp());
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event.target.turnOver();
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}
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},
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ai:{
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maixie:true,
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"maixie_hp":true,
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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.hasSkillTag('jueqing',false,target)) return [1,-2];
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if(target.hp<=1) return;
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if(!target.hasFriend()) return;
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var hastarget=false;
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var turnfriend=false;
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var players=game.filterPlayer();
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for(var i=0;i<players.length;i++){
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if(get.attitude(target,players[i])<0&&!players[i].isTurnedOver()){
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hastarget=true;
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}
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if(get.attitude(target,players[i])>0&&players[i].isTurnedOver()){
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hastarget=true;
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turnfriend=true;
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}
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}
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if(get.attitude(player,target)>0&&!hastarget) return;
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if(turnfriend||target.hp==target.maxHp) return [0.5,1];
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if(target.hp>1) return [1,0.5];
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}
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},
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},
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},
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},
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repolu:{
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audio:2,
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trigger:{
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source:'dieAfter',
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player:'die',
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},
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forceDie:true,
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filter:function(event,player,name){
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return name=='die'||player.isAlive();
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},
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direct:true,
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content:function(){
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'step 0'
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if(!player.storage.repolu) player.storage.repolu=0;
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event.num=player.storage.repolu+1;
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player.chooseTarget([1,Infinity],get.prompt('repolu'),'令任意名角色摸'+get.cnNumber(event.num)+'张牌').set('forceDie',true).ai=function(target){
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return 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.storage.repolu++;
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result.targets.sortBySeat();
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player.logSkill('repolu',result.targets);
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game.asyncDraw(result.targets,num);
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}
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else event.finish();
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'step 2'
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game.delay();
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},
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},
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rejiuchi:{
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group:['jiuchi'],
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trigger:{source:'damage'},
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forced:true,
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popup:false,
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locked:false,
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audio:'jiuchi',
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filter:function(event,player){
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return event.card&&event.card.name=='sha'&&event.getParent(2).jiu==true&&!player.hasSkill('rejiuchi_air');
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},
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content:function(){
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player.logSkill('jiuchi');
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player.addTempSkill('rejiuchi_air');
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},
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subSkill:{
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air:{
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sub:true,
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init:function(player,skill){
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player.disableSkill(skill,'benghuai');
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},
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onremove:function(player,skill){
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player.enableSkill(skill);
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},
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},
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},
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},
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relianji:{
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audio:2,
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enable:'phaseUse',
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usable:1,
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filter:function(event,player){
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return game.players.length>1;
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},
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filterTarget:lib.filter.notMe,
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targetprompt:['打人','被打'],
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selectTarget:2,
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multitarget:true,
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content:function(){
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'step 0'
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game.delay(0.5);
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if(targets[0].isDisabled(1)) event.goto(2);
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'step 1'
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var target=targets[0];
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var equip1=get.cardPile2(function(card){
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return get.subtype(card)=='equip1';
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});
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if(!equip1){
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player.popup('连计失败');
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game.log('牌堆中无装备');
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event.finish();
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return;
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}
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if(equip1.name=='qinggang'&&!lib.inpile.contains('qibaodao')){
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equip1.remove();
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equip1=game.createCard('qibaodao',equip1.suit,equip1.number);
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}
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target.$draw(equip1);
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target.chooseUseTarget(equip1,'noanimate','nopopup',true);
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'step 2'
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game.updateRoundNumber();
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var list=['nanman','wanjian','huogong','juedou','sha'];
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var list2=game.players.slice(0);
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list2.remove(player);
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for(var i=0;i<list.length;i++){
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if(!targets[0].canUse(list[i],targets[1],false)) list.splice(i--,1);
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}
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if(!list.length) return;
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var name=list.randomGet();
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if(name=='nanman'||name=='wanjian'){
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for(var i=0;i<list2.length;i++){
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if(!targets[0].canUse(name,list2[i],false)) list2.splice(i--,1);
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}
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}
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else list2=targets[1];
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targets[0].useCard({name:name},list2,'noai');
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game.delay(0.5);
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},
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ai:{
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order:8,
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result:{
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target:function(player,target){
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if(ui.selected.targets.length==0){
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return 1;
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}
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else{
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return -1;
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}
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}
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},
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expose:0.4,
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threaten:3,
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},
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group:'relianji_count',
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subSkill:{
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count:{
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sub:true,
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forced:true,
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popup:false,
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silent:true,
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trigger:{global:'damageEnd'},
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filter:function(event,player){
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var evt=event.getParent(3);
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return evt&&evt.name=='relianji'&&evt.player==player;
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},
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content:function(){
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if(!player.storage.relianji) player.storage.relianji=0;
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player.storage.relianji++;
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if(player.storage.relianji>2){
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event.trigger('remoucheng_awaken');
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}
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},
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},
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},
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},
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remoucheng:{
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derivation:'rejingong',
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trigger:{
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player:'remoucheng_awaken'
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},
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forced:true,
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juexingji:true,
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skillAnimation:true,
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animationColor:'thunder',
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content:function(){
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player.awakenSkill('remoucheng');
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player.removeSkill('relianji');
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player.addSkill('rejingong');
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player.gainMaxHp();
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player.recover();
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},
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},
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rejingong:{
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enable:'phaseUse',
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delay:0,
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usable:1,
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content:function(){
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'step 0'
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var list=get.inpile('trick').randomGets(2);
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if(Math.random()<0.5){
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list.push('wy_meirenji');
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}
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else{
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list.push('wy_xiaolicangdao');
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}
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for(var i=0;i<list.length;i++){
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list[i]=['锦囊','',list[i]];
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}
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player.chooseButton(['矜功',[list,'vcard']]).set('filterButton',function(button,player){
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return game.hasPlayer(function(current){
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return player.canUse(button.link[2],current,true,false);
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});
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}).set('ai',function(button){
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var player=_status.event.player;
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var name=button.link[2];
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if(game.hasPlayer(function(current){
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return player.canUse(name,current)&&get.effect(current,{name:name},player,player)>0;
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})){
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if(name=='wy_meirenji'||name=='wy_xiaolicangdao') return Math.random()+0.5;
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return Math.random();
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}
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return 0;
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});
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'step 1'
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if(result.bool){
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player.chooseUseTarget(result.links[0][2],true);
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player.addTempSkill('jingong2');
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}
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},
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ai:{
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order:2,
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result:{
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player:function(player){
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if((player.hp<=2||player.needsToDiscard())&&!player.getStat('damage')) return 0;
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return 1;
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}
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}
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}
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},
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relieren:{
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audio:'lieren',
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audioname:['boss_lvbu3'],
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trigger:{player:'shaBegin'},
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filter:function(event,player){
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return player.canCompare(event.target);
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},
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check:function(event,player){
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return get.attitude(player,event.target)<0;
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},
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priority:5,
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content:function(){
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"step 0"
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player.chooseToCompare(trigger.target);
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"step 1"
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if(result.bool){
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if(trigger.target.countGainableCards(player,'he')) player.gainPlayerCard(trigger.target,true,'he');
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}
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else{
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var card1=result.player;
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var card2=result.target;
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if(get.position(card1)=='d') trigger.target.gain(card1,'gain2');
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if(get.position(card2)=='d') player.gain(card2,'gain2');
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}
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}
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},
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rezaiqi:{
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init:function(player,skill){
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player.storage[skill]=0;
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},
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audio:'zaiqi',
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direct:true,
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filter:function(event,player){
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return player.storage.rezaiqi>0;
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},
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trigger:{
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player:'phaseDiscardEnd'
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},
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content:function(){
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'step 0'
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player.chooseTarget([1,player.storage.rezaiqi],get.prompt2('rezaiqi')).ai=function(target){
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return 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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var targets=result.targets;
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targets.sortBySeat();
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player.line(targets,'fire');
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player.logSkill('rezaiqi',targets);
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event.targets=targets;
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}
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else event.finish();
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'step 2'
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event.current=targets.shift();
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if(player.isHealthy()) event._result={index:0};
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else event.current.chooseControl().set('choiceList',[
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'摸一张牌',
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'令'+get.translation(player)+'回复一点体力',
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]).set('ai',function(){
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if(get.attitude(event.current,player)>0) return 1;
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return 0;
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});
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'step 3'
|
||
if(result.index==1){
|
||
event.current.line(player);
|
||
player.recover();
|
||
}
|
||
else event.current.draw();
|
||
game.delay();
|
||
if(targets.length) event.goto(2);
|
||
},
|
||
group:'rezaiqi_count',
|
||
},
|
||
rezaiqi_count:{
|
||
trigger:{
|
||
global:["loseEnd","cardsDiscardEnd"],
|
||
player:'phaseAfter',
|
||
},
|
||
silent:true,
|
||
forced:true,
|
||
popup:false,
|
||
filter:function (event,player,name){
|
||
if(name=='phaseAfter') return true;
|
||
if(_status.currentPhase!=player) return false;
|
||
var evt=event.getParent();
|
||
if(evt&&evt.name=='useCard'&&evt.card&&['equip','delay'].contains(get.type(evt.card))) return false;
|
||
var cards=event.cards;
|
||
for(var i=0;i<cards.length;i++){
|
||
if(get.color(cards[i])=='red'&&get.position(cards[i])=='d') return true;
|
||
}
|
||
return false;
|
||
},
|
||
content:function(){
|
||
if(event.triggername=='phaseAfter') player.storage.rezaiqi=0;
|
||
else{
|
||
var cards=trigger.cards;
|
||
for(var i=0;i<cards.length;i++){
|
||
if(get.color(cards[i])=='red'&&get.position(cards[i])=='d') player.storage.rezaiqi++;
|
||
}
|
||
}
|
||
},
|
||
},
|
||
shouye:{
|
||
audio:2,
|
||
group:'shouye_after',
|
||
trigger:{global:"useCard"},
|
||
filter:function(event,player){
|
||
return event.player!=player&&event.targets&&
|
||
event.targets[0]==player&&event.targets.length==1;
|
||
},
|
||
check:function(event,player){
|
||
return get.effect(player,event.card,event.player,player)<0;
|
||
},
|
||
usable:1,
|
||
logTarget:'player',
|
||
content:function(){
|
||
'step 0'
|
||
player.line(trigger.player,'green');
|
||
player.chooseToDuiben(trigger.player);
|
||
'step 1'
|
||
if(result.bool){
|
||
trigger.excluded.add(player);
|
||
trigger.shouyeer=player;
|
||
}
|
||
},
|
||
subSkill:{
|
||
after:{
|
||
sub:true,
|
||
trigger:{global:'useCardAfter'},
|
||
forced:true,
|
||
silent:true,
|
||
popup:false,
|
||
filter:function(event,player){
|
||
if(event.shouyeer!=player) return false;
|
||
if(event.cards){
|
||
for(var i=0;i<event.cards.length;i++){
|
||
if(event.cards[i].isInPile()) return true;
|
||
}
|
||
}
|
||
return false;
|
||
},
|
||
content:function(){
|
||
var list=[];
|
||
for(var i=0;i<trigger.cards.length;i++){
|
||
if(trigger.cards[i].isInPile()){
|
||
list.push(trigger.cards[i]);
|
||
}
|
||
}
|
||
player.gain(list,'gain2');
|
||
},
|
||
},
|
||
},
|
||
},
|
||
liezhi:{
|
||
audio:2,
|
||
group:'liezhi_damage',
|
||
trigger:{player:'phaseBegin'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return !player.hasSkill('liezhi_disable');
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.chooseTarget(get.prompt('liezhi'),'弃置至多两名角色区域内的各一张牌',[1,2],function(card,player,target){
|
||
return target!=player&&target.countDiscardableCards(player,'hej')>0;
|
||
}).ai=function(target){
|
||
var player=_status.event.player;
|
||
return get.effect(player,{name:'guohe'},target,player);
|
||
};
|
||
'step 1'
|
||
if(result.bool){
|
||
result.targets.sortBySeat();
|
||
event.targets=result.targets;
|
||
player.line(result.targets,'green');
|
||
player.logSkill('liezhi',result.targets);
|
||
}
|
||
else event.finish();
|
||
'step 2'
|
||
event.current=targets.shift();
|
||
player.discardPlayerCard(event.current,'hej',true)
|
||
if(targets.length) event.redo();
|
||
},
|
||
subSkill:{
|
||
disable:{
|
||
sub:true,
|
||
trigger:{player:'phaseAfter'},
|
||
forced:true,
|
||
silent:true,
|
||
popup:false,
|
||
charlotte:true,
|
||
//filter:function(event){return !event.liezhi},
|
||
content:function(){player.removeSkill('liezhi_disable')},
|
||
},
|
||
damage:{
|
||
trigger:{player:'damage'},
|
||
forced:true,
|
||
silent:true,
|
||
popup:false,
|
||
content:function(){player.addSkill('liezhi_disable')}
|
||
},
|
||
},
|
||
},
|
||
xinzhanyi:{
|
||
audio:'zhanyi',
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filterCard:true,
|
||
position:'he',
|
||
check:function(card){
|
||
var player=_status.event.player;
|
||
if(player.hp<3) return 0;
|
||
var type=get.type(card,'trick');
|
||
if(type=='trick'){
|
||
return 6-get.value(card);
|
||
}
|
||
else if(type=='equip'){
|
||
if(player.hasSha()&&game.hasPlayer(function(current){
|
||
return (player.canUse('sha',current)&&
|
||
get.attitude(player,current)<0&&
|
||
get.effect(current,{name:'sha'},player,player)>0)
|
||
})){
|
||
return 6-get.value(card);
|
||
}
|
||
}
|
||
return 0;
|
||
},
|
||
content:function(){
|
||
player.loseHp();
|
||
switch(get.type(cards[0],'trick')){
|
||
case 'basic':player.addTempSkill('xinzhanyi_basic');break;
|
||
case 'equip':player.addTempSkill('xinzhanyi_equip');break;
|
||
case 'trick':player.addTempSkill('xinzhanyi_trick');player.draw(3);break;
|
||
}
|
||
},
|
||
ai:{
|
||
order:9.1,
|
||
result:{
|
||
player:1
|
||
}
|
||
}
|
||
},
|
||
xinzhanyi_basic1:{
|
||
trigger:{player:"useCard"},
|
||
filter:function(event,player){
|
||
return event.skill=='xinzhanyi_basic_backup'&&!player.storage.xinzhanyi_basic1;
|
||
},
|
||
forced:true,
|
||
silent:true,
|
||
popup:false,
|
||
content:function(){
|
||
trigger.xinzhanyi=true;
|
||
player.storage.xinzhanyi_basic1=true;
|
||
},
|
||
},
|
||
xinzhanyi_basic2:{
|
||
trigger:{source:['damageBegin','recoverBegin']},
|
||
forced:true,
|
||
silent:true,
|
||
popup:false,
|
||
filter:function(event){
|
||
return event.getParent(2).xinzhanyi==true;
|
||
},
|
||
content:function(){
|
||
trigger.num++
|
||
},
|
||
},
|
||
xinzhanyi_basic:{
|
||
group:['xinzhanyi_basic1','xinzhanyi_basic2'],
|
||
onremove:function(p,s){
|
||
delete p.storage[s+1];
|
||
},
|
||
enable:"chooseToUse",
|
||
filter:function (event,player){
|
||
if(event.filterCard({name:'sha'},player,event)||
|
||
event.filterCard({name:'jiu'},player,event)||
|
||
event.filterCard({name:'tao'},player,event)){
|
||
return player.hasCard(function(card){
|
||
return get.type(card)=='basic';
|
||
},'h');
|
||
}
|
||
return false;
|
||
},
|
||
chooseButton:{
|
||
dialog:function (event,player){
|
||
var list=[];
|
||
if(event.filterCard({name:'sha'},player,event)){
|
||
list.push(['基本','','sha']);
|
||
list.push(['基本','','sha','fire']);
|
||
list.push(['基本','','sha','thunder']);
|
||
}
|
||
if(event.filterCard({name:'tao'},player,event)){
|
||
list.push(['基本','','tao']);
|
||
}
|
||
if(event.filterCard({name:'jiu'},player,event)){
|
||
list.push(['基本','','jiu']);
|
||
}
|
||
return ui.create.dialog('战意',[list,'vcard'],'hidden');
|
||
},
|
||
check:function (button){
|
||
var player=_status.event.player;
|
||
var card={name:button.link[2],nature:button.link[3]};
|
||
if(game.hasPlayer(function(current){
|
||
return player.canUse(card,current)&&get.effect(current,card,player,player)>0;
|
||
})){
|
||
switch(button.link[2]){
|
||
case 'tao':return 5;
|
||
case 'jiu':{
|
||
if(player.countCards('h',{type:'basic'})>=2) return 3;
|
||
};
|
||
case 'sha':
|
||
if(button.link[3]=='fire') return 2.95;
|
||
else if(button.link[3]=='thunder') return 2.92;
|
||
else return 2.9;
|
||
}
|
||
}
|
||
return 0;
|
||
},
|
||
backup:function (links,player){
|
||
return {
|
||
audio:'zhanyi',
|
||
filterCard:function(card,player,target){
|
||
return get.type(card)=='basic';
|
||
},
|
||
check:function(card,player,target){
|
||
return 9-get.value(card);
|
||
},
|
||
viewAs:{name:links[0][2],nature:links[0][3]},
|
||
position:'he',
|
||
popname:true,
|
||
}
|
||
},
|
||
prompt:function (links,player){
|
||
return '将一张基本牌当做'+get.translation(links[0][3]||'')+get.translation(links[0][2])+'使用';
|
||
},
|
||
},
|
||
ai:{
|
||
order:function (){
|
||
var player=_status.event.player;
|
||
var event=_status.event;
|
||
if(event.filterCard({name:'jiu'},player,event)&&get.effect(player,{name:'jiu'})>0&&player.countCards('h',{type:'basic'})>=2){
|
||
return 3.3;
|
||
}
|
||
return 3.1;
|
||
},
|
||
save:true,
|
||
respondSha:true,
|
||
skillTagFilter:function (player,tag,arg){
|
||
if(player.hasCard(function(card){
|
||
return get.type(card)=='basic';
|
||
},'he')){
|
||
if(tag=='respondSha'){
|
||
if(arg!='use') return false;
|
||
}
|
||
}
|
||
else{
|
||
return false;
|
||
}
|
||
},
|
||
result:{
|
||
player:1,
|
||
},
|
||
},
|
||
},
|
||
xinzhanyi_equip:{
|
||
audio:'zhanyi',
|
||
trigger:{player:'useCardToPlayered'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return event.card.name=='sha'&&event.target.countCards('he')>0;
|
||
},
|
||
check:function(event,player){
|
||
return get.attitude(player,event.target)<0;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
trigger.target.chooseToDiscard('he',true,2);
|
||
'step 1'
|
||
if(result.bool&&result.cards&&result.cards.length){
|
||
if(result.cards.length==1){
|
||
event._result={bool:true,links:result.cards.slice(0)};
|
||
}
|
||
else player.chooseButton(['选择获得其中的一张牌',result.cards.slice(0)],true).ai=function(button){
|
||
return get.value(button.link);
|
||
};
|
||
}
|
||
else event.finish();
|
||
'step 2'
|
||
if(result.links) player.gain(result.links,'gain2');
|
||
}
|
||
},
|
||
xinzhanyi_trick:{
|
||
mod:{
|
||
wuxieRespondable:function(){
|
||
return false;
|
||
}
|
||
}
|
||
},
|
||
},
|
||
translate:{
|
||
re_jikang:"手杀嵇康",
|
||
old_bulianshi:'手杀步练师',
|
||
old_caochun:'旧曹纯',
|
||
shenpei:'审配',
|
||
re_zhurong:'界祝融',
|
||
re_menghuo:'界孟获',
|
||
re_wangyun:'手杀王允',
|
||
re_dongzhuo:'界董卓',
|
||
re_sunjian:'界孙坚',
|
||
re_caopi:'界曹丕',
|
||
rejiuchi:'酒池',
|
||
rejiuchi_info:'你可以将一张黑桃手牌当做【酒】使用。锁定技,当你于回合内使用带有【酒】效果的【杀】造成伤害时,你令你的【崩坏】失效直到回合结束。',
|
||
repolu:'破虏',
|
||
repolu_info:'当你杀死一名角色/死亡时,你可以令任意名角色摸X+1张牌。(X为你此前发动过【破虏】的次数)',
|
||
rexingshang:'行殇',
|
||
rexingshang_info:'当其他角色死亡后,你可以选择一项:回复1点体力,或获得其所有牌。',
|
||
refangzhu:'放逐',
|
||
refangzhu_info:'当你受到伤害后,你可以令一名其他角色选择一项:摸X张牌并将武将牌翻面,或弃置X张牌并失去1点体力。(X为你已损失的体力值)',
|
||
relianji:'连计',
|
||
relianji_info:'出牌阶段限一次,你可以选择两名其他角色。第一名角色随机使用牌堆中的一张武器牌,然后这名角色视为对另一名角色随机使用一张下列的牌名的牌:【决斗】、【火攻】、【南蛮入侵】、【万箭齐发】或普【杀】。然后若此牌造成伤害,你获得X枚“连计”标记(X为此次扣减的体力值点数)。',
|
||
remoucheng:'谋逞',
|
||
remoucheng_info:'觉醒技,当一名角色造成伤害后,若你拥有的“连计”标记数大于2,你加1点体力上限,回复1点体力,失去“连计”,获得“矜功”。',
|
||
rejingong:'矜功',
|
||
rejingong_info:'每回合可以用三个随机锦囊中的一个,三个锦囊中有一个是专属锦囊,本回合未造成伤害会失去1点体力。',
|
||
mobile_default:'常规',
|
||
mobile_fire:'界限突破•火',
|
||
mobile_forest:'界限突破•林',
|
||
mobile_others:'其他',
|
||
|
||
pss:'手势',
|
||
pss_paper:'布',
|
||
pss_scissor:'剪刀',
|
||
pss_stone:'石头',
|
||
pss_paper_info:'石头剪刀布时的一种手势。克制石头,但被剪刀克制。',
|
||
pss_scissor_info:'石头剪刀布时的一种手势。克制布,但被石头克制。',
|
||
pss_stone_info:'石头剪刀布时的一种手势。克制剪刀,但被布克制。',
|
||
|
||
db_atk:'进攻对策',
|
||
db_atk1:'全军出击',
|
||
db_atk2:'分兵围城',
|
||
|
||
db_def:'防御对策',
|
||
db_def1:'奇袭粮道',
|
||
db_def2:'开城诱敌',
|
||
|
||
shouye:'守邺',
|
||
shouye_info:'每回合限一次。当其他角色使用牌指定你为唯一目标时,你可以与其进行【对策】。若你赢,则此牌对你无效,且你于此牌结算完成后获得其对应的所有实体牌。',
|
||
liezhi:'烈直',
|
||
liezhi_info:'准备阶段,你可以依次弃置至多两名角色区域内的各一张牌。若你受到过伤害,则〖烈直〗于你的下个回合无效。',
|
||
relieren:'烈刃',
|
||
relieren_info:'当你使用【杀】指定目标时,你可以和目标角色进行拼点。若你赢,你获得其一张牌。若你没赢,你获得对方的拼点牌,其获得你的拼点牌。',
|
||
rezaiqi:'再起',
|
||
rezaiqi_info:'弃牌阶段结束时,你可以令至多X名角色选择一项:1.摸一张牌,2.令你回复1点体力(X为本回合进入弃牌堆的红色牌数)',
|
||
|
||
xinzhanyi:'战意',
|
||
xinzhanyi_info:'出牌阶段限一次,你可以弃置一张牌并失去1点体力,然后根据你弃置的牌获得以下效果直到回合结束:基本牌,你可以将一张基本牌当作杀、酒或桃使用,且你本回合第一次以此法使用的牌的回复值/伤害值+1;锦囊牌,摸三张牌且你使用的牌不能被【无懈可击】响应;装备牌,你使用【杀】指定目标角色后,其弃置两张牌,然后你获得其中的一张。',
|
||
xinzhanyi_basic_backup:'战意',
|
||
xinzhanyi_basic:'战意',
|
||
xinzhanyi_equip:'战意',
|
||
}
|
||
};
|
||
});
|