1803 lines
57 KiB
JavaScript
1803 lines
57 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","hujinding"],
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mobile_others:["re_jikang","old_bulianshi","old_yuanshu","re_wangyun","re_baosanniang","re_weiwenzhugezhi","re_zhanggong","re_xugong"],
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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","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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old_yuanshu:['male','qun',4,['xinyongsi','yjixi']],
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shenpei:["male","qun","2/3",["shouye","liezhi"],[]],
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re_wangyun:['male','qun',3,['relianji','remoucheng']],
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re_baosanniang:['female','shu',3,['meiyong','rexushen','rezhennan']],
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hujinding:['female','shu','2/6',['renshi','wuyuan','huaizi']],
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re_zhanggong:['male','wei',3,['reqianxin','xinfu_zhenxing']],
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re_xugong:['male','wu',3,['rebiaozhao','yechou']],
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re_weiwenzhugezhi:['male','wu',4,['refuhai']],
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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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hujinding:'胡金定,女,传说中关羽之妻。关索之母,配偶关羽,出处《花关索传》和元代《三国志评话》民间传说人物。',
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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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//表演测试
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qiaosi_map:{charlotte:true},
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qiaosi:{
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audio:'xinfu_qiaosi',
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derivation:'qiaosi_map',
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enable:'phaseUse',
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usable:1,
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content:function(){
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"step 0"
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event.videoId=lib.status.videoId++;
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if(player.isUnderControl()){
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game.modeSwapPlayer(player);
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}
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var switchToAuto=function(){
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game.pause();
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game.countChoose();
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setTimeout(function(){
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_status.imchoosing=false;
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event._result={
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bool:true,
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links:['qiaosi_c1','qiaosi_c2','qiaosi_c3','qiaosi_c4','qiaosi_c5','qiaosi_c6'].randomGets(3),
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};
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if(event.dialog) event.dialog.close();
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if(event.control) event.control.close();
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game.resume();
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},5000);
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};
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var createDialog=function(player,id){
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if(player==game.me) return;
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var str=get.translation(player)+'正在表演...<br>';
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for(var i=1;i<7;i++){
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str+=get.translation('qiaosi_c'+i);
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if(i%3!=0) str+=' ';
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if(i==3) str+='<br>';
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}
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ui.create.dialog(str,'forcebutton').videoId=id;
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};
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var chooseButton=function(player){
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var event=_status.event;
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player=player||event.player;
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event.status={
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qiaosi_c1:0,
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qiaosi_c2:0,
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qiaosi_c3:0,
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qiaosi_c4:0,
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qiaosi_c5:0,
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qiaosi_c6:0,
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}
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event.map={
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qiaosi_c1:[10,15],
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qiaosi_c2:[20,35],
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qiaosi_c3:[40,60],
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qiaosi_c4:[40,60],
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qiaosi_c5:[20,35],
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qiaosi_c6:[10,15],
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}
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event.finishedx=[];
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event.str='请开始你的表演<br><img src="'+lib.assetURL+'image/card/qiaosi_card1.png" width="60" height="60">qiaosi_c1% <img src="'+lib.assetURL+'image/card/qiaosi_card2.png" width="60" height="60">qiaosi_c2% <img src="'+lib.assetURL+'image/card/qiaosi_card3.png" width="60" height="60">qiaosi_c3%<br><img src="'+lib.assetURL+'image/card/qiaosi_card4.png" width="60" height="60">qiaosi_c4%<img src="'+lib.assetURL+'image/card/qiaosi_card5.png" width="60" height="60">qiaosi_c5% <img src="'+lib.assetURL+'image/card/qiaosi_card6.png" width="60" height="60">qiaosi_c6%';
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event.dialog=ui.create.dialog(event.str,'forcebutton','hidden');
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event.dialog.addText('<li>点击下方的按钮,可以增加按钮对应的角色的「表演完成度」。对于不同的角色,点击时增加的完成度不同,最终获得的牌也不同。一次表演最多只能完成3名角色的进度。',false);
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event.dialog.open();
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for(var i in event.status){
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event.dialog.content.childNodes[0].innerHTML=event.dialog.content.childNodes[0].innerHTML.replace(i,event.status[i]);
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}
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for(var i=0;i<event.dialog.buttons.length;i++){
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event.dialog.buttons[i].classList.add('pointerdiv');
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}
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event.switchToAuto=function(){
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event._result={
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bool:true,
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links:event.finishedx.slice(0),
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};
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event.dialog.close();
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event.control.close();
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game.resume();
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_status.imchoosing=false;
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},
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event.control=ui.create.control('qiaosi_c1','qiaosi_c2','qiaosi_c3','qiaosi_c4','qiaosi_c5','qiaosi_c6',function(link){
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var event=_status.event;
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if(event.finishedx.contains(link)) return;
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event.status[link]+=get.rand.apply(get,event.map[link]);
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if(event.status[link]>=100){
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event.status[link]=100;
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var str=event.str.slice(0);
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for(var i in event.status){
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str=str.replace(i,event.status[i]);
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}
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event.dialog.content.childNodes[0].innerHTML=str;
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event.finishedx.push(link);
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if(event.finishedx.length>=3){
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event._result={
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bool:true,
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links:event.finishedx.slice(0),
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};
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event.dialog.close();
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event.control.close();
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game.resume();
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_status.imchoosing=false;
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}
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}
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else{
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var str=event.str.slice(0);
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for(var i in event.status){
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str=str.replace(i,event.status[i]);
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}
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event.dialog.content.childNodes[0].innerHTML=str;
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}
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});
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for(var i=0;i<event.dialog.buttons.length;i++){
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event.dialog.buttons[i].classList.add('selectable');
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}
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game.pause();
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game.countChoose();
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};
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//event.switchToAuto=switchToAuto;
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game.broadcastAll(createDialog,player,event.videoId);
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if(event.isMine()){
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chooseButton();
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}
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else if(event.isOnline()){
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event.player.send(chooseButton,event.player);
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event.player.wait();
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game.pause();
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}
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else{
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switchToAuto();
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}
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"step 1"
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game.broadcastAll('closeDialog',event.videoId);
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var map=event.result||result;
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//game.print(map);
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if(!map||!map.bool||!map.links){
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game.log(player,'表演失败');
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event.finish();
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return;
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}
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var list=map.links;
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if(!list.length){
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game.log(player,'表演失败');
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event.finish();
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return;
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}
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var cards=[];
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var list2=[];
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if(list.contains('qiaosi_c1')){
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list2.push('trick');
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list2.push('trick');
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}
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if(list.contains('qiaosi_c2')){
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if(list.contains('qiaosi_c1')) list2.push(['sha','jiu']);
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else list2.push(Math.random()<0.66?'equip':['sha','jiu']);
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}
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if(list.contains('qiaosi_c3')){
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list2.push([Math.random()<0.66?'sha':'jiu'])
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}
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if(list.contains('qiaosi_c4')){
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list2.push([Math.random()<0.66?'shan':'tao'])
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}
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if(list.contains('qiaosi_c5')){
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if(list.contains('qiaosi_c6')) list2.push(['shan','tao']);
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else list2.push(Math.random()<0.66?'trick':['shan','tao']);
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}
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if(list.contains('qiaosi_c6')){
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list2.push('equip');
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list2.push('equip');
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}
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while(list2.length){
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var filter=list2.shift();
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var card=get.cardPile(function(x){
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if(cards.contains(x)) return false;
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if(typeof filter=='string'&&get.type(x,'trick')==filter) return true;
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if(typeof filter=='object'&&filter.contains(x.name)) return true;
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});
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if(card) cards.push(card);
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else{
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var card=get.cardPile(function(x){
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return !cards.contains(card);
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});
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if(card) cards.push(card);
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}
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}
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if(cards.length){
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event.cards=cards;
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event.num=cards.length;
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player.showCards(cards);
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}
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else event.finish();
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"step 2"
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player.gain(event.cards,'gain2');
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player.chooseControl().set('choiceList',[
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'将'+get.cnNumber(event.num)+'张牌交给一名其他角色',
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'弃置'+get.cnNumber(event.num)+'张牌',
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]).set('ai',function(){
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if(game.hasPlayer(function(current){
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return current!=player&&get.attitude(player,current)>2;
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})) return 0;
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return 1;
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});
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"step 3"
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if(result.index==0){
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player.chooseCardTarget({
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position:'he',
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filterCard:true,
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selectCard:event.num,
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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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return 1;
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},
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ai2:function(target){
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var att=get.attitude(_status.event.player,target);
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return att;
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},
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prompt:'选择'+get.cnNumber(event.num)+'张牌,交给一名其他角色。',
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forced:true,
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});
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}
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else{
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player.chooseToDiscard(event.num,true,'he');
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event.finish();
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}
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"step 4"
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if(result.bool){
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var target=result.targets[0];
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player.give(result.cards,target);
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}
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},
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ai:{
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order:10,
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result:{player:1},
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threaten:3.2,
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}
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},
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refuhai:{
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audio:'xinfu_fuhai',
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enable:'phaseUse',
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usable:1,
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filterCard:true,
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check:function(card){
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if(game.players.length<3) return 0;
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return 5-get.value(card);
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},
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content:function(){
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'step 0'
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event.current=player.next;
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event.upper=[];
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event.lower=[];
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event.acted=[];
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event.num=0;
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event.stopped=false;
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'step 1'
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event.acted.push(event.current);
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event.current.chooseControl('潮起','潮落').set('prompt','潮鸣起乎?潮鸣落乎?').ai=function(){
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return Math.random()<0.5?0:1;
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};
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'step 2'
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if(!event.chosen) event.chosen=result.control;
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if(event.chosen!=result.control) event.stopped=true;
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if(!event.stopped) event.num++;
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if(result.control=='潮起'){
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event.upper.push(event.current)
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}
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else event.lower.push(event.current);
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event.current=event.current.next;
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if(event.current!=player&&!event.acted.contains(event.current)) event.goto(1);
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'step 3'
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for(var i=0;i<event.acted.length;i++){
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var bool=event.upper.contains(event.acted[i]);
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game.log(event.acted[i],'选择了',bool?'#g潮起':'#y潮落');
|
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event.acted[i].popup(bool?'潮起':'潮落',bool?'wood':'orange');
|
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}
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game.delay(1);
|
||
'step 4'
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if(num>1) player.draw(num);
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||
},
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ai:{
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||
order:1,
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||
result:{player:1},
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},
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||
},
|
||
rebiaozhao:{
|
||
audio:'biaozhao',
|
||
intro:{
|
||
content:"cards",
|
||
},
|
||
trigger:{
|
||
player:"phaseJieshuBegin",
|
||
},
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||
direct:true,
|
||
filter:function (event,player){
|
||
return player.countCards('he')>0&&!player.storage.rebiaozhao;
|
||
},
|
||
content:function (){
|
||
'step 0'
|
||
player.chooseCard('he',get.prompt2('rebiaozhao')).ai=function(card){
|
||
return 6-get.value(card);
|
||
}
|
||
'step 1'
|
||
if(result.bool){
|
||
player.addSkill('rebiaozhao2');
|
||
player.addSkill('rebiaozhao3');
|
||
player.logSkill('rebiaozhao');
|
||
player.$give(result.cards,player,false);
|
||
player.lose(result.cards,ui.special,'toStorage','visible');
|
||
player.storage.rebiaozhao=result.cards;
|
||
player.markSkill('rebiaozhao');
|
||
}
|
||
},
|
||
},
|
||
"rebiaozhao2":{
|
||
trigger:{
|
||
global:["loseEnd","cardsDiscardEnd"],
|
||
},
|
||
charlotte:true,
|
||
forced:true,
|
||
audio:"biaozhao",
|
||
filter:function (event,player){
|
||
if(!player.storage.rebiaozhao) return false;
|
||
var num=get.number(player.storage.rebiaozhao[0]);
|
||
for(var i=0;i<event.cards.length;i++){
|
||
if(get.position(event.cards[i],true)=='d'&&get.number(event.cards[i])==num) return true;
|
||
}
|
||
return false;
|
||
},
|
||
content:function (){
|
||
"step 0"
|
||
var card=player.storage.rebiaozhao[0];
|
||
delete player.storage.rebiaozhao;
|
||
player.$throw(card);
|
||
game.cardsDiscard(card);
|
||
"step 1"
|
||
player.unmarkSkill('rebiaozhao');
|
||
player.loseHp();
|
||
},
|
||
},
|
||
"rebiaozhao3":{
|
||
trigger:{
|
||
player:"phaseZhunbeiBegin",
|
||
},
|
||
forced:true,
|
||
charlotte:true,
|
||
audio:"biaozhao",
|
||
filter:function (event,player){
|
||
return player.storage.rebiaozhao!=undefined;
|
||
},
|
||
content:function (){
|
||
"step 0"
|
||
var card=player.storage.rebiaozhao[0];
|
||
delete player.storage.rebiaozhao;
|
||
player.unmarkSkill('rebiaozhao');
|
||
game.cardsDiscard(card);
|
||
player.chooseTarget('令一名角色摸三张牌并回复1点体力',true).ai=function(target){
|
||
var num=2;
|
||
if(target.isDamaged()) num++;
|
||
return num*get.attitude(_status.event.player,target);
|
||
};
|
||
"step 1"
|
||
if(result.bool){
|
||
var target=result.targets[0];
|
||
player.line(target,'green');
|
||
target.draw(3);
|
||
target.recover();
|
||
}
|
||
},
|
||
},
|
||
reqianxin:{
|
||
audio:'xinfu_qianxin',
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filterCard:true,
|
||
selectCard:function(){
|
||
return [1,Math.min(2,game.players.length-1)];
|
||
},
|
||
check:function(card){
|
||
return 6-get.value(card);
|
||
},
|
||
discard:false,
|
||
lose:false,
|
||
delay:0,
|
||
content:function(){
|
||
var targets=game.filterPlayer(function(current){
|
||
return current!=player;
|
||
}).randomGets(cards.length);
|
||
for(var i=0;i<targets.length;i++){
|
||
var target=targets[i];
|
||
target.addSkill('reqianxin2');
|
||
target.storage.reqianxin2.push([cards[i],player]);
|
||
player.$give(1,target);
|
||
target.gain(cards[i],player);
|
||
}
|
||
},
|
||
ai:{
|
||
order:1,
|
||
result:{
|
||
player:1,
|
||
},
|
||
},
|
||
},
|
||
reqianxin2:{
|
||
trigger:{player:'phaseZhunbeiBegin'},
|
||
forced:true,
|
||
popup:false,
|
||
charlotte:true,
|
||
init:function(player,skill){
|
||
if(!player.storage[skill]) player.storage[skill]=[];
|
||
},
|
||
onremove:true,
|
||
filter:function(event,player){
|
||
var list=player.storage.reqianxin2;
|
||
if(Array.isArray(list)){
|
||
var hs=player.getCards('h');
|
||
for(var i=0;i<list.length;i++){
|
||
if(hs.contains(list[i][0])&&list[i][1].isIn()) return true;
|
||
}
|
||
}
|
||
return false;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var current=player.storage.reqianxin2.shift();
|
||
event.source=current[1];
|
||
if(!event.source.isIn()||!player.getCards('h').contains(current[0])) event.goto(3);
|
||
'step 1'
|
||
source.logSkill('reqianxin',player);
|
||
player.chooseControl().set('choiceList',[
|
||
'令'+get.translation(source)+'摸两张牌',
|
||
'令自己本回合的手牌上限-2',
|
||
]).set('prompt',get.translation(source)+'发动了【遣信】,请选择一项').set('source',source).set('ai',function(){
|
||
var player=_status.event.player;
|
||
if(get.attitude(player,_status.event.source)>0) return 0;
|
||
if(player.maxHp-player.countCards('h')>1) return 1;
|
||
return Math.random()>0.5?0:1;
|
||
});
|
||
'step 2'
|
||
if(result.index==0) source.draw(2);
|
||
else{
|
||
player.addTempSkill('reqianxin3')
|
||
player.addMark('reqianxin3',2,false)
|
||
}
|
||
'step 3'
|
||
if(player.storage.reqianxin2.length) event.goto(0);
|
||
else player.removeSkill('reqianxin2');
|
||
},
|
||
},
|
||
reqianxin3:{
|
||
onremove:true,
|
||
mod:{
|
||
maxHandcard:function(player,num){
|
||
return num-player.countMark('reqianxin3');
|
||
},
|
||
},
|
||
},
|
||
renshi:{
|
||
audio:2,
|
||
trigger:{player:'damageBegin4'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return player.isDamaged()&&event.getParent().name=='sha';
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
trigger.cancel();
|
||
var cards=trigger.cards.filterInD();
|
||
if(cards.length) player.gain(cards,'gain2');
|
||
'step 1'
|
||
player.loseMaxHp();
|
||
},
|
||
},
|
||
wuyuan:{
|
||
audio:2,
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filter:function(event,player){
|
||
return player.countCards('h','sha')>0;
|
||
},
|
||
filterCard:{name:'sha'},
|
||
filterTarget:lib.filter.notMe,
|
||
check:function(card){
|
||
var player=_status.event.player;
|
||
if(get.color(card)=='red'&&game.hasPlayer(function(current){
|
||
return current!=player&¤t.isDamaged()&&get.attitude(player,current)>2;
|
||
})) return 2;
|
||
if(get.nature(card)) return 1.5;
|
||
return 1;
|
||
},
|
||
prepare:'give',
|
||
discard:false,
|
||
content:function(){
|
||
'step 0'
|
||
target.gain(cards,player);
|
||
player.recover();
|
||
'step 1'
|
||
var num=1;
|
||
if(get.nature(cards[0])) num++;
|
||
target.draw(num);
|
||
if(get.color(cards[0])=='red') target.recover();
|
||
},
|
||
ai:{
|
||
order:1,
|
||
result:{
|
||
player:function(player,target){
|
||
if(player.isDamaged()) return 1;
|
||
return 0;
|
||
},
|
||
target:function(player,target){
|
||
if(ui.selected.cards.length){
|
||
var num=1;
|
||
if(get.nature(ui.selected.cards[0])) num++;
|
||
if(target.hasSkillTag('nogain')) num=0;
|
||
if(get.color(ui.selected.cards[0])=='red') return num+2
|
||
else return num+1;
|
||
}
|
||
return 1;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
huaizi:{
|
||
mod:{
|
||
maxHandcard:function(player,num){
|
||
return num+player.getDamagedHp();
|
||
},
|
||
},
|
||
//audio:2,
|
||
//trigger:{player:'phaseDiscardBegin'},
|
||
forced:true,
|
||
firstDo:true,
|
||
filter:function(event,player){
|
||
return player.isDamaged()&&player.countCards('h')>player.hp;
|
||
},
|
||
content:function(){},
|
||
},
|
||
refangquan:{
|
||
audio:2,
|
||
trigger:{player:'phaseUseBefore'},
|
||
filter:function(event,player){
|
||
return player.countCards('h')>0&&!player.hasSkill('fangquan3');
|
||
},
|
||
direct:true,
|
||
content:function(){
|
||
"step 0"
|
||
var fang=player.hp>=2&&player.countCards('h')<=player.hp+1;
|
||
player.chooseBool(get.prompt2('refangquan')).set('ai',function(){
|
||
if(!_status.event.fang) return false;
|
||
return game.hasPlayer(function(target){
|
||
if(target.hasJudge('lebu')||target==player) return false;
|
||
if(get.attitude(player,target)>4){
|
||
return (get.threaten(target)/Math.sqrt(target.hp+1)/Math.sqrt(target.countCards('h')+1)>0);
|
||
}
|
||
return false;
|
||
});
|
||
}).set('fang',fang);
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('refangquan');
|
||
trigger.cancel();
|
||
player.addSkill('fangquan2');
|
||
player.addTempSkill('refangquan2');
|
||
//player.storage.fangquan=result.targets[0];
|
||
}
|
||
}
|
||
},
|
||
refangquan2:{
|
||
mod:{
|
||
maxHandcard:function(player,num){
|
||
return num+player.getDamagedHp();
|
||
},
|
||
},
|
||
},
|
||
rehunzi:{
|
||
inherit:'hunzi',
|
||
filter:function(event,player){
|
||
return player.hp<=2&&!player.storage.rehunzi;
|
||
},
|
||
ai:{
|
||
threaten:function(player,target){
|
||
if(target.hp<=2) return 2;
|
||
return 0.5;
|
||
},
|
||
maixie:true,
|
||
effect:{
|
||
target:function(card,player,target){
|
||
if(!target.hasFriend()) return;
|
||
if(get.tag(card,'damage')==1&&target.hp==3&&!target.isTurnedOver()&&
|
||
_status.currentPhase!=target&&get.distance(_status.currentPhase,target,'absolute')<=3) return [0.5,1];
|
||
}
|
||
}
|
||
}
|
||
},
|
||
rezhijian:{
|
||
inherit:'zhijian',
|
||
group:['rezhijian_use'],
|
||
subfrequent:['use'],
|
||
subSkill:{
|
||
use:{
|
||
audio:'rezhijian',
|
||
trigger:{player:'useCard'},
|
||
frequent:true,
|
||
filter:function(event,player){
|
||
return get.type(event.card)=='equip';
|
||
},
|
||
prompt:'是否发动【直谏】摸一张牌?',
|
||
content:function(){
|
||
player.draw('nodelay');
|
||
},
|
||
},
|
||
},
|
||
},
|
||
rexushen:{
|
||
derivation:['new_rewusheng','xindangxian'],
|
||
audio:'xinfu_xushen',
|
||
limited:true,
|
||
enable:'phaseUse',
|
||
filter:function(event,player){
|
||
return game.hasPlayer(function(current){
|
||
return current.sex=='male';
|
||
})
|
||
},
|
||
skillAnimation:true,
|
||
animationColor:'fire',
|
||
content:function(){
|
||
player.addSkill('rexushen2');
|
||
player.awakenSkill('rexushen');
|
||
player.loseHp(game.countPlayer(function(current){
|
||
return current.sex=='male';
|
||
}));
|
||
},
|
||
ai:{
|
||
order:10,
|
||
result:{
|
||
player:function(player){
|
||
if(player.hp!=game.countPlayer(function(current){
|
||
return current.sex=='male';
|
||
})) return 0;
|
||
return game.hasPlayer(function(current){
|
||
return get.attitude(player,current)>4&¤t.countCards('h','tao')
|
||
})?1:0;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
rexushen2:{
|
||
charlotte:true,
|
||
subSkill:{
|
||
count:{
|
||
trigger:{
|
||
player:"recoverBegin",
|
||
},
|
||
forced:true,
|
||
silent:true,
|
||
popup:false,
|
||
filter:function (event,player){
|
||
if(!event.source) return false;
|
||
if(!player.isDying()) return false;
|
||
var evt=event.getParent('dying').getParent(2);
|
||
return evt.name=='rexushen'&&evt.player==player;
|
||
},
|
||
content:function (){
|
||
trigger.rexushen=true;
|
||
},
|
||
sub:true,
|
||
},
|
||
},
|
||
group:["rexushen2_count"],
|
||
trigger:{
|
||
player:"recoverAfter",
|
||
},
|
||
filter:function (event,player){
|
||
if(player.isDying()) return false;
|
||
return event.rexushen==true;
|
||
},
|
||
direct:true,
|
||
silent:true,
|
||
popup:false,
|
||
content:function (){
|
||
'step 0'
|
||
player.removeSkill('rexushen2');
|
||
player.chooseBool('是否令'+get.translation(trigger.source)+'获得技能〖武圣〗和〖当先〗').ai=function(){
|
||
return get.attitude(player,trigger.source)>0;
|
||
};
|
||
'step 1'
|
||
if(result.bool){
|
||
player.line(trigger.source,'fire');
|
||
trigger.source.addSkillLog('new_rewusheng');
|
||
trigger.source.addSkillLog('xindangxian');
|
||
}
|
||
},
|
||
},
|
||
rezhennan:{
|
||
audio:'xinfu_zhennan',
|
||
trigger:{target:'useCardToTargeted'},
|
||
filter:function(event,player){
|
||
return event.player!=player&&event.targets&&event.targets.length&&event.targets.length>event.player.hp;
|
||
},
|
||
direct:true,
|
||
content:function(){
|
||
'step 0'
|
||
var next=player.chooseToDiscard(get.prompt('rezhennan',trigger.player),'弃置一张牌并对其造成1点伤害','he');
|
||
next.set('logSkill',['rezhennan',trigger.player]);
|
||
next.set('ai',function(card){
|
||
var player=_status.event.player;
|
||
var target=_status.event.getTrigger().player;
|
||
if(get.damageEffect(target,player,player)>0) return 7-get.value(card);
|
||
return -1;
|
||
});
|
||
'step 1'
|
||
if(result.bool) trigger.player.damage();
|
||
},
|
||
},
|
||
meiyong:{
|
||
inherit:'xinfu_wuniang',
|
||
audio:'xinfu_wuniang',
|
||
content:function (){
|
||
'step 0'
|
||
player.chooseTarget(get.prompt('meiyong'),'获得一名其他角色的一张牌,然后摸一张牌。',function(card,player,target){
|
||
if(player==target) return false;
|
||
return target.countGainableCards(player,'he')>0;
|
||
}).set('ai',function(target){
|
||
return 10-get.attitude(_status.event.player,target);
|
||
});
|
||
'step 1'
|
||
if(result.bool){
|
||
var target=result.targets[0];
|
||
event.target=target;
|
||
player.logSkill('xinfu_wuniang',target);
|
||
player.gainPlayerCard(target,'he',true);
|
||
}
|
||
else event.finish();
|
||
'step 2'
|
||
target.draw();
|
||
},
|
||
},
|
||
retuntian:{
|
||
audio:2,
|
||
trigger:{player:'loseEnd'},
|
||
frequent:true,
|
||
filter:function(event,player){
|
||
if(player==_status.currentPhase) return false;
|
||
for(var i=0;i<event.cards.length;i++){
|
||
if(event.cards[i].original&&event.cards[i].original!='j') return true;
|
||
}
|
||
return false;
|
||
},
|
||
content:function(){
|
||
player.judge(function(card){
|
||
return 1;
|
||
}).callback=lib.skill.retuntian.callback;
|
||
},
|
||
callback:function(){
|
||
'step 0'
|
||
if(event.judgeResult.suit=='heart'){
|
||
player.gain(card,'gain2');
|
||
event.finish();
|
||
}
|
||
else if(get.mode()=='guozhan'){
|
||
player.chooseBool('是否将'+get.translation(card)+'作为【田】置于武将牌上?').ai=function(){
|
||
return true;
|
||
};
|
||
}
|
||
else event.directbool=true;
|
||
'step 1'
|
||
if(!result.bool&&!event.directbool){
|
||
//game.cardsDiscard(card);
|
||
return;
|
||
};
|
||
event.node=event.judgeResult.node;
|
||
//event.trigger("addCardToStorage");
|
||
//event.card.fix();
|
||
player.storage.tuntian.push(event.card);
|
||
//event.card.goto(ui.special);
|
||
game.cardsGotoSpecial(card);
|
||
event.node.moveDelete(player);
|
||
game.broadcast(function(cardid,player){
|
||
var node=lib.cardOL[cardid];
|
||
if(node){
|
||
node.moveDelete(player);
|
||
}
|
||
},event.node.cardid,player);
|
||
game.addVideo('gain2',player,get.cardsInfo([event.node]));
|
||
player.markSkill('tuntian');
|
||
game.addVideo('storage',player,['tuntian',get.cardsInfo(player.storage.tuntian),'cards']);
|
||
},
|
||
init:function(player){
|
||
if(!player.storage.tuntian) player.storage.tuntian=[];
|
||
},
|
||
group:'tuntian_dist',
|
||
locked:false,
|
||
ai:{
|
||
effect:{
|
||
target:function(){
|
||
return lib.skill.tuntian.ai.effect.target.apply(this,arguments);
|
||
}
|
||
},
|
||
threaten:function(player,target){
|
||
if(target.countCards('h')==0) return 2;
|
||
return 0.5;
|
||
},
|
||
nodiscard:true,
|
||
nolose:true
|
||
}
|
||
},
|
||
retiaoxin:{
|
||
audio:'tiaoxin',
|
||
audioname:['sp_jiangwei','xiahouba','re_jiangwei'],
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filterTarget:function(card,player,target){
|
||
return target!=player&&target.countCards('he');
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
target.chooseToUse({name:'sha'},'挑衅:对'+get.translation(player)+'使用一张杀,或令其弃置你的一张牌').set('targetRequired',true).set('complexSelect',true).set('filterTarget',function(card,player,target){
|
||
if(target!=_status.event.sourcex&&!ui.selected.targets.contains(_status.event.sourcex)) return false;
|
||
return lib.filter.filterTarget.apply(this,arguments);
|
||
}).set('sourcex',player);
|
||
"step 1"
|
||
if(result.bool==false&&target.countCards('he')>0){
|
||
player.discardPlayerCard(target,'he',true);
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
},
|
||
ai:{
|
||
order:4,
|
||
expose:0.2,
|
||
result:{
|
||
target:-1,
|
||
player:function(player,target){
|
||
if(!target.canUse('sha',player)) return 0;
|
||
if(target.countCards('h')==0) return 0;
|
||
if(target.countCards('h')==1) return -0.1;
|
||
if(player.hp<=2) return -2;
|
||
if(player.countCards('h','shan')==0) return -1;
|
||
return -0.5;
|
||
}
|
||
},
|
||
threaten:1.1
|
||
}
|
||
},
|
||
rebeige:{
|
||
audio:2,
|
||
trigger:{global:'damageEnd'},
|
||
filter:function(event,player){
|
||
return (event.card&&event.card.name=='sha'&&event.source&&
|
||
event.player.classList.contains('dead')==false&&player.countCards('he'));
|
||
},
|
||
direct:true,
|
||
checkx:function(event,player){
|
||
var att1=get.attitude(player,event.player);
|
||
var att2=get.attitude(player,event.source);
|
||
return att1>0&&att2<=0;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
var next=player.chooseToDiscard('he',get.prompt2('rebeige',trigger.player));
|
||
var check=lib.skill.beige.checkx(trigger,player);
|
||
next.set('ai',function(card){
|
||
if(_status.event.goon) return 8-get.value(card);
|
||
return 0;
|
||
});
|
||
next.set('logSkill','beige');
|
||
next.set('goon',check);
|
||
"step 1"
|
||
if(result.bool){
|
||
trigger.player.judge();
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 2"
|
||
switch(result.suit){
|
||
case 'heart':trigger.player.recover(trigger.num);break;
|
||
case 'diamond':trigger.player.draw(3);break;
|
||
case 'club':trigger.source.chooseToDiscard('he',2,true);break;
|
||
case 'spade':trigger.source.turnOver();break;
|
||
}
|
||
},
|
||
ai:{
|
||
expose:0.3
|
||
}
|
||
},
|
||
rexingshang:{
|
||
audio:2,
|
||
trigger:{global:'die'},
|
||
filter:function(event,player){
|
||
return player.isDamaged()||event.player.countCards('he')>0;
|
||
},
|
||
direct:true,
|
||
content:function(){
|
||
"step 0"
|
||
var choice=[];
|
||
if(player.isDamaged()) choice.push('回复体力');
|
||
if(trigger.player.countCards('he')) choice.push('获得牌');
|
||
choice.push('cancel2');
|
||
player.chooseControl(choice).set('prompt',get.prompt2('rexingshang')).set('ai',function(){
|
||
if(choice.length==2) return 0;
|
||
if(get.value(trigger.player.getCards('he'))>8) return 1;
|
||
return 0;
|
||
});
|
||
"step 1"
|
||
if(result.control!='cancel2'){
|
||
player.logSkill(event.name,trigger.player);
|
||
if(result.control=='获得牌'){
|
||
event.togain=trigger.player.getCards('he');
|
||
player.gain(event.togain,trigger.player,'giveAuto');
|
||
}
|
||
else player.recover();
|
||
}
|
||
},
|
||
},
|
||
refangzhu:{
|
||
audio:2,
|
||
trigger:{
|
||
player:"damageEnd",
|
||
},
|
||
direct:true,
|
||
content:function (){
|
||
"step 0"
|
||
player.chooseTarget(get.prompt2('refangzhu'),function(card,player,target){
|
||
return player!=target
|
||
}).ai=function(target){
|
||
if(target.hasSkillTag('noturn')) return 0;
|
||
var player=_status.event.player;
|
||
if(get.attitude(_status.event.player,target)==0) return 0;
|
||
if(get.attitude(_status.event.player,target)>0){
|
||
if(target.classList.contains('turnedover')) return 1000-target.countCards('h');
|
||
if(player.getDamagedHp()<3) return -1;
|
||
return 100-target.countCards('h');
|
||
}
|
||
else{
|
||
if(target.classList.contains('turnedover')) return -1;
|
||
if(player.getDamagedHp()>=3) return -1;
|
||
return 1+target.countCards('h');
|
||
}
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('refangzhu',result.targets);
|
||
event.target=result.targets[0]
|
||
event.target.chooseToDiscard('he',player.getDamagedHp()).set('ai',function(card){
|
||
var player=_status.event.player;
|
||
if(player.isTurnedOver()||_status.event.getTrigger().player.getDamagedHp()>2) return -1;
|
||
return (player.hp*player.hp)-get.value(card);
|
||
}).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。');
|
||
}
|
||
else event.finish();
|
||
"step 2"
|
||
if(result.bool){
|
||
event.target.loseHp();
|
||
}
|
||
else{
|
||
event.target.draw(player.getDamagedHp());
|
||
event.target.turnOver();
|
||
}
|
||
},
|
||
ai:{
|
||
maixie:true,
|
||
"maixie_hp":true,
|
||
effect:{
|
||
target:function (card,player,target){
|
||
if(get.tag(card,'damage')){
|
||
if(player.hasSkillTag('jueqing',false,target)) return [1,-2];
|
||
if(target.hp<=1) return;
|
||
if(!target.hasFriend()) return;
|
||
var hastarget=false;
|
||
var turnfriend=false;
|
||
var players=game.filterPlayer();
|
||
for(var i=0;i<players.length;i++){
|
||
if(get.attitude(target,players[i])<0&&!players[i].isTurnedOver()){
|
||
hastarget=true;
|
||
}
|
||
if(get.attitude(target,players[i])>0&&players[i].isTurnedOver()){
|
||
hastarget=true;
|
||
turnfriend=true;
|
||
}
|
||
}
|
||
if(get.attitude(player,target)>0&&!hastarget) return;
|
||
if(turnfriend||target.hp==target.maxHp) return [0.5,1];
|
||
if(target.hp>1) return [1,0.5];
|
||
}
|
||
},
|
||
},
|
||
},
|
||
},
|
||
repolu:{
|
||
audio:1,
|
||
trigger:{
|
||
source:'dieAfter',
|
||
player:'die',
|
||
},
|
||
forceDie:true,
|
||
filter:function(event,player,name){
|
||
return name=='die'||player.isAlive();
|
||
},
|
||
direct:true,
|
||
content:function(){
|
||
'step 0'
|
||
if(!player.storage.repolu) player.storage.repolu=0;
|
||
event.num=player.storage.repolu+1;
|
||
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){
|
||
return get.attitude(_status.event.player,target);
|
||
};
|
||
'step 1'
|
||
if(result.bool){
|
||
player.storage.repolu++;
|
||
result.targets.sortBySeat();
|
||
player.logSkill('repolu',result.targets);
|
||
game.asyncDraw(result.targets,num);
|
||
}
|
||
else event.finish();
|
||
'step 2'
|
||
game.delay();
|
||
},
|
||
},
|
||
rejiuchi:{
|
||
group:['jiuchi'],
|
||
trigger:{source:'damage'},
|
||
forced:true,
|
||
popup:false,
|
||
locked:false,
|
||
audio:'jiuchi',
|
||
filter:function(event,player){
|
||
return event.card&&event.card.name=='sha'&&event.getParent(2).jiu==true&&!player.hasSkill('rejiuchi_air');
|
||
},
|
||
content:function(){
|
||
player.logSkill('jiuchi');
|
||
player.addTempSkill('rejiuchi_air');
|
||
},
|
||
subSkill:{
|
||
air:{
|
||
sub:true,
|
||
init:function(player,skill){
|
||
player.disableSkill(skill,'benghuai');
|
||
},
|
||
onremove:function(player,skill){
|
||
player.enableSkill(skill);
|
||
},
|
||
},
|
||
},
|
||
},
|
||
relianji:{
|
||
audio:'wylianji',
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filter:function(event,player){
|
||
return game.players.length>1;
|
||
},
|
||
filterTarget:lib.filter.notMe,
|
||
targetprompt:['打人','被打'],
|
||
selectTarget:2,
|
||
multitarget:true,
|
||
content:function(){
|
||
'step 0'
|
||
game.delay(0.5);
|
||
if(targets[0].isDisabled(1)) event.goto(2);
|
||
'step 1'
|
||
var target=targets[0];
|
||
var equip1=get.cardPile2(function(card){
|
||
return get.subtype(card)=='equip1';
|
||
});
|
||
if(!equip1){
|
||
player.popup('连计失败');
|
||
game.log('牌堆中无装备');
|
||
event.finish();
|
||
return;
|
||
}
|
||
if(equip1.name=='qinggang'&&!lib.inpile.contains('qibaodao')){
|
||
equip1.remove();
|
||
equip1=game.createCard('qibaodao',equip1.suit,equip1.number);
|
||
}
|
||
target.$draw(equip1);
|
||
target.chooseUseTarget(equip1,'noanimate','nopopup',true);
|
||
'step 2'
|
||
game.updateRoundNumber();
|
||
var list=['nanman','wanjian','huogong','juedou','sha'];
|
||
var list2=game.players.slice(0);
|
||
list2.remove(player);
|
||
for(var i=0;i<list.length;i++){
|
||
if(!targets[0].canUse(list[i],targets[1],false)) list.splice(i--,1);
|
||
}
|
||
if(!list.length) return;
|
||
var name=list.randomGet();
|
||
if(name=='nanman'||name=='wanjian'){
|
||
for(var i=0;i<list2.length;i++){
|
||
if(!targets[0].canUse(name,list2[i],false)) list2.splice(i--,1);
|
||
}
|
||
}
|
||
else list2=targets[1];
|
||
targets[0].useCard({name:name},list2,'noai');
|
||
game.delay(0.5);
|
||
},
|
||
ai:{
|
||
order:8,
|
||
result:{
|
||
target:function(player,target){
|
||
if(ui.selected.targets.length==0){
|
||
return 1;
|
||
}
|
||
else{
|
||
return -1;
|
||
}
|
||
}
|
||
},
|
||
expose:0.4,
|
||
threaten:3,
|
||
},
|
||
group:'relianji_count',
|
||
subSkill:{
|
||
count:{
|
||
sub:true,
|
||
forced:true,
|
||
popup:false,
|
||
silent:true,
|
||
trigger:{global:'damageEnd'},
|
||
filter:function(event,player){
|
||
var evt=event.getParent(3);
|
||
return evt&&evt.name=='relianji'&&evt.player==player;
|
||
},
|
||
content:function(){
|
||
if(!player.storage.relianji) player.storage.relianji=0;
|
||
player.storage.relianji++;
|
||
if(player.storage.relianji>2){
|
||
event.trigger('remoucheng_awaken');
|
||
}
|
||
},
|
||
},
|
||
},
|
||
},
|
||
remoucheng:{
|
||
derivation:'rejingong',
|
||
trigger:{
|
||
player:'remoucheng_awaken'
|
||
},
|
||
forced:true,
|
||
audio:'moucheng',
|
||
juexingji:true,
|
||
skillAnimation:true,
|
||
animationColor:'thunder',
|
||
content:function(){
|
||
player.awakenSkill('remoucheng');
|
||
player.removeSkill('relianji');
|
||
player.addSkill('rejingong');
|
||
player.gainMaxHp();
|
||
player.recover();
|
||
},
|
||
},
|
||
rejingong:{
|
||
audio:'jingong',
|
||
enable:'phaseUse',
|
||
delay:0,
|
||
usable:1,
|
||
content:function(){
|
||
'step 0'
|
||
var list=get.inpile('trick').randomGets(2);
|
||
if(Math.random()<0.5){
|
||
list.push('wy_meirenji');
|
||
}
|
||
else{
|
||
list.push('wy_xiaolicangdao');
|
||
}
|
||
for(var i=0;i<list.length;i++){
|
||
list[i]=['锦囊','',list[i]];
|
||
}
|
||
player.chooseButton(['矜功',[list,'vcard']]).set('filterButton',function(button,player){
|
||
return game.hasPlayer(function(current){
|
||
return player.canUse(button.link[2],current,true,false);
|
||
});
|
||
}).set('ai',function(button){
|
||
var player=_status.event.player;
|
||
var name=button.link[2];
|
||
if(game.hasPlayer(function(current){
|
||
return player.canUse(name,current)&&get.effect(current,{name:name},player,player)>0;
|
||
})){
|
||
if(name=='wy_meirenji'||name=='wy_xiaolicangdao') return Math.random()+0.5;
|
||
return Math.random();
|
||
}
|
||
return 0;
|
||
});
|
||
'step 1'
|
||
if(result.bool){
|
||
player.chooseUseTarget(result.links[0][2],true);
|
||
player.addTempSkill('jingong2');
|
||
}
|
||
},
|
||
ai:{
|
||
order:2,
|
||
result:{
|
||
player:function(player){
|
||
if((player.hp<=2||player.needsToDiscard())&&!player.getStat('damage')) return 0;
|
||
return 1;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
relieren:{
|
||
audio:2,
|
||
audioname:['boss_lvbu3'],
|
||
trigger:{player:'useCardToTargeted'},
|
||
filter:function(event,player){
|
||
return event.card.name=='sha'&&player.canCompare(event.target);
|
||
},
|
||
check:function(event,player){
|
||
return get.attitude(player,event.target)<0;
|
||
},
|
||
//priority:5,
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseToCompare(trigger.target);
|
||
"step 1"
|
||
if(result.bool){
|
||
if(trigger.target.countGainableCards(player,'he')) player.gainPlayerCard(trigger.target,true,'he');
|
||
}
|
||
else{
|
||
var card1=result.player;
|
||
var card2=result.target;
|
||
if(get.position(card1)=='d') trigger.target.gain(card1,'gain2');
|
||
if(get.position(card2)=='d') player.gain(card2,'gain2');
|
||
}
|
||
}
|
||
},
|
||
rezaiqi:{
|
||
init:function(player,skill){
|
||
player.storage[skill]=0;
|
||
},
|
||
audio:2,
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return player.storage.rezaiqi>0;
|
||
},
|
||
trigger:{
|
||
player:'phaseDiscardEnd'
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.chooseTarget([1,player.storage.rezaiqi],get.prompt2('rezaiqi')).ai=function(target){
|
||
return get.attitude(_status.event.player,target);
|
||
};
|
||
'step 1'
|
||
if(result.bool){
|
||
var targets=result.targets;
|
||
targets.sortBySeat();
|
||
player.line(targets,'fire');
|
||
player.logSkill('rezaiqi',targets);
|
||
event.targets=targets;
|
||
}
|
||
else event.finish();
|
||
'step 2'
|
||
event.current=targets.shift();
|
||
if(player.isHealthy()) event._result={index:0};
|
||
else event.current.chooseControl().set('choiceList',[
|
||
'摸一张牌',
|
||
'令'+get.translation(player)+'回复一点体力',
|
||
]).set('ai',function(){
|
||
if(get.attitude(event.current,player)>0) return 1;
|
||
return 0;
|
||
});
|
||
'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],true)=='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],true)=='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:'phaseZhunbeiBegin'},
|
||
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(target,{name:'guohe'},player,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_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】指定目标后,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',
|
||
|
||
re_dengai:'界邓艾',
|
||
re_jiangwei:'界姜维',
|
||
re_caiwenji:'界蔡文姬',
|
||
re_baosanniang:'手杀鲍三娘',
|
||
retuntian:'屯田',
|
||
retiaoxin:'挑衅',
|
||
rebeige:'悲歌',
|
||
retuntian_info:'当你于回合外失去牌时,你可以进行一次判定。若判定结果为♥,你获得此判定牌。否则你将此牌置于你的武将牌上,称之为【田】。锁定技,你计算与其他角色的距离时-X(X为你武将牌上【田】的数目)',
|
||
retiaoxin_info:'出牌阶段限一次,你可以指定一名有牌的其他角色,该角色需对你使用一张【杀】,否则你弃置其一张牌。',
|
||
rebeige_info:'当有角色受到【杀】造成的伤害后,你可以弃一张牌,并令其进行一次判定,若判定结果为:♥该角色回复X点体力(X为伤害点数);♦︎该角色摸三张牌;♣伤害来源弃两张牌;♠伤害来源将其武将牌翻面',
|
||
meiyong:'姝勇',
|
||
meiyong_info:'当你使用或打出【杀】时,你可以获得一名其他角色的一张牌,然后其摸一张牌。',
|
||
rexushen:'许身',
|
||
rexushen_info:'限定技,出牌阶段,你可以失去X点体力(X为场上男性角色的数量)。若你以此法进入了濒死状态,则当你因一名角色而脱离此濒死状态后,你可以令其获得技能〖武圣〗和〖当先〗。',
|
||
rezhennan:'镇南',
|
||
rezhennan_info:'当你成为其他角色使用的牌的目标后,若此牌的目标数大于该角色的体力值,则你可以弃置一张牌并对其造成1点伤害。',
|
||
|
||
hujinding:'胡金定',
|
||
re_liushan:'界刘禅',
|
||
re_sunben:'界孙策',
|
||
re_zhangzhang:'界张昭张纮',
|
||
rehunzi:'魂姿',
|
||
rehunzi_info:'觉醒技,准备阶段,若你的体力值不大于2,你减1点体力上限,并获得技能〖英姿〗和〖英魂〗。',
|
||
zhijian_info:'出牌阶段,你可以将手牌中的一张装备牌置于一名其他角色装备区里(不得替换原装备),然后摸一张牌。当你使用装备牌时,你可以摸一张牌。',
|
||
refangquan:'放权',
|
||
refangquan_info:'你可跳过你的出牌阶段,若如此做,你本回合的手牌上限+X(X为你已损失的体力值),且回合结束时,你可以弃置一张手牌并令一名其他角色进行一个额外的回合。',
|
||
huaizi:'怀子',
|
||
huaizi_info:'锁定技,你的手牌上限+X(X为你已损失的体力值)',
|
||
renshi:'仁释',
|
||
renshi_info:'锁定技,当你受到【杀】的伤害时,若你已受伤,则你防止此伤害并获得此【杀】对应的所有实体牌,然后减1点体力上限。',
|
||
wuyuan:'武缘',
|
||
wuyuan_info:'出牌阶段限一次,你可将一张【杀】交给一名其他角色,然后你回复1点体力,其摸一张牌。若此【杀】为:红色【杀】,其回复1点体力;属性【杀】,其改为摸两张牌。',
|
||
|
||
re_weiwenzhugezhi:'手杀卫温诸葛直',
|
||
re_xugong:'手杀许贡',
|
||
re_zhanggong:'手杀张恭',
|
||
reqianxin:'遣信',
|
||
reqianxin_info:'出牌阶段限一次,你可将至多两张手牌随机交给等量的其他角色,称为「信」。这些角色的准备阶段开始时,若其手牌中有「信」,则其选择一项:令你摸两张牌,本回合手牌上限-2。',
|
||
rebiaozhao:"表召",
|
||
"rebiaozhao_info":"结束阶段,你可以将一张牌置于武将牌上,称为「表」。当有一张与「表」点数相同的牌进入弃牌堆时,你将「表」置入弃牌堆并失去1点体力。准备阶段,若你的武将牌上有「表」,则你移去「表」并选择一名角色,该角色回复1点体力并摸三张牌。",
|
||
"rebiaozhao2":"表召",
|
||
"rebiaozhao2_info":"",
|
||
"rebiaozhao3":"表召",
|
||
"rebiaozhao3_info":"",
|
||
refuhai:'浮海',
|
||
refuhai_info:'出牌阶段限一次,你可弃置一张手牌,令其他角色同时在「潮起」和「潮落」中选择一项,并依次展示这些角色的选项。若从你下家开始选择了相同选项的角色数目大于1,则你摸X张牌(X为连续相同结果的数量)。',
|
||
qiaosi:'巧思',
|
||
qiaosi_info:'出牌阶段限一次,你可以表演「大键角色图」并根据表演结果获得相应的牌。然后,你选择一项:1.弃置X张牌。2.将X张牌交给一名其他角色。(X为你以此法获得的牌数)',
|
||
qiaosi_map:'大键角色图',
|
||
qiaosi_map_info:'<br><li>星野 梦美:锦囊牌*2<br><li>能美 库特莉亚芙卡:装备牌/【杀】/【酒】*1<br><li>友利 奈绪:【杀】/【酒】*1<br><li>神尾 观铃:【闪】/【桃】*1<br><li>伊吹 风子:锦囊牌/【闪】/【桃】*1<br><li>仲村 ゆり:装备牌*2<br><li>Illustration: うら;Twitter:@ura530',
|
||
qiaosi_c1:'<img src="'+lib.assetURL+'image/card/qiaosi_card1.png" width="60" height="60"> ',
|
||
//星野 梦美
|
||
qiaosi_c2:'<img src="'+lib.assetURL+'image/card/qiaosi_card2.png" width="60" height="60"> ',
|
||
//能美 库特莉亚芙卡
|
||
qiaosi_c3:'<img src="'+lib.assetURL+'image/card/qiaosi_card3.png" width="60" height="60"> ',
|
||
//友利 奈绪
|
||
qiaosi_c4:'<img src="'+lib.assetURL+'image/card/qiaosi_card4.png" width="60" height="60"> ',
|
||
//神尾 观铃
|
||
qiaosi_c5:'<img src="'+lib.assetURL+'image/card/qiaosi_card5.png" width="60" height="60"> ',
|
||
//伊吹 风子
|
||
qiaosi_c6:'<img src="'+lib.assetURL+'image/card/qiaosi_card6.png" width="60" height="60"> ',
|
||
//仲村 ゆり
|
||
}
|
||
};
|
||
});
|