8051 lines
214 KiB
JavaScript
Executable File
8051 lines
214 KiB
JavaScript
Executable File
'use strict';
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character.swd={
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character:{
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swd_huzhongxian:['male','wu',3,['daofa','xielv','xiangu'],['fullskin']],
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swd_anka:['male','qun',3,['songci','anlianying'],['fullskin']],
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swd_septem:['male','qun',4,['jiying','liaoyuan','yishan'],['fullskin']],
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swd_kama:['female','qun',3,['yueren','shangshi'],['fullskin']],
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swd_miles:['male','qun',4,['aojian','miles_xueyi','mohua2']],
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swd_nicole:['female','wu',3,['minjing','lingwu','huanjian'],['fullskin']],
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swd_wangsiyue:['female','wei',3,['duishi','biyue'],['fullskin']],
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swd_weida:['female','qun',3,['yueren','zhenlie']],
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swd_xuanyuanjianxian:['male','qun',4,['pozhou','huajian'],['fullskin']],
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swd_chenjingchou:['male','wu',3,['youyin','yihua'],['fullskin']],
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swd_duguningke:['female','qun',3,['lianji','touxi'],['fullskin']],
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swd_guyue:['male','wei',3,['tiandao','swdqinyin','wangchen'],['fullskin']],
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swd_tuobayuer:['female','shu',4,['liuhong','poyue','niepan'],['fullskin']],
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swd_yuwentuo:['male','qun',4,['wushuang','xielei','kunlunjing'],['fullskin']],
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swd_yuxiaoxue:['female','wei',3,['huanhun','daixing','yinyue'],['fullskin']],
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swd_jiliang:['male','wu',3,['yunchou','gongxin','qimou'],['fullskin']],
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swd_shuijing:['female','qun',4,['mojian','duanyue'],['fullskin']],
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swd_cheyun:['female','wu',3,['shengong','xianjiang3','qiaoxie'],['fullskin']],
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swd_huanyuanzhi:['male','qun',3,['lanzhi','mufeng','tianshu'],['fullskin']],
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swd_murongshi:['female','shu',4,['duanyi','guxing'],['fullskin']],
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swd_jipeng:['male','wu',3,['reyingzi','guozao'],['fullskin']],
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swd_qi:['male','qun',3,['yaotong','heihuo','pojian'],['fullskin']],
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swd_luchengxuan:['male','wu',4,['ljifeng','lxianglong'],['fullskin']],
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swd_xiarou:['female','shu',3,['xianghui','huiqi'],['fullskin']],
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swd_moye:['female','wu',3,['rexue','liuli'],['fullskin']],
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swd_zhaoyun:['male','shu',4,['longdan','pozhen','tanlin'],['fullskin']],
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swd_hengai:['female','shu',3,['funiao','ningxian','lingbo'],['fullskin']],
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swd_duanmeng:['female','shu',4,['jizhan','lieren'],['fullskin']],
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swd_jiangwu:['male','shu',4,['yijue','dangping'],['fullskin']],
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swd_tuwei:['male','shu',3,['zhanlu','susheng'],['fullskin']],
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swd_yeyaxi:['female','shu',3,['rexue','huopu'],['fullskin']],
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swd_muyun:['male','wei',4,['zhuhai','polang','jikong'],['fullskin']],
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swd_lanyin:['female','wei',3,['xingdian','yulin','luomei'],['fullskin']],
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swd_zhiyin:['female','wei',3,['xuehuang','ningshuang','zhuyu'],['fullskin']],
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swd_qiner:['female','wei',3,['huanyin','tianhuo','xuanzhou'],['fullskin']],
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swd_jiuyou:['male','wei',3,['lexue'],['fullskin']],
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swd_duopeng:['male','wu',3,['luanji','reyingzi'],['fullskin']],
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swd_fengtianling:['male','shu',4,['guiyan','jiang'],['fullskin']],
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swd_huyue:['female','wu',3,['yunshen','fengming'],['fullskin']],
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swd_jialanduo:['male','qun',4,['xianyin','mailun'],['fullskin']],
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swd_rongshuang:['female','wu',3,['suiyan','duanxing'],['fullskin']],
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swd_zhuoshanzhu:['male','wu',4,['suiyan','wanjun'],['fullskin']],
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swd_jiting:['female','wei',4,['guanhu','chuanyang'],['fullskin']],
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swd_sikongyu:['male','wu',4,['sliufeng','linyun','hutian'],['fullskin']],
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swd_muyue:['female','wei',3,['xingzhui','lingxian','shouyin'],['fullskin']],
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swd_ziqiao:['female','shu',3,['guaili','fuyan'],['fullskin']],
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swd_fengyu:['male','shu',4,['zhenwei','shangxi'],['fullskin']],
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},
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perfectPair:{
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swd_fengtianling:['swd_huyue','swd_jiting'],
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swd_rongshuang:['swd_zhuoshanzhu'],
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swd_jialanduo:['swd_zhuoshanzhu'],
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swd_sikongyu:['swd_muyue'],
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swd_fengyu:['swd_ziqiao'],
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swd_zhaoyun:['swd_hengai','swd_yeyaxi','zhaoyun'],
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swd_hengai:['zhugeliang','zhugeliangwolong'],
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swd_duanmeng:['swd_shangzhang'],
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swd_shangzhang:['swd_situqiang'],
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swd_tuwei:['swd_hengai'],
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swd_jiangwu:['swd_zhaoyun'],
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swd_muyun:['swd_lanyin','swd_zhiyin','swd_zhanggao','xushu'],
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swd_lanyin:['swd_zhiyin'],
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swd_yuli:['swd_chunyuheng'],
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swd_jiuyou:['swd_zhiyin'],
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swd_qiner:['swd_hengai'],
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swd_huzhongxian:['swd_jiliang','swd_jipeng'],
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swd_anka:['swd_kama'],
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swd_septem:['swd_nicole','swd_kama','swd_weida','swd_wangsiyue'],
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swd_nicole:['swd_lilian'],
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swd_xuanyuanjianxian:['swd_xuanyuanjiantong'],
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swd_chenjingchou:['swd_yuxiaoxue','swd_tuobayuer'],
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swd_yuxiaoxue:['swd_yuwentuo'],
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swd_zhanglie:['swd_tuobayuer'],
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swd_duguningke:['swd_yuwentuo','swd_shanxiaoxiao','swd_yuchiyanhong'],
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swd_jiliang:['swd_shuijing','swd_jipeng'],
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swd_jipeng:['swd_duopeng'],
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swd_cheyun:['swd_huanyuanzhi','swd_murongshi'],
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swd_murongshi:['swd_huanyuanzhi','swd_shuijing'],
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swd_huanyuanzhi:['swd_jipeng'],
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swd_qi:['swd_huzhongxian'],
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swd_luchengxuan:['swd_xiarou'],
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},
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skill:{
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kongmo:{
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trigger:{player:'useCardAfter'},
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forced:true,
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filter:function(event,player){
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if(event.parent.name=='kongmo') return false;
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if(!event.targets||!event.card) return false;
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var type=get.type(event.card);
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if(type!='basic'&&type!='trick') return false;
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var card=game.createCard(event.card.name,event.card.suit,event.card.number);
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for(var i=0;i<event.targets.length;i++){
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if(!event.targets[i].isAlive()) return false;
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if(!player.canUse({name:event.card.name},event.targets[i],false,false)){
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return false;
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}
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}
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return true;
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},
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content:function(){
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var card=game.createCard(trigger.card.name,trigger.card.suit,trigger.card.number);
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player.useCard(card,trigger.targets);
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},
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ai:{
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threaten:2
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}
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},
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miaobi:{
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enable:'phaseUse',
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viewAs:{name:'wugu'},
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filterCard:{suit:'heart'},
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filter:function(event,player){
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return !player.getStat('skill').miaobi&&player.num('h',{suit:'heart'})>0;
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},
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check:function(card){
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return 5-ai.get.value(card);
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}
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},
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huajing:{
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trigger:{source:'damageEnd'},
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filter:function(event,player){
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return event.card&&get.type(event.card,'trick')=='trick';
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},
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frequent:true,
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content:function(){
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player.recover();
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player.draw();
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}
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},
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pingxu:{
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mod:{
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globalFrom:function(from,to,current){
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if(!from.get('e','1')) return current-1;
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},
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globalTo:function(from,to,current){
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if(!to.get('e','2')) return current+1;
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},
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}
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},
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jufu:{
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trigger:{source:'damageBegin'},
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filter:function(event,player){
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if(event.card&&event.card.name=='sha'&&player.get('e','1')) return true;
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return false;
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},
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forced:true,
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content:function(){
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trigger.num++;
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}
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},
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bingfeng:{
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unique:true,
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enable:'phaseUse',
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filter:function(event,player){
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return !player.storage.bingfeng;
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},
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init:function(player){
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player.storage.bingfeng=false;
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},
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filterTarget:function(card,player,target){
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return player!=target&&!target.isTurnedOver();
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},
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mark:true,
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multitarget:true,
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multiline:true,
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selectTarget:[1,3],
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content:function(){
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"step 0"
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player.unmarkSkill('bingfeng');
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player.removeSkill('xuanzhou');
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player.loseMaxHp();
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player.storage.bingfeng=true;
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event.num=0;
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player.turnOver();
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player.addSkill('bingfeng2');
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"step 1"
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if(num<targets.length){
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var target=targets[num];
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if(!target.isTurnedOver()){
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target.turnOver();
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}
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target.addSkill('bingfeng2');
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event.num++;
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event.redo();
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}
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},
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intro:{
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content:'limited'
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},
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ai:{
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order:1,
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result:{
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target:function(player,target){
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if(game.phaseNumber<game.players.length) return 0;
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if(game.phaseNumber<game.players.length*2&&player.hp==player.maxHp) return 0;
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switch(lib.config.mode){
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case 'identity':{
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for(var i=0;i<game.players.length;i++){
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if(game.players[i].ai.shown==0) return 0;
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}
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switch(player.identity){
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case 'zhu':{
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if(ai.get.situation()>=0) return 0;
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if(get.population('fan')<3) return 0;
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return -1;
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}
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case 'zhong':{
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if(get.population('fan')<3) return 0;
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return -1;
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}
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case 'nei':return 0;
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case 'fan':{
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if(get.population('fan')==0) return 0;
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if(get.population('zhong')<2) return 0;
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return -1;
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}
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}
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break;
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}
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case 'guozhan':{
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if(player.identity=='unknown') return 0;
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return get.population(player.identity)>=3?-1:0;
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}
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default:{
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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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}
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},
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bingfeng2:{
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mod:{
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cardEnabled:function(){
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return false;
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},
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cardUsable:function(){
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return false;
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},
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cardRespondable:function(){
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return false;
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},
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cardSavable:function(){
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return false;
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}
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},
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trigger:{player:'turnOverAfter'},
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forced:true,
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filter:function(event,player){
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return !player.isTurnedOver();
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},
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content:function(){
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player.removeSkill('bingfeng2');
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}
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},
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yudun:{
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mod:{
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cardEnabled:function(card,player){
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if(get.type(card,'trick')=='trick') return false;
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},
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cardRespondable:function(card,player){
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if(get.type(card,'trick')=='trick') return false;
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},
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cardSavable:function(card,player){
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if(get.type(card,'trick')=='trick') return false;
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},
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},
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enable:['chooseToUse','chooseToRespond'],
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filterCard:function(card){
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return get.type(card,'trick')=='trick';
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},
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selectCard:2,
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viewAs:{name:'sha'},
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check:function(){return 1},
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ai:{
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effect:{
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target:function(card,player,target,current){
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if(get.tag(card,'respondSha')&¤t<0) return 0.6
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}
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},
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respondSha:true,
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order:4,
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useful:-1,
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value:-1
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}
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},
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guozao:{
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trigger:{global:'damageEnd'},
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forced:true,
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check:function(event,player){
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for(var i=0;i<game.players.length;i++){
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if(ai.get.attitude(player,game.players[i])>2&&game.players[i].num('h')==1){
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return true;
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}
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}
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return false;
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},
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filter:function(event,player){
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if(event.source==player) return false;
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if(get.distance(player,event.player)>1) return false;
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for(var i=0;i<game.players.length;i++){
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if(game.players[i].num('h')) return true;
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}
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return false;
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},
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content:function(){
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"step 0"
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var cards=[];
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if(ui.cardPile.childNodes.length<3){
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var discardcards=get.cards(3);
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for(var i=0;i<discardcards.length;i++){
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ui.discardPile.appendChild(discardcards[i]);
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}
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}
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for(var i=0;i<3;i++){
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cards.push(ui.cardPile.childNodes[i]);
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}
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event.cards=cards;
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var dialog=ui.create.dialog('聒噪:选择一个目标将手牌替换',cards,'hidden');
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dialog.classList.add('noselect');
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var next=player.chooseTarget(true,dialog,function(card,player,target){
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return target.num('h')>0;
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}).ai=function(target){
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var att=ai.get.attitude(player,target);
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var hs=target.get('h');
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var num=hs.length;
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if(num<=1) return att*2;
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if(num==2){
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||
for(var i=0;i<cards.length;i++){
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if(ai.get.value(cards[i])>6,target,'raw') return att;
|
||
}
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if(target==player){
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for(var i=0;i<2;i++){
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if(ai.get.value(cards[i])>6,target,'raw') return -1;
|
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}
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||
}
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return att/2;
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||
}
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||
if(num==3){
|
||
if(target==player){
|
||
var num2=0;
|
||
for(var i=0;i<3;i++){
|
||
num2+=ai.get.value(cards[i],player,'raw');
|
||
num2-=ai.get.value(hs[i],player,'raw');
|
||
}
|
||
if(num2>0) return 0.5;
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||
if(num2<0) return -0.5;
|
||
}
|
||
return 0;
|
||
}
|
||
return -att/2;
|
||
};
|
||
"step 1"
|
||
if(result.bool){
|
||
var target=result.targets[0];
|
||
player.logSkill('guozao',target);
|
||
var cards=target.get('h');
|
||
target.lose(cards)._triggered=null;
|
||
game.log(get.translation(target)+'弃置了'+get.translation(cards)+',并获得三张牌');
|
||
// target.$draw(3);
|
||
target.$throw(cards);
|
||
target.gain(event.cards,'draw')._triggered=null;
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
},
|
||
ai:{
|
||
expose:0.1
|
||
}
|
||
},
|
||
heihuo:{
|
||
enable:'phaseUse',
|
||
filter:function(event,player){
|
||
return player.num('h')>0&&player.num('he',{type:'equip'})>0&&!player.skills.contains('heihuo2');
|
||
},
|
||
filterCard:function(card){
|
||
return get.type(card)=='equip';
|
||
},
|
||
position:'he',
|
||
check:function(card){
|
||
var player=_status.currentPhase;
|
||
var nh=player.num('h');
|
||
var pos=get.position(card);
|
||
if(nh<2) return 0;
|
||
if(nh>4) return 0;
|
||
if(nh==4&&pos=='e') return 0;
|
||
if(player.num('he',{subtype:get.subtype(card)})>1){
|
||
return 11-ai.get.equipValue(card)+(pos=='e'?0.4:0);
|
||
}
|
||
return 5.5-ai.get.value(card)+(pos=='e'?0.4:0);
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.draw(player.num('h'));
|
||
"step 1"
|
||
if(player.num('h')>=8){
|
||
player.damage(3,'fire');
|
||
player.addTempSkill('heihuo2','phaseAfter');
|
||
}
|
||
},
|
||
ai:{
|
||
order:10,
|
||
threaten:1.4,
|
||
result:{
|
||
player:1
|
||
}
|
||
}
|
||
},
|
||
heihuo2:{},
|
||
yaotong:{
|
||
group:['yaotong1','yaotong2','yaotong3'],
|
||
ai:{
|
||
respondSha:true,
|
||
respondShan:true,
|
||
skillTagFilter:function(player){
|
||
if(player.num('h')%2==0) return false;
|
||
},
|
||
},
|
||
threaten:1.3
|
||
},
|
||
yaotong1:{
|
||
enable:['chooseToRespond','chooseToUse'],
|
||
filterCard:true,
|
||
viewAs:{name:'sha'},
|
||
filter:function(event,player){
|
||
var num=player.num('h');
|
||
if(num==0) return false;
|
||
return num%2==1;
|
||
},
|
||
prompt:'将一张手牌当作杀打出',
|
||
check:function(card){return 6-ai.get.value(card)}
|
||
},
|
||
yaotong2:{
|
||
enable:['chooseToRespond','chooseToUse'],
|
||
filterCard:true,
|
||
viewAs:{name:'shan'},
|
||
filter:function(event,player){
|
||
var num=player.num('h');
|
||
if(num==0) return false;
|
||
return num%2==1;
|
||
},
|
||
prompt:'将一张手牌当作闪打出',
|
||
check:function(card){return 6-ai.get.value(card)}
|
||
},
|
||
yaotong3:{
|
||
enable:'chooseToUse',
|
||
filterCard:true,
|
||
viewAs:{name:'wuxie'},
|
||
filter:function(event,player){
|
||
var num=player.num('h');
|
||
if(num==0) return false;
|
||
return num%2==0;
|
||
},
|
||
viewAsFilter:function(player){
|
||
var num=player.num('h');
|
||
if(num==0) return false;
|
||
return num%2==0;
|
||
},
|
||
prompt:'将一张手牌当作无懈可击使用',
|
||
check:function(card){return 7-ai.get.value(card)},
|
||
},
|
||
yaotong4:{
|
||
enable:'chooseToUse',
|
||
filterCard:true,
|
||
viewAs:{name:'tao'},
|
||
filter:function(event,player){
|
||
var num=player.num('h');
|
||
if(num==0) return false;
|
||
return num%2==0;
|
||
},
|
||
viewAsFilter:function(player){
|
||
var num=player.num('h');
|
||
if(num==0) return false;
|
||
return num%2==0;
|
||
},
|
||
prompt:'将一张手牌当作桃使用',
|
||
check:function(card){return 9-ai.get.value(card)},
|
||
},
|
||
pojian:{
|
||
trigger:{player:'loseEnd'},
|
||
filter:function(event,player){
|
||
if(player.num('h')) return false;
|
||
for(var i=0;i<event.cards.length;i++){
|
||
if(event.cards[i].original=='h') return true;
|
||
}
|
||
return false;
|
||
},
|
||
content:function(){
|
||
for(var i=0;i<ui.cardPile.childNodes.length;i++){
|
||
if(get.type(ui.cardPile.childNodes[i])=='equip'){
|
||
player.equip(ui.cardPile.childNodes[i]);
|
||
player.$gain2(ui.cardPile.childNodes[i]);
|
||
game.delay();
|
||
event.finish();
|
||
return;
|
||
}
|
||
}
|
||
for(var i=0;i<ui.discardPile.childNodes.length;i++){
|
||
if(get.type(ui.discardPile.childNodes[i])=='equip'){
|
||
player.equip(ui.discardPile.childNodes[i]);
|
||
player.$gain2(ui.discardPile.childNodes[i]);
|
||
game.delay();
|
||
event.finish();
|
||
return;
|
||
}
|
||
}
|
||
},
|
||
},
|
||
kuangfu:{
|
||
trigger:{source:'damageEnd'},
|
||
direct:true,
|
||
filter:function(event){
|
||
return event.card&&event.card.name=='sha'&&event.player.num('e');
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
var neg=ai.get.attitude(player,trigger.player)<=0;
|
||
player.choosePlayerCard('e',trigger.player).ai=function(button){
|
||
if(neg){
|
||
return ai.get.buttonValue(button);
|
||
}
|
||
return 0;
|
||
};
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('kuangfu');
|
||
trigger.player.$give(result.links,player);
|
||
game.delay(2);
|
||
player.equip(result.links[0]);
|
||
}
|
||
}
|
||
},
|
||
huajin:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filter:function(event,player){
|
||
return player.num('he')>0;
|
||
},
|
||
filterCard:true,
|
||
position:'he',
|
||
content:function(){
|
||
player.addSkill('huajin2');
|
||
},
|
||
check:function(card){
|
||
return 5-ai.get.value(card);
|
||
},
|
||
ai:{
|
||
order:10,
|
||
result:{
|
||
player:function(player){
|
||
if(player.num('h','juedou')) return 1;
|
||
if(player.num('h','sha')==0) return 0;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(player.canUse('sha',game.players[i])&&
|
||
ai.get.effect(game.players[i],{name:'sha'},player,player)>0){
|
||
return 1;
|
||
}
|
||
}
|
||
return 0;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
huajin2:{
|
||
trigger:{source:'damageBegin'},
|
||
forced:true,
|
||
content:function(){
|
||
trigger.num++;
|
||
},
|
||
group:'huajin3'
|
||
},
|
||
huajin3:{
|
||
trigger:{player:'phaseBegin'},
|
||
forced:true,
|
||
popup:false,
|
||
content:function(){
|
||
player.removeSkill('huajin2');
|
||
}
|
||
},
|
||
yuchen:{
|
||
trigger:{player:['useCard','respondAfter']},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
if(player==_status.currentPhase) return false;
|
||
if(event.cards){
|
||
for(var i=0;i<event.cards.length;i++){
|
||
if(get.color(event.cards[i])=='black') return true;
|
||
}
|
||
}
|
||
return false;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
game.delay(0.5);
|
||
player.chooseTarget('是否发动【浴尘】?',function(card,player,target){
|
||
return player!=target&&target.num('he')>0;
|
||
}).ai=function(target){
|
||
return -ai.get.attitude(player,target);
|
||
};
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('yuchen',result.targets);
|
||
player.discardPlayerCard(result.targets[0],true);
|
||
}
|
||
},
|
||
ai:{
|
||
threaten:0.7
|
||
}
|
||
},
|
||
bingjian:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filter:function(event,player){
|
||
return player.num('he',{color:'black',name:'sha'})>0;
|
||
},
|
||
filterCard:function(card){
|
||
return card.name=='sha'&&get.color(card)=='black';
|
||
},
|
||
filterTarget:function(card,player,target){
|
||
return player!=target&&target.num('h')>0;
|
||
},
|
||
line:'thunder',
|
||
content:function(){
|
||
"step 0"
|
||
target.showHandcards();
|
||
"step 1"
|
||
var cards=target.get('h','shan');
|
||
if(cards.length){
|
||
target.discard(cards);
|
||
}
|
||
else{
|
||
target.damage('thunder');
|
||
}
|
||
},
|
||
ai:{
|
||
order:5,
|
||
result:{
|
||
target:function(player,target){
|
||
return ai.get.damageEffect(target,player,target,'thunder');
|
||
}
|
||
},
|
||
expose:0.2
|
||
}
|
||
},
|
||
rumeng:{
|
||
trigger:{global:'phaseUseBefore'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return event.player!=player&&player.num('he',{type:'basic'})<player.num('he');
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
var yep=ai.get.attitude(player,trigger.player)<0&&
|
||
trigger.player.num('h')>2;
|
||
player.chooseToDiscard(function(card){
|
||
return get.type(card)!='basic';
|
||
},'是否对'+get.translation(trigger.player)+'发动【入梦】?','he').ai=function(card){
|
||
if(yep){
|
||
return 6-ai.get.value(card);
|
||
}
|
||
return 0;
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('rumeng',trigger.player);
|
||
trigger.player.chooseToDiscard({type:'basic'},'入梦:弃置一张基本牌或路过出牌及弃牌阶段').ai=function(card){
|
||
return 5-ai.get.value(card);
|
||
}
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 2"
|
||
if(!result.bool){
|
||
trigger.untrigger();
|
||
trigger.finish();
|
||
trigger.player.skip('phaseDiscard');
|
||
}
|
||
},
|
||
ai:{
|
||
expose:0.1
|
||
}
|
||
},
|
||
lianda:{
|
||
trigger:{player:'shaAfter'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return event.target.isAlive()&&player.num('he')>0&&!player.skills.contains('lianda2');
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseToDiscard('he','是否发动【连打】?').ai=function(card){
|
||
if(ai.get.effect(trigger.target,{name:'sha'},player,player)>0){
|
||
return 7-ai.get.value(card);
|
||
}
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('lianda');
|
||
player.addTempSkill('lianda2','phaseAfter');
|
||
player.useCard({name:'sha'},trigger.target);
|
||
}
|
||
}
|
||
},
|
||
lianda2:{},
|
||
huiqi:{
|
||
trigger:{player:'damageEnd'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return player.hp<player.maxHp;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseTarget('是否发动【回气】?').ai=function(target){
|
||
var att=ai.get.attitude(player,target);
|
||
if(player.hp<=0){
|
||
if(player==target){
|
||
return 1;
|
||
}
|
||
if(att>3){
|
||
return att+Math.max(0,5-target.num('h'));
|
||
}
|
||
return att/4;
|
||
}
|
||
if(att>3){
|
||
return att+Math.max(0,5-target.num('h'));
|
||
}
|
||
return att;
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('huiqi',result.targets);
|
||
result.targets[0].draw(player.maxHp-player.hp);
|
||
}
|
||
},
|
||
ai:{
|
||
expose:0.2,
|
||
effect:{
|
||
target:function(card,player,target){
|
||
if(get.tag(card,'damage')){
|
||
return [1,0.5];
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
xianghui:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filterCard:{color:'red'},
|
||
filter:function(){
|
||
var min=game.players[0].hp;
|
||
for(var i=0;i<game.players.length;i++){
|
||
min=Math.min(min,game.players[i].hp);
|
||
}
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].hp==min&&game.players[i].hp<game.players[i].maxHp) return true;
|
||
}
|
||
return false;
|
||
},
|
||
prompt:function(){
|
||
var targets=[];
|
||
var min=game.players[0].hp;
|
||
for(var i=0;i<game.players.length;i++){
|
||
min=Math.min(min,game.players[i].hp);
|
||
}
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].hp==min&&game.players[i].hp<game.players[i].maxHp){
|
||
targets.push(game.players[i]);
|
||
}
|
||
}
|
||
return '令'+get.translation(targets)+'回复一点体力';
|
||
},
|
||
check:function(card){
|
||
return 8-ai.get.value(card);
|
||
},
|
||
filterTarget:function(card,player,target){
|
||
if(target.hp==target.maxHp) return false;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].hp<target.hp) return false;
|
||
}
|
||
return true;
|
||
},
|
||
selectTarget:-1,
|
||
content:function(){
|
||
target.recover();
|
||
},
|
||
ai:{
|
||
expose:0.1,
|
||
order:9,
|
||
threaten:1.4,
|
||
result:{
|
||
player:function(player,target){
|
||
var num=0;
|
||
var min=game.players[0].hp;
|
||
for(var i=0;i<game.players.length;i++){
|
||
min=Math.min(min,game.players[i].hp);
|
||
}
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].hp==min&&game.players[i].hp<game.players[i].maxHp){
|
||
num+=ai.get.recoverEffect(game.players[i],player,player);
|
||
}
|
||
}
|
||
return num;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
hzhenwei:{
|
||
trigger:{global:'shaBefore'},
|
||
direct:true,
|
||
priority:5,
|
||
filter:function(event,player){
|
||
if(player==event.target||player==event.player) return false;
|
||
if(!player.num('he')) return false;
|
||
return get.distance(event.player,player,'attack')<=1;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
var save=false;
|
||
if(ai.get.attitude(player,trigger.target)>2){
|
||
if(player.num('h','shan')||player.num('e','2')||
|
||
trigger.target.hp==1||player.hp>trigger.target.hp+1){
|
||
if(!trigger.target.num('h','shan')||trigger.target.num('h')<player.num('h')){
|
||
save=true;
|
||
}
|
||
}
|
||
}
|
||
player.chooseToDiscard('he','是否发动【镇卫】?').ai=function(card){
|
||
if(save){
|
||
return 7-ai.get.value(card);
|
||
}
|
||
return 0;
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('hzhenwei',trigger.target);
|
||
trigger.target=player;
|
||
trigger.untrigger();
|
||
trigger.trigger('useCardToBefore');
|
||
trigger.trigger('shaBefore');
|
||
player.addSkill('hzhenwei2');
|
||
game.delay();
|
||
}
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card){
|
||
if(card.name=='sha') return 1.3;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
hzhenwei2:{
|
||
trigger:{target:'shaAfter'},
|
||
forced:true,
|
||
popup:false,
|
||
content:function(){
|
||
player.draw();
|
||
player.removeSkill('hzhenwei2');
|
||
}
|
||
},
|
||
zhenwei:{
|
||
trigger:{global:'respondEnd'},
|
||
filter:function(event,player){
|
||
if(_status.currentPhase!=player) return false;
|
||
if(event.player==player) return false;
|
||
if(event.cards){
|
||
for(var i=0;i<event.cards.length;i++){
|
||
if(get.position(event.cards[i])=='d') return true;
|
||
}
|
||
}
|
||
return false;
|
||
},
|
||
direct:true,
|
||
content:function(){
|
||
"step 0"
|
||
var cards=trigger.cards.slice(0);
|
||
for(var i=0;i<cards.length;i++){
|
||
if(get.position(cards[i])!='d'){
|
||
cards.splice(i--,1);
|
||
}
|
||
}
|
||
event.cards=cards;
|
||
game.delay(0.5);
|
||
player.chooseTarget('是否发动【镇威】?',function(card,player,target){
|
||
return target!=trigger.player;
|
||
}).ai=function(target){
|
||
var att=ai.get.attitude(player,target);
|
||
if(att<=0) return 0;
|
||
if(att>3){
|
||
return 100-target.num('h');
|
||
}
|
||
return att;
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('zhenwei');
|
||
game.log(get.translation(result.targets[0])+'获得了'+get.translation(event.cards));
|
||
result.targets[0].gain(event.cards,'gain2');
|
||
}
|
||
},
|
||
ai:{
|
||
expose:0.1,
|
||
threaten:1.6
|
||
}
|
||
},
|
||
shangxi:{
|
||
trigger:{player:'phaseUseBegin'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
if(player.num('he')==0) return false;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i]!=player&&
|
||
get.distance(player,game.players[i],'attack')<=1&&
|
||
player.hp<=game.players[i].hp){
|
||
return true;
|
||
}
|
||
}
|
||
return false;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
var next=player.chooseCardTarget({
|
||
position:'he',
|
||
filterTarget:function(card,player,target){
|
||
return get.distance(player,target,'attack')<=1&&
|
||
player!=target&&player.hp<=target.hp;
|
||
},
|
||
filterCard:true,
|
||
ai1:function(card){
|
||
return 9-ai.get.value(card);
|
||
},
|
||
ai2:function(target){
|
||
return ai.get.damageEffect(target,player,player);
|
||
},
|
||
prompt:'是否发动【伤袭】?'
|
||
});
|
||
"step 1"
|
||
if(result.bool){
|
||
player.discard(result.cards);
|
||
player.logSkill('shangxi',result.targets);
|
||
result.targets[0].damage();
|
||
}
|
||
},
|
||
ai:{
|
||
expose:0.3
|
||
}
|
||
},
|
||
fuyan:{
|
||
trigger:{player:'damageEnd'},
|
||
direct:true,
|
||
filter:function(event){
|
||
return event.num>0;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseTarget('是否发动【覆岩】?',function(card,player,target){
|
||
return !target.hujia;
|
||
}).ai=function(target){
|
||
if(ai.get.attitude(player,target)<=0) return 0;
|
||
var eff=-ai.get.damageEffect(target,target,player)+(player==target?2:0);
|
||
return Math.min(1,eff);
|
||
};
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('fuyan',result.targets);
|
||
var target=result.targets[0];
|
||
target.changeHujia();
|
||
}
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player){
|
||
if(get.tag(card,'damage')){
|
||
if(player.skills.contains('jueqing')) return [1,-2];
|
||
return 0.7;
|
||
}
|
||
}
|
||
},
|
||
expose:0.2
|
||
}
|
||
},
|
||
fuyan2:{
|
||
trigger:{player:'damageBegin'},
|
||
filter:function(event,player){
|
||
return event.num>0;
|
||
},
|
||
forced:true,
|
||
mark:'card',
|
||
content:function(){
|
||
trigger.num--;
|
||
player.removeSkill('fuyan2');
|
||
ui.discardPile.appendChild(player.storage.fuyan2);
|
||
delete player.storage.fuyan2;
|
||
},
|
||
intro:{
|
||
content:'card'
|
||
}
|
||
},
|
||
pingshen:{
|
||
trigger:{source:'damageBegin'},
|
||
forced:true,
|
||
popup:false,
|
||
unique:true,
|
||
silent:true,
|
||
content:function(){
|
||
trigger.player.addSkill('pingshen2');
|
||
trigger.player.storage.pingshen=player;
|
||
}
|
||
},
|
||
pingshen2:{
|
||
enable:'phaseUse',
|
||
unique:true,
|
||
mark:true,
|
||
init:function(player){
|
||
player.storage.pingshen2=false;
|
||
},
|
||
filter:function(event,player){
|
||
return !player.storage.pingshen2&&player.storage.pingshen.isAlive();
|
||
},
|
||
filterCard:true,
|
||
filterTarget:function(card,player,target){
|
||
return target==player.storage.pingshen;
|
||
},
|
||
selectTarget:-1,
|
||
position:'he',
|
||
content:function(){
|
||
player.storage.pingshen2=true;
|
||
player.unmarkSkill('pingshen2');
|
||
player.gain(target.get('h'));
|
||
target.$give(target.num('h'),player);
|
||
player.turnOver();
|
||
player.addSkill('pingshen3');
|
||
},
|
||
check:function(card){return 8-ai.get.value(card);},
|
||
intro:{
|
||
content:'limited'
|
||
},
|
||
ai:{
|
||
order:10,
|
||
result:{
|
||
player:function(player){
|
||
if(player.classList.contains('turnedover')) return 10;
|
||
if(ai.get.attitude(player,player.storage.pingshen)>=0){
|
||
return 0;
|
||
}
|
||
if(player.storage.pingshen.num('h')>player.storage.pingshen.hp) return 1;
|
||
return 0;
|
||
}
|
||
},
|
||
effect:{
|
||
target:function(card,player,target){
|
||
if(!target.storage.pingshen2){
|
||
if(card.name=='guiyoujie') return [0,1];
|
||
}
|
||
}
|
||
}
|
||
},
|
||
},
|
||
pingshen3:{
|
||
trigger:{player:'phaseUseEnd'},
|
||
forced:true,
|
||
popup:false,
|
||
content:function(){
|
||
"step 0"
|
||
player.removeSkill('pingshen3');
|
||
if(player.storage.pingshen.classList.contains('dead')){
|
||
event.finish();
|
||
}
|
||
else{
|
||
player.chooseCard('he',true,player.storage.pingshen.hp);
|
||
}
|
||
"step 1"
|
||
player.storage.pingshen.gain(result.cards);
|
||
player.$give(result.cards.length,player.storage.pingshen);
|
||
}
|
||
},
|
||
guaili:{
|
||
trigger:{source:'damageBegin'},
|
||
filter:function(event){
|
||
return event.card&&event.card.name=='sha'&&event.parent.name!='_lianhuan'&&event.parent.name!='_lianhuan2';
|
||
},
|
||
forced:true,
|
||
content:function(){
|
||
trigger.num++;
|
||
player.addSkill('guaili2');
|
||
}
|
||
},
|
||
guaili2:{
|
||
trigger:{source:'damageEnd'},
|
||
forced:true,
|
||
popup:false,
|
||
content:function(){
|
||
player.removeSkill('guaili2');
|
||
player.chooseToDiscard(true);
|
||
}
|
||
},
|
||
xingzhui:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filterCard:true,
|
||
position:'he',
|
||
filterTarget:function(card,player,target){
|
||
return player!=target&&target.num('he')>0;
|
||
},
|
||
check:function(card){
|
||
if(get.type(card)=='equip'){
|
||
var distance=get.info(card).distance;
|
||
if(distance){
|
||
if(distance.attackFrom<0||distance.globalFrom<0) return 10;
|
||
}
|
||
}
|
||
return 7-ai.get.value(card);
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
event.type=get.type(cards[0],'trick');
|
||
var dme=ai.get.damageEffect(target,player,target);
|
||
target.chooseToDiscard('he',function(card){
|
||
return get.type(card,'trick')==event.type;
|
||
},'弃置一张牌'+get.translation(event.type)+'牌,或受到1点伤害').ai=function(card){
|
||
if(dme<0){
|
||
return 8-ai.get.value(card);
|
||
}
|
||
return 0;
|
||
}
|
||
"step 1"
|
||
if(!result.bool){
|
||
target.damage();
|
||
}
|
||
},
|
||
ai:{
|
||
order:9,
|
||
result:{
|
||
target:function(player,target){
|
||
return ai.get.damageEffect(target,player);
|
||
}
|
||
},
|
||
threaten:2,
|
||
expose:0.2
|
||
}
|
||
},
|
||
lingxian:{
|
||
trigger:{player:['respond','useCard']},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
if(player==_status.currentPhase) return false;
|
||
if(get.itemtype(event.cards)!='cards') return false;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(get.distance(player,game.players[i],'attack')>1&&player!=game.players[i]){
|
||
return true;
|
||
}
|
||
}
|
||
return false;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseTarget('是否发动【凌仙】?',function(card,player,target){
|
||
return get.distance(player,target,'attack')>1&&player!=target;
|
||
}).ai=function(target){
|
||
var att=ai.get.attitude(player,target);
|
||
if(att<=-0.5) return 0;
|
||
if(att<=3) return att+0.5;
|
||
return att+Math.min(0.5,5-target.num('h'));
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
game.asyncDraw([player,result.targets[0]]);
|
||
player.logSkill('lingxian',result.targets);
|
||
}
|
||
},
|
||
ai:{
|
||
mingzhi:false,
|
||
effect:{
|
||
target:function(card,player,target){
|
||
if(get.type(card)=='equip'&&player==target){
|
||
var distance=get.info(card).distance;
|
||
if(distance){
|
||
if(distance.attackFrom<0||distance.globalFrom<0) return 0;
|
||
}
|
||
}
|
||
else{
|
||
var hs=target.num('h');
|
||
if(get.tag(card,'respondShan')){
|
||
var shans=target.num('h','shan');
|
||
if(shans>1) return [0,1];
|
||
if(shans&&hs>2) return [0,1];
|
||
if(shans) return [0,0];
|
||
if(hs>2) return [0,0];
|
||
if(hs>1) return [1,0.5];
|
||
return [1.5,0];
|
||
}
|
||
if(get.tag(card,'respondSha')){
|
||
var shas=target.num('h','sha');
|
||
if(shas>1) return [0,1];
|
||
if(shas&&hs>2) return [0,1];
|
||
if(shas) return [0,0];
|
||
if(hs>2) return [0,0];
|
||
if(hs>1) return [1,0.5];
|
||
return [1.5,0];
|
||
}
|
||
}
|
||
}
|
||
},
|
||
threaten:0.8,
|
||
expose:0.1
|
||
}
|
||
},
|
||
shouyin:{
|
||
unique:true,
|
||
enable:'chooseToUse',
|
||
init:function(player){
|
||
player.storage.shouyin=false;
|
||
},
|
||
mark:true,
|
||
filter:function(event,player){
|
||
if(event.type!='dying') return false;
|
||
if(player.storage.shouyin) return false;
|
||
if(player.isTurnedOver()) return false;
|
||
return true;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.unmarkSkill('shouyin');
|
||
player.storage.shouyin=true;
|
||
player.turnOver();
|
||
"step 1"
|
||
event.targets=game.players.slice(0);
|
||
event.targets.sort(lib.sort.seat);
|
||
"step 2"
|
||
if(event.targets.length){
|
||
var target=event.targets.shift();
|
||
if(target.hp<target.maxHp){
|
||
target.recover(target.maxHp-target.hp);
|
||
}
|
||
event.redo();
|
||
}
|
||
},
|
||
ai:{
|
||
skillTagFilter:function(player){
|
||
if(player.storage.shouyin) return false;
|
||
},
|
||
expose:0.3,
|
||
save:true,
|
||
result:{
|
||
player:function(player){
|
||
if(_status.dying!=player&&ai.get.attitude(player,_status.dying)<=0){
|
||
return 0;
|
||
}
|
||
var num=0;
|
||
for(var i=0;i<game.players.length;i++){
|
||
var att=ai.get.attitude(player,game.players[i]);
|
||
var del=game.players[i].maxHp-game.players[i].hp;
|
||
if(att>0){
|
||
num+=del;
|
||
}
|
||
else if(att<0){
|
||
num-=del;
|
||
}
|
||
}
|
||
return num;
|
||
}
|
||
}
|
||
},
|
||
intro:{
|
||
content:'limited'
|
||
}
|
||
},
|
||
sliufeng:{
|
||
mod:{
|
||
targetInRange:function(card,player,target){
|
||
if(card.name=='sha'&&player.hp>=target.hp){
|
||
return true;
|
||
}
|
||
}
|
||
},
|
||
},
|
||
linyun:{
|
||
enable:'chooseToUse',
|
||
filterCard:true,
|
||
selectCard:2,
|
||
position:'he',
|
||
viewAs:{name:'sha'},
|
||
prompt:'将两张牌当杀使用',
|
||
check:function(card){
|
||
if(_status.event.player.num('h')<4) return 6-ai.get.useful(card);
|
||
return 7-ai.get.useful(card);
|
||
},
|
||
ai:{
|
||
order:function(){
|
||
return lib.card.sha.ai.order+0.1;
|
||
}
|
||
},
|
||
group:['linyun2']
|
||
},
|
||
linyun2:{
|
||
trigger:{player:'shaBegin'},
|
||
filter:function(event){
|
||
return event.skill=='linyun'
|
||
},
|
||
forced:true,
|
||
popup:false,
|
||
content:function(){
|
||
"step 0"
|
||
var next=trigger.target.chooseToRespond({name:'shan'});
|
||
next.autochoose=lib.filter.autoRespondShan;
|
||
next.ai=function(card){
|
||
if(trigger.target.num('h','shan')>1){
|
||
return ai.get.unuseful2(card);
|
||
}
|
||
return -1;
|
||
};
|
||
"step 1"
|
||
if(result.bool==false){
|
||
trigger.untrigger();
|
||
trigger.directHit=true;
|
||
}
|
||
},
|
||
ai:{
|
||
threaten:1.3
|
||
}
|
||
},
|
||
linyun3:{
|
||
trigger:{source:'damageAfter'},
|
||
forced:true,
|
||
popup:false,
|
||
filter:function(event,player){
|
||
return event.parent.skill=='linyun'&&!player.skills.contains('linyun4');
|
||
},
|
||
content:function(){
|
||
player.draw();
|
||
player.addTempSkill('linyun4','shaAfter')
|
||
}
|
||
},
|
||
linyun4:[],
|
||
bofeng:{
|
||
mod:{
|
||
targetInRange:function(card,player,target){
|
||
if(card.name=='sha'&&player.hp>=target.hp){
|
||
return true;
|
||
}
|
||
}
|
||
},
|
||
trigger:{player:'shaBegin'},
|
||
check:function(event,player){
|
||
return ai.get.attitude(player,event.target)<0;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
trigger.target.chooseToRespond({name:'shan'});
|
||
"step 1"
|
||
if(result.bool==false){
|
||
trigger.untrigger();
|
||
trigger.directHit=true;
|
||
player.addTempSkill('bofeng2','shaEnd');
|
||
}
|
||
},
|
||
ai:{
|
||
threaten:1.3
|
||
}
|
||
},
|
||
bofeng2:{
|
||
trigger:{source:'damageBegin'},
|
||
filter:function(event){
|
||
return (event.card&&(event.card.name=='sha')&&event.parent.name!='_lianhuan'&&event.parent.name!='_lianhuan2');
|
||
},
|
||
forced:true,
|
||
popup:false,
|
||
content:function(){
|
||
trigger.num++;
|
||
},
|
||
},
|
||
hutian:{
|
||
trigger:{player:'phaseEnd'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return player.num('h')>0&&!player.storage.hutian;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
var next=player.chooseCardTarget({
|
||
filterTarget:function(card,player,target){
|
||
return target.maxHp>=ui.selected.cards.length;
|
||
},
|
||
filterCard:true,
|
||
selectCard:[1,Infinity],
|
||
ai1:function(card){
|
||
if(ui.selected.cards.length==0&&player.hp==1) return 11-ai.get.value(card);
|
||
if(ui.selected.cards.length>1) return 0;
|
||
return 7-ai.get.useful(card);
|
||
},
|
||
ai2:function(target){
|
||
if(target.hp>ui.selected.cards.length){
|
||
return 0;
|
||
}
|
||
return ai.get.attitude(player,target);
|
||
},
|
||
prompt:'是否发动【护天】?'
|
||
});
|
||
"step 1"
|
||
if(result.bool){
|
||
var target=result.targets[0];
|
||
event.target=target;
|
||
player.$give(result.cards,target);
|
||
player.lose(result.cards,ui.special);
|
||
player.storage.hutian=target;
|
||
player.logSkill('hutian',result.targets);
|
||
player.addTempSkill('hutian4','phaseAfter');
|
||
target.addSkill('hutian2');
|
||
target.storage.hutian2=result.cards;
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 2"
|
||
var target=event.target;
|
||
if(target.storage.hutian2&&target.hp<target.storage.hutian2.length){
|
||
target.recover(target.storage.hutian2.length-target.hp);
|
||
}
|
||
},
|
||
ai:{
|
||
expose:0.2,
|
||
threaten:1.5
|
||
},
|
||
group:'hutian3'
|
||
},
|
||
hutian2:{
|
||
trigger:{player:['damageBegin','loseHpBegin']},
|
||
forced:true,
|
||
priority:-55,
|
||
mark:true,
|
||
filter:function(event,player){
|
||
return player.hp-event.num<player.storage.hutian2.length;
|
||
},
|
||
content:function(){
|
||
trigger.num=player.hp-player.storage.hutian2.length;
|
||
},
|
||
intro:{
|
||
content:'cards'
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player,target){
|
||
if(get.tag(card,'damage')||get.tag(card,'loseHp')){
|
||
if(target.hp<=target.storage.hutian2.length) return 0;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
hutian3:{
|
||
trigger:{player:['phaseEnd','dieBegin']},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
if(player.skills.contains('hutian4')) return false;
|
||
return player.storage.hutian?true:false;
|
||
},
|
||
priority:-1,
|
||
content:function(){
|
||
var target=player.storage.hutian;
|
||
target.gain(target.storage.hutian2,'gain2');
|
||
delete target.storage.hutian2;
|
||
delete player.storage.hutian;
|
||
target.removeSkill('hutian2');
|
||
}
|
||
},
|
||
hutian4:{},
|
||
chengjian:{
|
||
trigger:{global:'damageEnd'},
|
||
check:function(event,player){
|
||
return ai.get.attitude(player,event.source)>0;
|
||
},
|
||
filter:function(event,player){
|
||
return event.source&&event.card&&event.card.name=='sha'&&event.source!=player;
|
||
},
|
||
content:function(){
|
||
trigger.source.draw();
|
||
},
|
||
ai:{
|
||
expose:0.1,
|
||
threaten:1.2
|
||
}
|
||
},
|
||
huanxing:{
|
||
trigger:{player:'phaseBegin'},
|
||
group:'huanxing2',
|
||
direct:true,
|
||
content:function(){
|
||
"step 0"
|
||
player.unmark(player.storage.huanxing+'_charactermark');
|
||
delete player.storage.huanxing;
|
||
delete player.additionalSkills.huanxing;
|
||
player.checkMarks();
|
||
if(player.num('he')){
|
||
player.chooseCardTarget({
|
||
prompt:'是否发动【幻形】?',
|
||
filterCard:true,
|
||
position:'he',
|
||
filterTarget:function(card,player,target){
|
||
if(target==player) return false;
|
||
if(target.sex!='male') return false;
|
||
var name=target.name.indexOf('unknown')==0?target.name2:target.name;
|
||
|
||
var info=lib.character[name];
|
||
if(info){
|
||
var skills=info[3];
|
||
for(var j=0;j<skills.length;j++){
|
||
if(lib.translate[skills[j]+'_info']&&lib.skill[skills[j]]&&
|
||
!lib.skill[skills[j]].unique&&!player.skills.contains(skills[j])){
|
||
return true;
|
||
}
|
||
}
|
||
}
|
||
return false;
|
||
},
|
||
ai1:function(card){
|
||
return 7-ai.get.value(card);
|
||
},
|
||
ai2:function(target){
|
||
if(target.isMin()) return 0;
|
||
return 6-target.maxHp;
|
||
}
|
||
});
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
player.discard(result.cards);
|
||
player.logSkill('huanxing',result.targets);
|
||
var name=result.targets[0].name;
|
||
if(name.indexOf('unknown')==0){
|
||
name=result.targets[0].name2;
|
||
}
|
||
var list=[];
|
||
var skills=lib.character[name][3];
|
||
for(var j=0;j<skills.length;j++){
|
||
if(lib.translate[skills[j]+'_info']&&lib.skill[skills[j]]&&
|
||
!lib.skill[skills[j]].unique&&!player.skills.contains(skills[j])){
|
||
list.push(skills[j]);
|
||
}
|
||
}
|
||
for(var i=0;i<list.length;i++){
|
||
player.addSkill(list[i]);
|
||
player.skills.remove(list[i]);
|
||
}
|
||
player.additionalSkills.huanxing=list;
|
||
player.markCharacter(name,null,true,true);
|
||
player.storage.huanxing=name;
|
||
}
|
||
},
|
||
ai:{
|
||
threaten:1.5
|
||
}
|
||
},
|
||
huanxing2:{
|
||
trigger:{player:'damageAfter'},
|
||
priority:-15,
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return player.additionalSkills.huanxing?true:false;
|
||
},
|
||
content:function(){
|
||
player.unmark(player.storage.huanxing+'_charactermark');
|
||
delete player.storage.huanxing;
|
||
delete player.additionalSkills.huanxing;
|
||
player.checkMarks();
|
||
}
|
||
},
|
||
guiying:{
|
||
enable:'chooseToUse',
|
||
filterCard:{color:'black'},
|
||
position:'he',
|
||
viewAs:{name:'toulianghuanzhu'},
|
||
prompt:'将一张黑色牌当作偷梁换柱使用',
|
||
check:function(card){
|
||
if(_status.event.player.num('h')>_status.event.player.hp){
|
||
return 5-ai.get.value(card)
|
||
}
|
||
return 0;
|
||
},
|
||
},
|
||
suiyan:{
|
||
trigger:{source:'damageEnd'},
|
||
// group:'unequip',
|
||
check:function(event,player){
|
||
return ai.get.attitude(player,event.player)<0;
|
||
},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return event.player.num('e');
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
var att=ai.get.attitude(player,trigger.player);
|
||
player.chooseToDiscard('he','是否发动【碎岩】?').ai=function(card){
|
||
if(att<0) return 7-ai.get.value(card);
|
||
return -1;
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('suiyan',trigger.player);
|
||
trigger.player.discard(trigger.player.get('e'));
|
||
}
|
||
},
|
||
ai:{
|
||
expose:0.3
|
||
},
|
||
},
|
||
ningxian:{
|
||
trigger:{player:'damageEnd'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return player.num('he',{color:'black'})>0;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
var enemy=0;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i]!=player&&ai.get.damageEffect(game.players[i],player,player)>0){
|
||
enemy++;
|
||
}
|
||
}
|
||
var next=player.chooseCardTarget({
|
||
position:'he',
|
||
filterTarget:function(card,player,target){
|
||
return player!=target;
|
||
},
|
||
selectCard:[1,player.num('he',{color:'black'})],
|
||
selectTarget:function(){
|
||
if(ui.selected.targets.length>ui.selected.cards.length){
|
||
game.uncheck('target');
|
||
}
|
||
return ui.selected.cards.length;
|
||
},
|
||
filterCard:{color:'black'},
|
||
ai1:function(card){
|
||
if(ui.selected.cards.length>=enemy) return 0;
|
||
return 9-ai.get.value(card);
|
||
},
|
||
ai2:function(target){
|
||
return ai.get.damageEffect(target,player,player);
|
||
},
|
||
prompt:'是否发动【凝霰】?'
|
||
});
|
||
"step 1"
|
||
if(result.bool){
|
||
player.discard(result.cards);
|
||
player.logSkill('ningxian',result.targets);
|
||
event.targets=result.targets;
|
||
event.targets.sort(lib.sort.seat);
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 2"
|
||
if(event.targets.length){
|
||
event.targets.shift().damage();
|
||
event.redo();
|
||
}
|
||
},
|
||
ai:{
|
||
maixie:true,
|
||
effect:function(card,player,target){
|
||
if(get.tag(card,'damage')){
|
||
if(player.skills.contains('jueqing')) return [1,-0.5];
|
||
if(!target.hasFriend()){
|
||
if(lib.config.mode=='guozhan'){
|
||
if(!player.hasFriend()) return;
|
||
}
|
||
else{
|
||
return;
|
||
}
|
||
}
|
||
if(target.num('h')>2||target.num('e',{color:'black'})){
|
||
return [1,0,0,-1];
|
||
}
|
||
return [1,-0.5];
|
||
}
|
||
},
|
||
}
|
||
},
|
||
xuanyuan:{},
|
||
jilve:{
|
||
enable:'phaseUse',
|
||
group:'jilve6',
|
||
direct:true,
|
||
usable:3,
|
||
delay:0,
|
||
content:function(){
|
||
"step 0"
|
||
player.getStat('skill').jilve--;
|
||
var cards=[];
|
||
var max=Math.min(2,ui.cardPile.childNodes.length);
|
||
for(var i=0;i<max;i++){
|
||
cards.push(ui.cardPile.childNodes[i]);
|
||
}
|
||
for(var i=max;i<2;i++){
|
||
cards.push(ui.discardPile.childNodes[i]);
|
||
}
|
||
var dialog=ui.create.dialog('极略:选择一张基本牌或锦囊牌牌使用',cards);
|
||
var trigger=event.parent.parent;
|
||
player.chooseButton(dialog,function(){return 1}).filterButton=function(button){
|
||
var type=get.type(button.link,'trick');
|
||
return (type=='trick'||type=='basic')&&trigger.filterCard(button.link,player,trigger);
|
||
};
|
||
player.addTempSkill('jilve3',['useCardAfter','phaseAfter']);
|
||
"step 1"
|
||
if(result.bool){
|
||
// player.getStat('skill').jilve++;
|
||
lib.skill.jilve2.viewAs=result.buttons[0].link;
|
||
event.parent.parent.backup('jilve2');
|
||
event.parent.parent.step=0;
|
||
if(event.isMine()){
|
||
event.parent.parent.openskilldialog='选择'+get.translation(result.buttons[0].link)+'的目标';
|
||
}
|
||
}
|
||
},
|
||
ai:{
|
||
order:12,
|
||
result:{
|
||
player:function(player){
|
||
if(player.tempSkills.jilve3) return 0;
|
||
if(_status.dying) return ai.get.attitude(player,_status.dying);
|
||
return 1;
|
||
}
|
||
},
|
||
threaten:1.7
|
||
}
|
||
},
|
||
jilve6:{
|
||
trigger:{player:'useCardBefore'},
|
||
forced:true,
|
||
popup:false,
|
||
filter:function(event,player){
|
||
return event.skill=='jilve2';
|
||
},
|
||
content:function(){
|
||
player.getStat('skill').jilve++;
|
||
}
|
||
},
|
||
jilve2:{
|
||
filterCard:function(){return false},
|
||
selectCard:-1
|
||
},
|
||
jilve3:{},
|
||
jilve4:{
|
||
trigger:{player:'useCard'},
|
||
forced:true,
|
||
popup:false,
|
||
filter:function(event){
|
||
return event.skill=='jilve2';
|
||
},
|
||
content:function(){
|
||
player.storage.jilve++;
|
||
}
|
||
},
|
||
jilve5:{
|
||
trigger:{player:'phaseUseBegin'},
|
||
forced:true,
|
||
popup:false,
|
||
content:function(){
|
||
player.storage.jilve=0;
|
||
}
|
||
},
|
||
pozhou:{
|
||
unique:true,
|
||
trigger:{player:'damageEnd'},
|
||
forced:true,
|
||
init:function(player){
|
||
player.storage.pozhou=0;
|
||
},
|
||
content:function(){
|
||
player.storage.pozhou+=trigger.num;
|
||
if(player.storage.pozhou){
|
||
player.markSkill('pozhou');
|
||
}
|
||
},
|
||
intro:{
|
||
content:'mark'
|
||
},
|
||
group:'pozhou2',
|
||
ai:{
|
||
maixie:true,
|
||
effect:{
|
||
target:function(card,player,target){
|
||
if(get.tag(card,'damage')){
|
||
if(player.skills.contains('jueqing')) return [1,-1.5];
|
||
if(player.hp>=4) return [1,1.5];
|
||
if(target.hp==3) return [1,1];
|
||
if(target.hp==2) return [1,0.5];
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
pozhou2:{
|
||
trigger:{global:'phaseBegin'},
|
||
priority:-5,
|
||
check:function(event,player){
|
||
return ai.get.attitude(player,event.player)<-3;
|
||
},
|
||
filter:function(event,player){
|
||
return player.storage.pozhou>0&&player!=event.player;
|
||
},
|
||
prompt:function(event,player){
|
||
return '是否弃置一枚破咒标记令'+get.translation(event.player)+
|
||
'的非锁定技失效?(剩余'+player.storage.pozhou+'枚)';
|
||
},
|
||
content:function(){
|
||
player.storage.pozhou--;
|
||
if(!player.storage.pozhou){
|
||
player.unmarkSkill('pozhou');
|
||
}
|
||
var target=trigger.player;
|
||
target.disabledSkills.pozhou=[];
|
||
for(var i=0;i<target.skills.length;i++){
|
||
if(!get.skillLocked(target.skills[i])){
|
||
target.disabledSkills.pozhou.push(target.skills[i]);
|
||
}
|
||
}
|
||
target.addSkill('pozhou3');
|
||
}
|
||
},
|
||
pozhou3:{
|
||
trigger:{player:'phaseBegin'},
|
||
forced:true,
|
||
mark:true,
|
||
content:function(){
|
||
delete player.disabledSkills.pozhou;
|
||
player.removeSkill('pozhou3');
|
||
},
|
||
intro:{
|
||
content:function(st,player){
|
||
var storage=player.disabledSkills.pozhou;
|
||
if(storage&&storage.length){
|
||
var str='失效技能:';
|
||
for(var i=0;i<storage.length;i++){
|
||
if(lib.translate[storage[i]+'_info']){
|
||
str+=get.translation(storage[i])+'、';
|
||
}
|
||
}
|
||
return str.slice(0,str.length-1);
|
||
}
|
||
}
|
||
}
|
||
},
|
||
fengmo:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filter:function(){
|
||
var num=0
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].get('e','1')){
|
||
num++;
|
||
}
|
||
}
|
||
return num>=1;
|
||
},
|
||
filterTarget:function(card,player,target){
|
||
return player!=target&&!target.isTurnedOver();
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
event.targets=[];
|
||
event.num=0;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].get('e','1')){
|
||
event.targets.push(game.players[i]);
|
||
}
|
||
}
|
||
event.targets.sort(lib.sort.seat);
|
||
"step 1"
|
||
if(num<event.targets.length){
|
||
var targetn=event.targets[num];
|
||
var card=targetn.get('e','1');
|
||
if(card){
|
||
targetn.discard(card);
|
||
}
|
||
event.num++;
|
||
event.redo();
|
||
}
|
||
"step 2"
|
||
target.draw(event.targets.length);
|
||
"step 3"
|
||
target.turnOver();
|
||
},
|
||
ai:{
|
||
result:{
|
||
target:function(player,target){
|
||
var num=0
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].get('e','1')){
|
||
num++;
|
||
}
|
||
}
|
||
if(target.hp==1&&num<3){
|
||
return (num-3)/1.5;
|
||
}
|
||
return num-3;
|
||
}
|
||
},
|
||
order:10,
|
||
expose:0.1
|
||
}
|
||
},
|
||
duanyue:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
position:'he',
|
||
filterCard:{type:'equip'},
|
||
check:function(card){
|
||
var player=_status.currentPhase;
|
||
if(player.num('he',{subtype:get.subtype(card)})>1){
|
||
return 12-ai.get.equipValue(card);
|
||
}
|
||
return 8-ai.get.equipValue(card);
|
||
},
|
||
filter:function(event,player){
|
||
return player.num('he',{type:'equip'});
|
||
},
|
||
filterTarget:function(card,player,target){
|
||
return player!=target;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
target.damage();
|
||
"step 1"
|
||
if(target.isAlive()){
|
||
var cards=target.get('h');
|
||
event.num=cards.length;
|
||
target.discard(cards);
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 2"
|
||
if(event.num>=2){
|
||
player.loseHp();
|
||
}
|
||
},
|
||
ai:{
|
||
order:9,
|
||
expose:0.2,
|
||
result:{
|
||
target:function(player,target){
|
||
if(ai.get.damageEffect(target,player)<0){
|
||
return -target.num('h')-(target.hp==1?1:0);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
mojian:{
|
||
trigger:{player:'shaBegin'},
|
||
check:function(event,player){
|
||
if(ai.get.attitude(player,event.target)>0) return true;
|
||
return player.hp<player.maxHp;
|
||
},
|
||
// filter:function(event){
|
||
// return event.player.isAlive();
|
||
// },
|
||
content:function(){
|
||
"step 0"
|
||
trigger.target.draw();
|
||
"step 1"
|
||
player.recover();
|
||
}
|
||
},
|
||
liuhong:{
|
||
trigger:{player:['useCard']},
|
||
frequent:true,
|
||
filter:function(event){
|
||
return event.card&&event.card.name=='sha';
|
||
},
|
||
content:function(){
|
||
player.draw();
|
||
}
|
||
},
|
||
poyue:{
|
||
mod:{
|
||
targetInRange:function(card,player){
|
||
if(card.name=='sha'&&get.color(card)=='black') return true;
|
||
},
|
||
cardUsable:function(card){
|
||
if(card.name=='sha'&&get.color(card)=='red') return Infinity;
|
||
}
|
||
},
|
||
trigger:{player:'useCard'},
|
||
filter:function(event,player){
|
||
return event.card.name=='sha'&&get.color(event.card)=='red';
|
||
},
|
||
forced:true,
|
||
content:function(){
|
||
if(player.stat[player.stat.length-1].card.sha>0){
|
||
player.stat[player.stat.length-1].card.sha--;
|
||
}
|
||
},
|
||
group:'poyue2'
|
||
},
|
||
poyue2:{
|
||
trigger:{player:'shaBegin'},
|
||
forced:true,
|
||
popup:false,
|
||
filter:function(event,player){
|
||
return event.card&&get.color(event.card)=='red';
|
||
},
|
||
content:function(){
|
||
trigger.directHit=true;
|
||
}
|
||
},
|
||
jianji:{
|
||
enable:'phaseUse',
|
||
filter:function(event,player){
|
||
return player.num('he',{type:'equip'})>0&&lib.filter.cardEnabled({name:'sha'},player);
|
||
},
|
||
usable:1,
|
||
filterCard:{type:'equip'},
|
||
position:'he',
|
||
check:function(card){
|
||
var player=_status.currentPhase;
|
||
if(player.num('he',{subtype:get.subtype(card)})>1){
|
||
return 11-ai.get.equipValue(card);
|
||
}
|
||
return 6-ai.get.equipValue(card);
|
||
},
|
||
discard:false,
|
||
prepare:function(cards,player){
|
||
player.$throw(cards);
|
||
},
|
||
delay:false,
|
||
filterTarget:function(card,player,target){
|
||
return lib.filter.targetEnabled({name:'sha'},player,target);
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
if(!player.skills.contains('unequip')){
|
||
event.added=true
|
||
player.skills.push('unequip');
|
||
}
|
||
player.draw();
|
||
player.useCard({name:'sha'},cards,targets,'jianji',false).animate=false;
|
||
player.line(targets,'fire');
|
||
"step 1"
|
||
if(event.added){
|
||
player.skills.remove('unequip');
|
||
}
|
||
},
|
||
ai:{
|
||
order:function(){
|
||
return lib.card.sha.ai.order+0.1;
|
||
},
|
||
result:{
|
||
target:function(player,target){
|
||
var added=false;
|
||
if(!player.skills.contains('unequip')){
|
||
added=true;
|
||
player.skills.push('unequip');
|
||
}
|
||
var eff=ai.get.effect(target,{name:'sha'},player,target);
|
||
if(added){
|
||
player.skills.remove('unequip');
|
||
}
|
||
return eff;
|
||
}
|
||
},
|
||
effect:{
|
||
player:function(card,player){
|
||
if(_status.currentPhase!=player) return;
|
||
if(get.type(card)=='equip'&&
|
||
player.num('e',{subtype:get.subtype(card)})&&
|
||
lib.filter.filterCard({name:'sha'},player)){
|
||
return 0;
|
||
}
|
||
}
|
||
},
|
||
threaten:1.3
|
||
}
|
||
},
|
||
huangyu:{
|
||
enable:'phaseUse',
|
||
filter:function(event,player){
|
||
return !player.getStat('skill').huangyu&&player.num('he',{color:'red'})>1;
|
||
},
|
||
filterCard:{color:'red'},
|
||
selectCard:2,
|
||
position:'he',
|
||
viewAs:{name:'chiyuxi',nature:'fire'},
|
||
check:function(card){
|
||
var player=_status.event.player;
|
||
if(player.skills.contains('jianji')&&get.type(card)=='equip'&&
|
||
lib.filter.filterCard({name:'sha'},player)){
|
||
return 0;
|
||
}
|
||
return 6-ai.get.value(card)
|
||
},
|
||
ai:{
|
||
order:8,
|
||
expose:0.2,
|
||
threaten:1.2
|
||
}
|
||
},
|
||
gongshen:{
|
||
trigger:{global:'useCard'},
|
||
priority:15,
|
||
filter:function(event,player){
|
||
var type=get.type(event.card,'trick');
|
||
if(type!='basic'&&type!='trick') return false;
|
||
return event.player!=player&&player.num('he',{type:'equip'})>0&&
|
||
event.targets&&event.targets.length>0;
|
||
},
|
||
direct:true,
|
||
content:function(){
|
||
"step 0"
|
||
var effect=0;
|
||
for(var i=0;i<trigger.targets.length;i++){
|
||
effect+=ai.get.effect(trigger.targets[i],trigger.card,trigger.player,player);
|
||
}
|
||
var str='是否弃置一张装备牌令'+get.translation(trigger.player);
|
||
if(trigger.targets&&trigger.targets.length){
|
||
str+='对'+get.translation(trigger.targets);
|
||
}
|
||
str+='的'+get.translation(trigger.card)+'失效?'
|
||
player.chooseToDiscard('he',{type:'equip'},str).ai=function(card){
|
||
if(effect<0){
|
||
var val=9-ai.get.value(card);
|
||
var nme=trigger.card.name;
|
||
if(nme=='tao') return val;
|
||
if(nme=='shunshou'&&player==trigger.targets[0]) return val;
|
||
if(nme=='liuxinghuoyu') return val;
|
||
if(nme=='nanman') return val;
|
||
if(nme=='wanjian') return val;
|
||
if(nme=='jingleishan') return val;
|
||
if(nme=='chiyuxi') return val;
|
||
if((nme=='juedou')&&(player==trigger.targets[0]||trigger.targets[0].hp==1)) return val;
|
||
if(nme=='chenhuodajie') return val;
|
||
if(nme=='lebu'&&trigger.targets[0].num('h')>trigger.targets[0].hp) return val;
|
||
if(nme=='sha'&&trigger.targets[0].hp==1&&!trigger.targets[0].num('h','shan')) return val;
|
||
if(nme=='jiedao'&&trigger.targets[0]==player) return val;
|
||
if(nme=='yihuajiemu'&&trigger.targets[0]==player) return val;
|
||
if(nme=='shuiyanqijun'&&trigger.targets.contains(player)) return val;
|
||
return 0;
|
||
}
|
||
return -1;
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
game.delay();
|
||
trigger.untrigger();
|
||
trigger.finish();
|
||
player.logSkill('gongshen');
|
||
}
|
||
},
|
||
ai:{
|
||
effect:{
|
||
player:function(card,player,target){
|
||
if(player!=target) return;
|
||
if(get.type(card)=='equip'&&player.num('h')<=player.hp){
|
||
return [0,0,0,0];
|
||
}
|
||
}
|
||
},
|
||
threaten:2,
|
||
expose:0.3
|
||
}
|
||
},
|
||
xiaozhan:{
|
||
trigger:{global:'useCard'},
|
||
priority:15,
|
||
filter:function(event,player){
|
||
return event.card.name=='sha'&&event.player!=player&&
|
||
player.num('h','sha')>0&&event.targets.contains(player)==false;
|
||
},
|
||
direct:true,
|
||
content:function(){
|
||
"step 0"
|
||
var effect=0;
|
||
for(var i=0;i<trigger.targets.length;i++){
|
||
effect+=ai.get.effect(trigger.targets[i],trigger.card,trigger.player,player);
|
||
}
|
||
var str='是否弃置一张杀令'+get.translation(trigger.player);
|
||
if(trigger.targets&&trigger.targets.length){
|
||
str+='对'+get.translation(trigger.targets);
|
||
}
|
||
str+='的'+get.translation(trigger.card)+'失效?'
|
||
player.chooseToDiscard('h',{name:'sha'},str).ai=function(card){
|
||
if(effect<0){
|
||
return 9-ai.get.value(card);
|
||
}
|
||
return -1;
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
trigger.untrigger();
|
||
trigger.finish();
|
||
player.logSkill('xiaozhan');
|
||
}
|
||
},
|
||
ai:{
|
||
threaten:1.2,
|
||
expose:0.1
|
||
}
|
||
},
|
||
chuanyue:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filter:function(event,player){
|
||
return player.num('h')>0;
|
||
},
|
||
selectCard:2,
|
||
filterCard:true,
|
||
discard:false,
|
||
prepare:function(cards,player,targets){
|
||
player.$throw(cards);
|
||
},
|
||
filterTarget:function(card,player,target){
|
||
return lib.filter.targetEnabled({name:'juedou'},player,target);
|
||
},
|
||
check:function(card){
|
||
return Math.max(7-ai.get.value(card),7-ai.get.useful(card));
|
||
},
|
||
content:function(){
|
||
player.useCard({name:'juedou'},targets,cards).animate=false;
|
||
},
|
||
ai:{
|
||
result:{
|
||
target:function(player,target){
|
||
return ai.get.effect(target,{name:'juedou'},player,target);
|
||
}
|
||
},
|
||
order:8,
|
||
}
|
||
},
|
||
yiesheng:{
|
||
enable:'phaseUse',
|
||
filterCard:{color:'black'},
|
||
filter:function(event,player){
|
||
return player.num('h',{color:'black'})>0;
|
||
},
|
||
selectCard:[1,Infinity],
|
||
prompt:'弃置任意张黑色手牌并摸等量的牌',
|
||
check:function(card){return 5-ai.get.value(card)},
|
||
content:function(){
|
||
player.draw(cards.length);
|
||
},
|
||
ai:{
|
||
order:1,
|
||
result:{
|
||
player:1
|
||
},
|
||
},
|
||
},
|
||
dangping:{
|
||
trigger:{source:'damageAfter'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return event.parent.name!='dangping'&&!player.skills.contains('dangping2');
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
var next=player.chooseCardTarget({
|
||
position:'he',
|
||
filterTarget:function(card,player,target){
|
||
return player!=target&&trigger.player!=target&&get.distance(trigger.player,target)<=1;
|
||
},
|
||
filterCard:true,
|
||
ai1:function(card){
|
||
return ai.get.unuseful(card)+9;
|
||
},
|
||
ai2:function(target){
|
||
return ai.get.damageEffect(target,player,player);
|
||
},
|
||
prompt:'是否发动【荡平】?'
|
||
});
|
||
"step 1"
|
||
if(result.bool){
|
||
player.discard(result.cards);
|
||
player.logSkill('dangping',result.targets);
|
||
player.addTempSkill('dangping2','phaseAfter');
|
||
}
|
||
"step 2"
|
||
if(result.bool){
|
||
result.targets[0].damage();
|
||
}
|
||
}
|
||
},
|
||
dangping2:{},
|
||
duishi:{
|
||
enable:'phaseUse',
|
||
usable:2,
|
||
filter:function(event,player){
|
||
return player.num('h')>0&&!player.skills.contains('duishi3');
|
||
},
|
||
filterTarget:function(card,player,target){
|
||
return player!=target&&target.num('h')&&!target.skills.contains('duishi2');
|
||
},
|
||
filterCard:true,
|
||
check:function(card){return 8-ai.get.value(card)},
|
||
content:function(){
|
||
"step 0"
|
||
var suit=get.suit(cards[0]);
|
||
target.chooseToDiscard({suit:suit},'h','弃置一张'+get.translation(suit)+
|
||
'牌,或令'+get.translation(player)+'获得你的一张牌').ai=function(card){
|
||
if(ai.get.attitude(target,player)>0){
|
||
return -1;
|
||
}
|
||
return 11-ai.get.value(card);
|
||
}
|
||
|
||
"step 1"
|
||
if(!result.bool){
|
||
player.addTempSkill('duishi3','phaseAfter');
|
||
if(target.num('he')){
|
||
player.gainPlayerCard(target,'he',true,ai.get.buttonValue);
|
||
}
|
||
}
|
||
else{
|
||
target.addTempSkill('duishi2','phaseAfter');
|
||
}
|
||
},
|
||
ai:{
|
||
order:9,
|
||
threaten:1.5,
|
||
result:{
|
||
target:-2,
|
||
player:0.5
|
||
},
|
||
expose:0.2
|
||
}
|
||
},
|
||
duishi2:{},
|
||
duishi3:{},
|
||
guisi:{
|
||
trigger:{target:'shaBefore'},
|
||
popup:false,
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return player.num('h');
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseCard('是否交给'+get.translation(trigger.player)+'一张牌并取消此杀?').ai=function(card){
|
||
if(ai.get.attitude(player,trigger.player)>0){
|
||
return 9-ai.get.value(card);
|
||
}
|
||
if(player.num('h',{name:'shan'})) return -1;
|
||
return 7-ai.get.value(card);
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('guisi');
|
||
trigger.player.gain(result.cards);
|
||
player.$give(result.cards,trigger.player);
|
||
trigger.untrigger();
|
||
trigger.finish();
|
||
}
|
||
},
|
||
},
|
||
lianwu:{
|
||
mod:{
|
||
selectTarget:function(card,player,range){
|
||
if(card.name=='sha'&&range[1]!=-1) range[1]++;
|
||
},
|
||
},
|
||
trigger:{player:'shaBegin'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return event.card&&get.color(event.card)=='red';
|
||
},
|
||
content:function(){
|
||
trigger.directHit=true;
|
||
}
|
||
},
|
||
mingfu:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filter:function(event,player){
|
||
return player.num('he',{suit:'club'})>0;
|
||
},
|
||
position:'he',
|
||
filterCard:{suit:'club'},
|
||
discard:false,
|
||
prepare:function(cards,player,targets){
|
||
player.$throw(cards);
|
||
},
|
||
filterTarget:function(card,player,target){
|
||
return lib.filter.targetEnabled({name:'guiyoujie'},player,target);
|
||
},
|
||
check:function(card){
|
||
return Math.max(7-ai.get.value(card),7-ai.get.useful(card));
|
||
},
|
||
content:function(){
|
||
target.addJudge('guiyoujie',cards);
|
||
},
|
||
ai:{
|
||
result:{
|
||
target:function(player,target){
|
||
return ai.get.effect(target,{name:'guiyoujie'},player,target);
|
||
}
|
||
},
|
||
order:8,
|
||
}
|
||
},
|
||
mufeng:{
|
||
priority:9,
|
||
filter:function(event,player){
|
||
return event.player!=player&&get.type(event.card)=='trick'&&event.targets&&event.targets.length>1;
|
||
},
|
||
check:function(event,player){
|
||
return get.tag(event.card,'multineg')||ai.get.effect(player,event.card,event.player,player)<=0;
|
||
},
|
||
trigger:{target:'useCardToBefore'},
|
||
content:function(){
|
||
trigger.untrigger();
|
||
trigger.finish();
|
||
player.draw();
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card){
|
||
if(get.type(card)!='trick') return;
|
||
if(card.name=='tiesuo') return [0,0];
|
||
if(card.name=='yihuajiemu') return [0,1];
|
||
if(get.tag(card,'multineg')) return [0,2];
|
||
}
|
||
}
|
||
}
|
||
},
|
||
jiying:{
|
||
// trigger:{player:'respond'},
|
||
// filter:function(event,player){
|
||
// return event.card.name=='shan'&&
|
||
// player.num('h','sha')>0&&_status.currentPhase!=player;
|
||
// },
|
||
// direct:true,
|
||
// content:function(){
|
||
// player.chooseToUse('是否发动【疾鹰】?',{name:'sha'});
|
||
// },
|
||
mod:{
|
||
targetInRange:function(card){
|
||
if(card.name=='sha') return true;
|
||
}
|
||
},
|
||
// ai:{
|
||
// effect:{
|
||
// target:function(card,player,target,current){
|
||
// if(get.tag(card,'respondShan')&&target.num('h')) return 0.8;
|
||
// }
|
||
// }
|
||
// }
|
||
},
|
||
minjing:{
|
||
trigger:{player:'damageBegin'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
if(player.get('e','2')) return false;
|
||
if(event.source&&event.source.num('s','unequip')) return;
|
||
if(Math.random()>1/3) return false;
|
||
return true;
|
||
},
|
||
content:function(){
|
||
trigger.num--;
|
||
},
|
||
ai:{
|
||
threaten:0.8
|
||
}
|
||
},
|
||
touxi:{
|
||
trigger:{global:'phaseEnd'},
|
||
check:function(event,player){
|
||
return ai.get.damageEffect(event.player,player,player,'thunder')>0;
|
||
},
|
||
filter:function(event,player){
|
||
return event.player!=player&&!player.skills.contains('touxi2')&&event.player.isAlive();
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.line(trigger.player,'thunder');
|
||
player.judge(function(card){
|
||
if(get.color(card)=='black') return 1;
|
||
return -1;
|
||
});
|
||
"step 1"
|
||
if(result.bool){
|
||
trigger.player.damage('thunder');
|
||
player.draw();
|
||
player.addSkill('touxi2');
|
||
event.finish();
|
||
}
|
||
else{
|
||
if(player.num('he')){
|
||
trigger.player.discardPlayerCard(player,'he',true,ai.get.buttonValue);
|
||
}
|
||
}
|
||
},
|
||
ai:{
|
||
expose:0.3,
|
||
threaten:1.2
|
||
}
|
||
},
|
||
touxi2:{
|
||
trigger:{player:'phaseBegin'},
|
||
forced:true,
|
||
popup:false,
|
||
content:function(){
|
||
player.removeSkill('touxi2');
|
||
}
|
||
},
|
||
lianji:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filterTarget:function(card,player,target){
|
||
if(player==target) return false;
|
||
return target.num('h')>0;
|
||
},
|
||
selectTarget:2,
|
||
multitarget:true,
|
||
multiline:true,
|
||
filter:function(event,player){
|
||
return player.num('h')>0;
|
||
},
|
||
prepare:function(cards,player,targets){
|
||
player.$throw(cards);
|
||
player.line(targets);
|
||
},
|
||
discard:false,
|
||
filterCard:true,
|
||
check:function(card){
|
||
return 6-ai.get.value(card);
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
if(!player.storage.lianji){
|
||
player.storage.lianji=[];
|
||
}
|
||
if(targets[0].num('h')&&targets[1].num('h')){
|
||
targets[0].chooseToCompare(targets[1]);
|
||
player.storage.lianji.add(targets[0]);
|
||
player.storage.lianji.add(targets[1]);
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
targets[0].gain(cards);
|
||
targets[0].$gain2(cards);
|
||
targets[1].damage(targets[0]);
|
||
}
|
||
else{
|
||
targets[1].gain(cards);
|
||
targets[1].$gain2(cards);
|
||
targets[0].damage(targets[1]);
|
||
}
|
||
if(!player.skills.contains('yinmo')){
|
||
event.finish();
|
||
}
|
||
"step 2"
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i]!=player&&!player.storage.lianji.contains(game.players[i])){
|
||
event.finish();
|
||
return;
|
||
}
|
||
}
|
||
"step 3"
|
||
player.logSkill('yinmo');
|
||
player.gainMaxHp();
|
||
"step 4"
|
||
lib.character.swd_duguningke2=['','qun',4,['benlei','juece'],['temp']];
|
||
if(player.name=='swd_duguningke') player.name='swd_duguningke2';
|
||
if(player.name1=='swd_duguningke') player.name1='swd_duguningke2';
|
||
if(player.name2=='swd_duguningke'){
|
||
player.name2='swd_duguningke2';
|
||
player.node.avatar2.setBackground('swd_duguningke2','character');
|
||
}
|
||
else{
|
||
player.node.avatar.setBackground('swd_duguningke2','character');
|
||
}
|
||
player.removeSkill('yinmo');
|
||
player.removeSkill('lianji');
|
||
player.removeSkill('touxi');
|
||
player.addSkill('benlei');
|
||
player.addSkill('juece');
|
||
event.players=game.players.slice(0);
|
||
event.players.remove(player);
|
||
event.players.sort(lib.sort.seat);
|
||
"step 5"
|
||
if(event.players.length){
|
||
event.players.shift().damage('thunder');
|
||
event.redo();
|
||
}
|
||
},
|
||
ai:{
|
||
expose:0.3,
|
||
threaten:2,
|
||
order:9,
|
||
result:{
|
||
target:-1
|
||
}
|
||
},
|
||
},
|
||
lianji2:{
|
||
group:['lianji3','lianji4']
|
||
},
|
||
lianji3:{
|
||
trigger:{player:'shaHit'},
|
||
forced:true,
|
||
popup:false,
|
||
content:function(){
|
||
player.storage.lianji2=true;
|
||
}
|
||
},
|
||
lianji4:{
|
||
trigger:{player:'shaAfter'},
|
||
forced:true,
|
||
popup:false,
|
||
content:function(){
|
||
if(!player.storage.lianji2){
|
||
player.damage('thunder',player.storage.lianji);
|
||
}
|
||
delete player.storage.lianji;
|
||
delete player.storage.lianji2;
|
||
player.removeSkill('lianji2');
|
||
}
|
||
},
|
||
yinmo:{},
|
||
miedao:{
|
||
group:['miedao1','miedao2'],
|
||
ai:{
|
||
threaten:1.4
|
||
}
|
||
},
|
||
miedao1:{
|
||
trigger:{player:'phaseDrawBegin'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return player.hp<player.maxHp;
|
||
},
|
||
content:function(){
|
||
trigger.num+=player.maxHp-player.hp;
|
||
}
|
||
},
|
||
miedao2:{
|
||
trigger:{player:'phaseDiscardBegin'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return player.hp<player.maxHp;
|
||
},
|
||
content:function(){
|
||
player.chooseToDiscard(player.maxHp-player.hp,'he',true);
|
||
}
|
||
},
|
||
milesxiehun:{
|
||
trigger:{player:'phaseEnd'},
|
||
forced:true,
|
||
content:function(){
|
||
"step 0"
|
||
event.num=0;
|
||
event.targets=game.players.slice(0);
|
||
event.targets.remove(player);
|
||
for(var i=0;i<event.targets.length;i++){
|
||
event.targets.sort(lib.sort.random);
|
||
}
|
||
event.targets.splice(Math.max(1,player.maxHp-player.hp));
|
||
//event.targets.unshift(player);
|
||
"step 1"
|
||
if(event.num<event.targets.length){
|
||
var target=event.targets[event.num];
|
||
target.discard(target.get('he').randomGet());
|
||
event.num++;
|
||
event.redo();
|
||
}
|
||
},
|
||
},
|
||
liaochen:{
|
||
trigger:{player:'phaseEnd'},
|
||
forced:true,
|
||
content:function(){
|
||
"step 0"
|
||
event.num=0;
|
||
event.targets=game.players.slice(0);
|
||
"step 1"
|
||
if(event.num<event.targets.length){
|
||
if(event.targets[event.num].num('he')){
|
||
event.targets[event.num].chooseToDiscard(true,'he');
|
||
}
|
||
event.num++;
|
||
event.redo();
|
||
}
|
||
}
|
||
},
|
||
aojian:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filter:function(event,player){
|
||
return player.hp<player.maxHp;
|
||
},
|
||
filterTarget:function(card,player,target){
|
||
return player!=target&&get.distance(player,target,'attack')<=1;
|
||
},
|
||
selectTarget:function(){
|
||
return ui.selected.cards.length;
|
||
},
|
||
selectCard:function(){
|
||
var player=_status.currentPhase;
|
||
return [1,Math.min(game.players.length-1,player.maxHp-player.hp)];
|
||
},
|
||
filterCard:true,
|
||
check:function(card){
|
||
if(ui.selected.cards.length==0){
|
||
return 8-ai.get.value(card);
|
||
}
|
||
return 5-ai.get.value(card);
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
target.damage();
|
||
"step 1"
|
||
// target.draw();
|
||
},
|
||
ai:{
|
||
order:9,
|
||
result:{
|
||
target:function(player,target){
|
||
return ai.get.damageEffect(target,player,target);
|
||
}
|
||
},
|
||
threaten:function(player,target){
|
||
if(target.hp==1) return 2;
|
||
if(target.hp==2) return 1.5;
|
||
return 0.5;
|
||
},
|
||
maixie:true,
|
||
effect:{
|
||
target:function(card,player,target){
|
||
if(get.tag(card,'damage')){
|
||
if(target.hp==target.maxHp) return [0,1];
|
||
}
|
||
if(get.tag(card,'recover')&&player.hp>=player.maxHp-1) return [0,0];
|
||
}
|
||
}
|
||
}
|
||
},
|
||
moyan:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filter:function(event,player){
|
||
return player.hp<player.maxHp&&player.num('h',{color:'red'})>0;
|
||
},
|
||
filterTarget:function(card,player,target){
|
||
return player!=target;//&&get.distance(player,target,'attack')<=1;
|
||
},
|
||
selectTarget:function(){
|
||
return ui.selected.cards.length;
|
||
},
|
||
selectCard:function(){
|
||
var player=_status.currentPhase;
|
||
return [1,Math.min(game.players.length-1,player.maxHp-player.hp)];
|
||
},
|
||
filterCard:function(card){
|
||
return get.color(card)=='red';
|
||
},
|
||
check:function(card){
|
||
if(ui.selected.cards.length==0){
|
||
return 8-ai.get.value(card);
|
||
}
|
||
return 6-ai.get.value(card);
|
||
},
|
||
line:'fire',
|
||
content:function(){
|
||
"step 0"
|
||
target.damage('fire');
|
||
"step 1"
|
||
// target.draw();
|
||
},
|
||
ai:{
|
||
order:9,
|
||
result:{
|
||
target:function(player,target){
|
||
return ai.get.damageEffect(target,player,target,'fire');
|
||
}
|
||
},
|
||
threaten:function(player,target){
|
||
if(target.hp==1) return 2;
|
||
if(target.hp==2) return 1.5;
|
||
return 0.5;
|
||
},
|
||
maixie:true,
|
||
effect:{
|
||
target:function(card,player,target){
|
||
if(get.tag(card,'damage')){
|
||
if(target.hp==target.maxHp) return [0,1];
|
||
}
|
||
if(get.tag(card,'recover')&&player.hp>=player.maxHp-1) return [0,0];
|
||
}
|
||
}
|
||
}
|
||
},
|
||
shejie:{
|
||
trigger:{player:'damageEnd'},
|
||
priority:9,
|
||
check:function(event,player){
|
||
return ai.get.attitude(player,event.source)<0;
|
||
},
|
||
filter:function(event){
|
||
return event&&event.source;
|
||
},
|
||
content:function(){
|
||
trigger.source.addSkill('shejie2');
|
||
},
|
||
ai:{
|
||
threaten:0.4
|
||
}
|
||
},
|
||
shejie2:{
|
||
unique:true,
|
||
trigger:{player:'phaseBegin'},
|
||
forced:true,
|
||
priority:10,
|
||
mod:{
|
||
cardEnabled:function(){
|
||
return false;
|
||
},
|
||
cardUsable:function(){
|
||
return false;
|
||
},
|
||
cardRespondable:function(){
|
||
return false;
|
||
},
|
||
cardSavable:function(){
|
||
return false;
|
||
}
|
||
},
|
||
content:function(){
|
||
player.removeSkill('shejie2')
|
||
},
|
||
},
|
||
guiyin:{
|
||
trigger:{player:'phaseDiscardEnd'},
|
||
frequent:true,
|
||
filter:function(event,player){
|
||
return event.cards&&event.cards.length>1
|
||
},
|
||
content:function(){
|
||
player.draw(2);
|
||
},
|
||
},
|
||
qinyin:{
|
||
trigger:{player:'phaseDiscardEnd'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return event.cards&&event.cards.length>1
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
if(typeof event.count!='number'){
|
||
event.count=trigger.cards.length-1;
|
||
}
|
||
var recover=0,lose=0;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(!game.players[i].isOut()){
|
||
if(game.players[i].hp<game.players[i].maxHp){
|
||
if(ai.get.attitude(player,game.players[i])>0){
|
||
if(game.players[i].hp<2){
|
||
lose--;
|
||
recover+=0.5;
|
||
}
|
||
lose--;
|
||
recover++;
|
||
}
|
||
else if(ai.get.attitude(player,game.players[i])<0){
|
||
if(game.players[i].hp<2){
|
||
lose++;
|
||
recover-=0.5;
|
||
}
|
||
lose++;
|
||
recover--;
|
||
}
|
||
}
|
||
else{
|
||
if(ai.get.attitude(player,game.players[i])>0){
|
||
lose--;
|
||
}
|
||
else if(ai.get.attitude(player,game.players[i])<0){
|
||
lose++;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
player.chooseControl('失去体力','回复体力','cancel',
|
||
ui.create.dialog('是否发动【琴音】(剩余'+get.cnNumber(event.count)+'次)','hidden')).ai=function(){
|
||
// console.log(lose,recover);
|
||
if(lose>recover&&lose>0) return 0;
|
||
if(lose<recover&&recover>0) return 1;
|
||
return 2;
|
||
}
|
||
"step 1"
|
||
if(result.bool==false||result.control=='cancel'){
|
||
event.finish();
|
||
}
|
||
else{
|
||
player.logSkill(_status.event.name);
|
||
event.bool=(result.control=='回复体力');
|
||
event.num=0;
|
||
event.players=game.players.slice(0);
|
||
}
|
||
"step 2"
|
||
if(event.num<event.players.length){
|
||
var target=event.players[event.num];
|
||
if(event.bool){
|
||
target.recover();
|
||
}
|
||
else{
|
||
target.loseHp();
|
||
}
|
||
event.num++;
|
||
event.redo();
|
||
}
|
||
"step 3"
|
||
if(event.count>1){
|
||
event.count--;
|
||
event.goto(0);
|
||
}
|
||
},
|
||
ai:{
|
||
expose:0.1,
|
||
threaten:2
|
||
}
|
||
},
|
||
wangchen:{
|
||
trigger:{player:'phaseDiscardEnd'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
if(event.cards){
|
||
for(var i=0;i<event.cards.length;i++){
|
||
if(get.type(event.cards[i])=='basic') return true;
|
||
}
|
||
}
|
||
return false;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseTarget('是否发动【忘尘】?').ai=function(target){
|
||
return ai.get.attitude(player,target)*(target.isTurnedOver()?1:-1);
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
var target=result.targets[0]
|
||
player.logSkill('wangchen',target);
|
||
target.turnOver();
|
||
}
|
||
},
|
||
ai:{
|
||
expose:0.5,
|
||
threaten:2,
|
||
}
|
||
},
|
||
wangchen2:{
|
||
trigger:{player:'phaseBefore'},
|
||
forced:true,
|
||
popup:false,
|
||
filter:function(event,player){
|
||
var prev=player.previous;
|
||
if(prev.storage.wangchen==prev){
|
||
return true;
|
||
}
|
||
},
|
||
content:function(){
|
||
player.previous.out();
|
||
}
|
||
},
|
||
wangchen3:{
|
||
trigger:{player:'dieBegin'},
|
||
forced:true,
|
||
popup:false,
|
||
filter:function(event,player){
|
||
return player.storage.wangchen&&player.storage.wangchen.isOut();
|
||
},
|
||
content:function(){
|
||
player.storage.wangchen.out();
|
||
}
|
||
},
|
||
tiandao:{
|
||
trigger:{global:'judge'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return player.num('he')>0;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseCard(get.translation(trigger.player)+'的'+(trigger.judgestr||'')+'判定为'+
|
||
get.translation(trigger.player.judging)+',是否发动【天道】?','he').ai=function(card){
|
||
var trigger=_status.event.parent._trigger;
|
||
var player=_status.event.player;
|
||
var result=trigger.judge(card)-trigger.judge(trigger.player.judging);
|
||
var attitude=ai.get.attitude(player,trigger.player);
|
||
if(attitude==0||result==0) return 0;
|
||
if(attitude>0){
|
||
return result;
|
||
}
|
||
else{
|
||
return -result;
|
||
}
|
||
};
|
||
"step 1"
|
||
if(result.bool){
|
||
player.respond(result.cards);
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 2"
|
||
if(result.bool){
|
||
player.logSkill('tiandao');
|
||
player.$gain2(trigger.player.judging);
|
||
player.gain(trigger.player.judging);
|
||
trigger.player.judging=result.cards[0];
|
||
trigger.position.appendChild(result.cards[0]);
|
||
game.log(get.translation(trigger.player)+'的判定牌改为'+get.translation(result.cards[0]));
|
||
}
|
||
"step 3"
|
||
game.delay(2);
|
||
},
|
||
ai:{
|
||
tag:{
|
||
rejudge:1
|
||
},
|
||
threaten:1.5
|
||
}
|
||
},
|
||
yihua:{
|
||
trigger:{target:'useCardToBefore'},
|
||
popup:false,
|
||
direct:true,
|
||
filter:function(event,player){
|
||
// return event.card&&get.color(event.card)=='red'&&event.player!=player;
|
||
return event.targets.length==1&&event.player!=player&&player.num('h')>=2;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseToDiscard('是否弃置两张手牌将'+get.translation(trigger.card)+'反弹?',2).ai=function(card){
|
||
if(ai.get.effect(player,trigger.card)<0) return 4-ai.get.value(card);
|
||
return 0;
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
// player.discard(result.cards);
|
||
player.logSkill('yihua');
|
||
trigger.target=trigger.player;
|
||
trigger.player=player;
|
||
trigger.untrigger();
|
||
trigger.trigger('useCardToBefore');
|
||
}
|
||
// "step 2"
|
||
// if(result.bool){
|
||
// trigger.target=result.targets[0];
|
||
// trigger.untrigger;
|
||
// trigger.trigger('shaBefore');
|
||
// game.delay();
|
||
// }
|
||
},
|
||
ai:{
|
||
threaten:function(player,target){
|
||
if(target.num('h')<=2){
|
||
return 2;
|
||
}
|
||
return 2/(target.num('h')-1);
|
||
}
|
||
}
|
||
},
|
||
youyin:{
|
||
trigger:{global:'discardAfter'},
|
||
filter:function(event,player){
|
||
if(event.player==player) return false;
|
||
if(player.num('h')>=5) return false;
|
||
for(var i=0;i<event.cards.length;i++){
|
||
if(get.type(event.cards[i])!='basic'){
|
||
return true;
|
||
}
|
||
}
|
||
return false;
|
||
},
|
||
frequent:true,
|
||
content:function(){
|
||
"step 0"
|
||
if(trigger.delay==false) game.delay();
|
||
"step 1"
|
||
player.draw();
|
||
},
|
||
},
|
||
fushen:{
|
||
trigger:{player:'phaseBefore'},
|
||
check:function(){
|
||
return false;
|
||
},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return !player.phaseSkipped;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseTarget(function(card,player,target){
|
||
if(player==target) return false;
|
||
return true;
|
||
},'是否发动附身?').ai=function(){
|
||
return -1;//1+Math.random();
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
var target=result.targets[0];
|
||
event.target=target;
|
||
target.storage.fushen=player;
|
||
game.swapPlayer(target);
|
||
// player.out();
|
||
// player.lockOut=true;
|
||
// trigger.untrigger();
|
||
// trigger.finish();
|
||
// target.phase();
|
||
// target.addSkill('fushen2');
|
||
trigger.untrigger();
|
||
trigger.finish();
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 2"
|
||
player.out();
|
||
player.lockOut=true;
|
||
if(player.ai.shown<0.5){
|
||
player.ai.shown=0.5;
|
||
}
|
||
// trigger.untrigger();
|
||
// trigger.finish();
|
||
// target.phase();
|
||
event.target.addSkill('fushen2');
|
||
event.target.storage.fushen2=event.target.ai.shown;
|
||
event.target.phase();
|
||
},
|
||
ai:{
|
||
threaten:1.5,
|
||
}
|
||
},
|
||
fushen2:{
|
||
trigger:{player:'phaseAfter'},
|
||
forced:true,
|
||
popup:false,
|
||
content:function(){
|
||
var source=player.storage.fushen;
|
||
player.ai.shown=player.storage.fushen2;
|
||
delete player.storage.fushen;
|
||
delete player.storage.fushen2;
|
||
if(source){
|
||
source.lockOut=false;
|
||
source.out();
|
||
game.swapPlayer(source);
|
||
source.loseHp();
|
||
player.removeSkill('fushen2');}
|
||
// source.skip('phase');
|
||
}
|
||
},
|
||
anlianying:{
|
||
trigger:{player:'loseEnd'},
|
||
frequent:true,
|
||
filter:function(event,player){
|
||
if(player.num('h')) return false;
|
||
for(var i=0;i<event.cards.length;i++){
|
||
if(event.cards[i].original=='h') return true;
|
||
}
|
||
return false;
|
||
},
|
||
content:function(){
|
||
player.draw(2);
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card){
|
||
if(card.name=='guohe'||card.name=='liuxinghuoyu') return 0.5;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
miejing:{
|
||
forbid:['infinity'],
|
||
init:function(player){
|
||
player.storage.miejing=false;
|
||
},
|
||
enable:'phaseUse',
|
||
filter:function(event,player){
|
||
//if(player.maxHp<=1) return false;
|
||
return !player.storage.miejing
|
||
},
|
||
intro:{
|
||
content:'limited'
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
var cards=player.get('hej');
|
||
for(var i=0;i<cards.length;i++){
|
||
if(get.color(cards[i])!='black'){
|
||
cards.splice(i,1);i--;
|
||
}
|
||
}
|
||
cards.sort(lib.sort.random);
|
||
player.discard(cards);
|
||
event.num=0;
|
||
event.players=game.players.slice(0);
|
||
player.storage.miejing=true;
|
||
"step 1"
|
||
var i=event.num;
|
||
if(event.num<event.players.length){
|
||
if(event.players[event.num]!=player){
|
||
event.players[i].damage('thunder','nosource');
|
||
}
|
||
event.num++;
|
||
event.redo();
|
||
}
|
||
//player.maxHp=1;
|
||
//player.update();
|
||
}
|
||
},
|
||
// zhanlu:{
|
||
// enable:'phaseUse',
|
||
// filterCard:function(card){
|
||
// return get.suit(card)=='heart';
|
||
// },
|
||
// position:'he',
|
||
// viewAs:{name:'taoyuan'},
|
||
// prompt:'将一张红桃牌当作桃园结义使用',
|
||
// check:function(card){return 6-ai.get.value(card)},
|
||
// ai:{
|
||
// threaten:1.2
|
||
// }
|
||
// },
|
||
zhanlu:{
|
||
enable:'phaseUse',
|
||
filterCard:function(card){var suit=get.suit(card); return suit=='spade';},
|
||
position:'he',
|
||
usable:1,
|
||
filter:function(event,player){
|
||
return player.num('he',{suit:'spade'})>0;
|
||
},
|
||
check:function(card){
|
||
return 10-ai.get.value(card)
|
||
},
|
||
filterTarget:function(card,player,target){
|
||
if(target.hp>=target.maxHp) return false;
|
||
return true;
|
||
},
|
||
selectTarget:[1,3],
|
||
content:function(){
|
||
target.recover();
|
||
},
|
||
ai:{
|
||
order:10,
|
||
result:{
|
||
target:function(player,target){
|
||
if(player==target&&player.num('h')>player.hp) return 20;
|
||
return ai.get.recoverEffect(target,player,target);
|
||
}
|
||
},
|
||
threaten:2
|
||
}
|
||
},
|
||
huopu:{
|
||
enable:'phaseUse',
|
||
filterCard:function(card){
|
||
return get.suit(card)=='heart';
|
||
},
|
||
viewAs:{name:'liuxinghuoyu'},
|
||
viewAsFilter:function(player){
|
||
if(!player.num('he',{suit:'heart'})) return false;
|
||
},
|
||
prompt:'将一张红桃手牌当作流星火羽使用',
|
||
check:function(card){return 6-ai.get.value(card)},
|
||
ai:{
|
||
threaten:1.4
|
||
}
|
||
},
|
||
rexue:{
|
||
trigger:{global:'phaseBegin'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return lib.filter.targetEnabled({name:'sha'},player,event.player)&&!lib.filter.autoRespondSha.call({player:player});
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseToUse({name:'sha'},'是否对'+get.translation(trigger.player)+'使用一张杀',trigger.player);
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('rexue');
|
||
player.draw();
|
||
}
|
||
}
|
||
},
|
||
shengshou:{
|
||
enable:'phaseUse',
|
||
filterCard:function(card){
|
||
return get.color(card)=='black';
|
||
},
|
||
viewAs:{name:'caoyao'},
|
||
prompt:'将一张黑色手牌当作草药使用',
|
||
check:function(card){return 6-ai.get.value(card)},
|
||
ai:{
|
||
threaten:1.6
|
||
}
|
||
},
|
||
huanjian:{
|
||
enable:'phaseUse',
|
||
filterCard:function(card){
|
||
return get.color(card)=='black';
|
||
},
|
||
viewAs:{name:'dujian'},
|
||
viewAsFilter:function(player){
|
||
if(!player.num('h',{color:'black'})) return false;
|
||
},
|
||
prompt:'将一张黑色手牌当作毒箭使用',
|
||
check:function(card){return 5-ai.get.value(card)},
|
||
ai:{
|
||
threaten:1.6
|
||
}
|
||
},
|
||
benlei:{
|
||
enable:'phaseUse',
|
||
viewAs:{name:'jingleishan',nature:'thunder'},
|
||
filterCard:function(card,player){
|
||
return true;
|
||
},
|
||
selectCard:3,
|
||
position:'he',
|
||
prompt:'将三张牌当作惊雷闪使用',
|
||
check:function(card){
|
||
return 4-ai.get.value(card);
|
||
},
|
||
group:'benlei2',
|
||
ai:{
|
||
basic:{
|
||
order:10
|
||
}
|
||
}
|
||
},
|
||
benlei2:{
|
||
trigger:{source:'damageAfter'},
|
||
filter:function(event,player){
|
||
return event.nature=='thunder'&&player.hp<player.maxHp;
|
||
},
|
||
forced:true,
|
||
content:function(){
|
||
player.recover();
|
||
},
|
||
},
|
||
moyu:{
|
||
trigger:{source:'dieAfter'},
|
||
filter:function(event,player){
|
||
return player.hp<player.maxHp;
|
||
},
|
||
frequent:true,
|
||
content:function(){
|
||
player.recover(player.maxHp-player.hp);
|
||
},
|
||
threaten:1.2
|
||
},
|
||
susheng:{
|
||
trigger:{global:'dieBefore'},
|
||
direct:true,
|
||
check:function(event,player){
|
||
return player.attitudeTo(event.player)>3;
|
||
},
|
||
filter:function(event,player){
|
||
return player.num('h')>0&&!player.skills.contains('susheng2');
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseToDiscard('是否发动苏生?').ai=ai.get.unuseful2;
|
||
"step 1"
|
||
if(result.bool){
|
||
// player.chooseToDiscard('h',true);
|
||
trigger.untrigger();
|
||
trigger.finish();
|
||
trigger.player.hp=1;
|
||
if(trigger.player.maxHp<1) trigger.player.maxHp=1;
|
||
trigger.player.update();
|
||
player.logSkill('susheng');
|
||
player.addTempSkill('susheng2','phaseAfter');
|
||
}
|
||
|
||
},
|
||
ai:{
|
||
threaten:2
|
||
}
|
||
},
|
||
susheng2:{},
|
||
kunlunjing:{
|
||
unique:true,
|
||
group:['kunlunjing1','kunlunjing2'],
|
||
intro:{
|
||
content:function(storage,player){
|
||
if(true){
|
||
return player.storage.kunlunjing3;
|
||
}
|
||
var table,str,st,tr,td;
|
||
for(var i=0;i<storage.length;i++){
|
||
if(game.players.contains(storage[i].player)){
|
||
st=storage[i];
|
||
|
||
tr=document.createElement('tr');
|
||
table.appendChild(tr);
|
||
td=document.createElement('td');
|
||
td.innerHTML=get.translation(st.player);
|
||
tr.appendChild(td);
|
||
td=document.createElement('td');
|
||
td.innerHTML=(st.handcards1.length+st.handcards2.length);
|
||
td.style.textAlign='center';
|
||
tr.appendChild(td);
|
||
|
||
td=document.createElement('td');
|
||
td.style.width='30px';
|
||
tr.appendChild(td);
|
||
|
||
str='';
|
||
if(st.equips.length+st.judges.length){
|
||
if(st.equips.length){
|
||
str+=get.translation(st.equips)
|
||
}
|
||
str=get.translation(st.equips.concat(st.judges));
|
||
}
|
||
else{
|
||
str='无';
|
||
}
|
||
td=document.createElement('td');
|
||
td.innerHTML=str;
|
||
tr.appendChild(td);
|
||
}
|
||
}
|
||
|
||
player.storage.kunlunjing3=table.outerHTML;
|
||
return table.outerHTML;
|
||
}
|
||
}
|
||
},
|
||
kunlunjing1:{
|
||
trigger:{player:['phaseBefore']},
|
||
filter:function(event,player){
|
||
if(player.storage.kunlunjing2) return false;
|
||
if(player.storage.kunlunjing) return true;
|
||
return false;
|
||
},
|
||
check:function(event,player){
|
||
if(event.name=='phase'&&player.hp<3) return false;
|
||
var storage=event.player.storage.kunlunjing;
|
||
var num=0;
|
||
for(var i=0;i<storage.length;i++){
|
||
if(game.players.contains(storage[i].player)){
|
||
var att=ai.get.attitude(player,storage[i].player);
|
||
var num2=storage[i].value-storage[i].player.num('he')+storage[i].player.num('j');
|
||
// console.log(storage[i].player.name,storage[i].value,storage[i].player.num('he')-storage[i].player.num('j'))
|
||
if(att>0){
|
||
num+=num2;
|
||
}
|
||
else if(att<0){
|
||
num-=num2;
|
||
}
|
||
}
|
||
}
|
||
return num>Math.min(3,game.players.length);
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
game.delay(0.5);
|
||
"step 1"
|
||
event.player.storage.kunlunjing2=true;
|
||
ui.arena.classList.add('zoomout3');
|
||
ui.arena.delete();
|
||
ui.arena.hide();
|
||
game.delay(0,500);
|
||
"step 2"
|
||
var storage=event.player.storage.kunlunjing;
|
||
var player,frag;
|
||
var i,j;
|
||
for(i=0;i<storage.length;i++){
|
||
if(game.players.contains(storage[i].player)){
|
||
player=storage[i].player;
|
||
while(player.node.handcards1.childNodes.length)
|
||
ui.discardPile.appendChild(player.node.handcards1.firstChild);
|
||
|
||
while(player.node.handcards2.childNodes.length)
|
||
ui.discardPile.appendChild(player.node.handcards2.firstChild);
|
||
|
||
while(player.node.judges.childNodes.length)
|
||
ui.discardPile.appendChild(player.node.judges.firstChild);
|
||
|
||
while(player.node.equips.childNodes.length)
|
||
ui.discardPile.appendChild(player.node.equips.firstChild);
|
||
}
|
||
}
|
||
for(i=0;i<storage.length;i++){
|
||
if(game.players.contains(storage[i].player)){
|
||
player=storage[i].player;
|
||
for(j=0;j<storage[i].handcards1.length;j++){
|
||
if(storage[i].handcards1[j].parentNode==ui.discardPile||
|
||
storage[i].handcards1[j].parentNode==ui.cardPile)
|
||
player.node.handcards1.appendChild(storage[i].handcards1[j]);
|
||
}
|
||
for(j=0;j<storage[i].handcards2.length;j++){
|
||
if(storage[i].handcards2[j].parentNode==ui.discardPile||
|
||
storage[i].handcards2[j].parentNode==ui.cardPile)
|
||
player.node.handcards2.appendChild(storage[i].handcards2[j]);
|
||
}
|
||
for(j=0;j<storage[i].equips.length;j++){
|
||
if(storage[i].equips[j].parentNode==ui.discardPile||
|
||
storage[i].equips[j].parentNode==ui.cardPile)
|
||
player.node.equips.appendChild(storage[i].equips[j]);
|
||
}
|
||
for(j=0;j<storage[i].judges.length;j++){
|
||
if(storage[i].judges[j].parentNode==ui.discardPile||
|
||
storage[i].judges[j].parentNode==ui.cardPile){
|
||
storage[i].judges[j].viewAs=storage[i].viewAs[j];
|
||
player.node.judges.appendChild(storage[i].judges[j]);
|
||
}
|
||
}
|
||
player.update();
|
||
}
|
||
}
|
||
game.delay(0,100);
|
||
ui.arena.classList.remove('zoomout3');
|
||
ui.arena.classList.add('zoomin3');
|
||
ui.window.appendChild(ui.arena);
|
||
"step 3"
|
||
ui.arena.show();
|
||
ui.arena.classList.remove('zoomin3');
|
||
event.player.storage.kunlunjing3='已发动';
|
||
if(trigger.name=='phase'){
|
||
event.player.loseHp();
|
||
}
|
||
}
|
||
},
|
||
kunlunjing2:{
|
||
trigger:{player:'phaseAfter'},
|
||
forced:true,
|
||
popup:false,
|
||
silent:true,
|
||
content:function(){
|
||
var handcards1,handcards2,judges,equips,viewAs,i,j;
|
||
player.storage.kunlunjing=[];
|
||
player.storage.kunlunjing2=false;
|
||
|
||
var table=document.createElement('table');
|
||
var tr,td,str,st;
|
||
|
||
for(i=0;i<game.players.length;i++){
|
||
viewAs=[];
|
||
handcards1=[];
|
||
handcards2=[];
|
||
judges=[];
|
||
equips=[];
|
||
|
||
for(j=0;j<game.players[i].node.handcards1.childNodes.length;j++)
|
||
handcards1.push(game.players[i].node.handcards1.childNodes[j]);
|
||
|
||
for(j=0;j<game.players[i].node.handcards2.childNodes.length;j++)
|
||
handcards2.push(game.players[i].node.handcards2.childNodes[j]);
|
||
|
||
for(j=0;j<game.players[i].node.judges.childNodes.length;j++){
|
||
viewAs.push(game.players[i].node.judges.childNodes[j].viewAs);
|
||
judges.push(game.players[i].node.judges.childNodes[j]);
|
||
}
|
||
|
||
for(j=0;j<game.players[i].node.equips.childNodes.length;j++)
|
||
equips.push(game.players[i].node.equips.childNodes[j]);
|
||
|
||
tr=document.createElement('tr');
|
||
tr.style.verticalAlign='top';
|
||
table.appendChild(tr);
|
||
td=document.createElement('td');
|
||
td.innerHTML=get.translation(game.players[i]);
|
||
tr.appendChild(td);
|
||
td=document.createElement('td');
|
||
td.innerHTML=(handcards1.length+handcards2.length);
|
||
tr.appendChild(td);
|
||
|
||
str='';
|
||
if(equips.length+judges.length){
|
||
if(equips.length){
|
||
str+=get.translation(equips);
|
||
if(judges.length){
|
||
str+='、';
|
||
}
|
||
}
|
||
if(judges.length){
|
||
str+=get.translation(judges,'viewAs');
|
||
}
|
||
}
|
||
else{
|
||
str='';
|
||
}
|
||
td=document.createElement('td');
|
||
td.innerHTML=str;
|
||
tr.appendChild(td);
|
||
|
||
player.storage.kunlunjing.push({
|
||
player:game.players[i],
|
||
handcards1:handcards1,
|
||
handcards2:handcards2,
|
||
judges:judges,
|
||
equips:equips,
|
||
viewAs:viewAs,
|
||
value:handcards1.length+handcards2.length+equips.length-judges.length
|
||
});
|
||
}
|
||
table.firstChild.firstChild.style.width='85px';
|
||
table.firstChild.childNodes[1].style.width='48px';
|
||
player.storage.kunlunjing3=table.outerHTML;
|
||
}
|
||
},
|
||
oldliaoyuan:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filter:function(event,player){
|
||
return player.num('h')>0
|
||
},
|
||
filterTarget:function(card,player,target){
|
||
return player!=target
|
||
},
|
||
filterCard:function(card,player){
|
||
if(ui.selected.cards.length){
|
||
return get.suit(card)==get.suit(ui.selected.cards[0]);
|
||
}
|
||
var cards=player.get('h');
|
||
for(var i=0;i<cards.length;i++){
|
||
if(card!=cards[i]){
|
||
if(get.suit(card)==get.suit(cards[i])) return true;
|
||
}
|
||
}
|
||
return false;
|
||
},
|
||
prepare:function(cards,player,targets){
|
||
player.$throw(cards);
|
||
},
|
||
// selectTarget:[1,2],
|
||
selectCard:[2,2],
|
||
check:function(card){return 6-ai.get.useful(card)},
|
||
prompt:'弃置两张相同花色的手牌,选择一名角色弃置其一张牌,并视为对其使用一张火杀',
|
||
content:function(){
|
||
"step 0"
|
||
if(target.num('he')){
|
||
player.discardPlayerCard(target,'he');
|
||
}
|
||
"step 1"
|
||
player.useCard({name:'sha',nature:'fire'},target,false,'oldliaoyuan').animate=false;
|
||
},
|
||
ai:{
|
||
order:3,
|
||
result:{
|
||
target:function(player,target){
|
||
return ai.get.effect(target,{name:'sha',nature:'fire'},player,target)-1;
|
||
}
|
||
},
|
||
expose:0.2
|
||
}
|
||
},
|
||
oldliaoyuan2:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filter:function(event,player){
|
||
return player.num('h')>0
|
||
},
|
||
filterTarget:function(card,player,target){
|
||
return player!=target
|
||
},
|
||
filterCard:function(card,player){
|
||
if(ui.selected.cards.length){
|
||
return get.suit(card)==get.suit(ui.selected.cards[0]);
|
||
}
|
||
var cards=player.get('h');
|
||
for(var i=0;i<cards.length;i++){
|
||
if(card!=cards[i]){
|
||
if(get.suit(card)==get.suit(cards[i])) return true;
|
||
}
|
||
}
|
||
return false;
|
||
},
|
||
delay:false,
|
||
discard:false,
|
||
selectCard:[2,2],
|
||
check:function(card){return 7-ai.get.value(card)},
|
||
content:function(){
|
||
"step 0"
|
||
player.useCard({name:'sha'},[cards[0]],target,false,'liaoyuan');
|
||
"step 1"
|
||
player.useCard({name:'sha'},[cards[1]],target,false,'liaoyuan');
|
||
},
|
||
ai:{
|
||
order:6,
|
||
result:{
|
||
target:function(player,target){
|
||
return ai.get.effect(target,{name:'sha'},player,target)*2;
|
||
}
|
||
},
|
||
expose:0.2
|
||
}
|
||
},
|
||
shehun:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filter:function(event,player){
|
||
return player.num('h')>0;
|
||
},
|
||
filterTarget:function(card,player,target){
|
||
return player!=target&&target.num('he')>0;
|
||
},
|
||
filterCard:function(card){
|
||
var suit=get.suit(card);
|
||
for(var i=0;i<ui.selected.cards.length;i++){
|
||
if(get.suit(ui.selected.cards[i])==suit) return false;
|
||
}
|
||
return true;
|
||
},
|
||
selectCard:[1,4],
|
||
check:function(card){
|
||
return 7-ai.get.value(card)
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
var suits=[];
|
||
event.suits=suits;
|
||
for(var i=0;i<cards.length;i++){
|
||
suits.push(get.suit(cards[i]));
|
||
}
|
||
var hs=target.get('he');
|
||
var hss={
|
||
club:[],
|
||
diamond:[],
|
||
spade:[],
|
||
heart:[]
|
||
}
|
||
var choice=[];
|
||
for(var i=0;i<hs.length;i++){
|
||
var suity=get.suit(hs[i]);
|
||
if(hss[suity]){
|
||
hss[suity].push(hs[i]);
|
||
}
|
||
}
|
||
for(var i in hss){
|
||
if(!suits.contains(i)){
|
||
choice=choice.concat(hss[i]);
|
||
delete hss[i];
|
||
}
|
||
}
|
||
if(choice.length<cards.length){
|
||
choice.length=0;
|
||
}
|
||
target.chooseToDiscard(cards.length,true,'he').ai=function(card){
|
||
var num=choice.contains(card)?20:0;
|
||
return num-ai.get.value(card);
|
||
}
|
||
"step 1"
|
||
var damage=false;
|
||
for(var i=0;i<result.cards.length;i++){
|
||
if(event.suits.contains(get.suit(result.cards[i]))){
|
||
damage=true;break;
|
||
}
|
||
}
|
||
if(damage){
|
||
target.damage();
|
||
}
|
||
},
|
||
ai:{
|
||
order:6,
|
||
result:{
|
||
target:function(player,target){
|
||
var eff=ai.get.damageEffect(target,player);
|
||
var num=target.num('he');
|
||
var length=ui.selected.cards.length;
|
||
if(num==length) return -2+eff;
|
||
if(num>length) return -1.5+eff;
|
||
return -1+eff;
|
||
}
|
||
},
|
||
expose:0.2
|
||
}
|
||
},
|
||
liaoyuan:{
|
||
trigger:{player:'shaBegin'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
if(get.itemtype(event.cards)!='cards') return false;
|
||
return player.num('he',{suit:get.suit(event.cards)})>0;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.storage.liaoyuan=0;
|
||
event.num=0;
|
||
event.cards=[];
|
||
"step 1"
|
||
var suit=get.suit(trigger.cards);
|
||
event.suit=suit;
|
||
player.chooseCard('he','是否发动【燎原】?',{suit:suit}).ai=function(card){
|
||
if(ai.get.attitude(player,trigger.target)>=0) return 0;
|
||
if(ai.get.effect(trigger.target,{name:'sha'},player,player)>0){
|
||
return 7-ai.get.value(card);
|
||
}
|
||
return 0;
|
||
}
|
||
"step 2"
|
||
if(result.bool){
|
||
if(event.num==0){
|
||
player.logSkill('liaoyuan');
|
||
}
|
||
player.discard(result.cards);
|
||
event.num++;
|
||
if(player.num('he',{suit:event.suit})>1){
|
||
event.goto(1);
|
||
}
|
||
}
|
||
"step 3"
|
||
if(event.num){
|
||
trigger.target.chooseToRespond({name:'shan'}).ai=ai.get.unuseful2;
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 4"
|
||
if(result.bool){
|
||
event.num--;
|
||
event.goto(3);
|
||
}
|
||
else{
|
||
trigger.untrigger();
|
||
trigger.directHit=true;
|
||
player.storage.liaoyuan=event.num;
|
||
}
|
||
},
|
||
group:['liaoyuan2','liaoyuan3']
|
||
},
|
||
liaoyuan2:{
|
||
trigger:{source:'damageBegin'},
|
||
forced:true,
|
||
popup:false,
|
||
filter:function(event,player){
|
||
return event.card&&event.card.name=='sha'&&player.storage.liaoyuan>0&&event.parent.name!='_lianhuan'&&event.parent.name!='_lianhuan2';
|
||
},
|
||
content:function(){
|
||
trigger.num+=player.storage.liaoyuan;
|
||
player.storage.liaoyuan=0;
|
||
}
|
||
},
|
||
liaoyuan3:{
|
||
trigger:{player:'shaEnd'},
|
||
forced:true,
|
||
popup:false,
|
||
silent:true,
|
||
content:function(){
|
||
player.storage.liaoyuan=0;
|
||
}
|
||
},
|
||
dunxing:{
|
||
inherit:'tuoqiao'
|
||
},
|
||
qiaoxie:{
|
||
group:['xiaoji2','xuanfeng2'],
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player,target,current){
|
||
if(get.type(card)=='equip') return [1,3];
|
||
}
|
||
}
|
||
}
|
||
},
|
||
xiaoji2:{
|
||
trigger:{player:'equipEnd'},
|
||
frequent:true,
|
||
//filter:function(event,player){
|
||
// for(var i=0;i<event.cards.length;i++){
|
||
// if(event.cards[i].original=='e') return true;
|
||
// }
|
||
// return false;
|
||
//},
|
||
content:function(){
|
||
//var num=0;
|
||
//for(var i=0;i<trigger.cards.length;i++){
|
||
// if(trigger.cards[i].original=='e') num++;
|
||
//}
|
||
player.draw();
|
||
},
|
||
//effect:{
|
||
// target:function(card,player,target,current){
|
||
// if(get.type(card)=='equip') return [1,1];
|
||
// }
|
||
//}
|
||
},
|
||
duanxing:{
|
||
trigger:{player:'equipEnd'},
|
||
direct:true,
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseTarget('是否发动【锻星】?',function(card,player,target){
|
||
return lib.filter.targetEnabled({name:'sha'},player,target);
|
||
}).ai=function(target){
|
||
return ai.get.effect(target,{name:'sha'},player);
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('duanxing');
|
||
player.useCard({name:'sha'},result.targets,false);
|
||
}
|
||
},
|
||
ai:{
|
||
expose:0.2
|
||
}
|
||
},
|
||
xuanfeng2:{
|
||
trigger:{player:['loseEnd']},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
if(player.equiping) return false;
|
||
for(var i=0;i<event.cards.length;i++){
|
||
if(event.cards[i].original=='e') return true;
|
||
}
|
||
return false;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
game.delay(0.5);
|
||
player.chooseTarget([1,1],'请选择巧械的目标',function(card,player,target){
|
||
if(player==target) return false;
|
||
return target.num('he')>0;
|
||
}).ai=function(target){
|
||
return -ai.get.attitude(player,target);
|
||
};
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('xuanfeng2',result.targets);
|
||
player.discardPlayerCard(result.targets[0],'he',true);
|
||
}
|
||
},
|
||
},
|
||
meihuo:{
|
||
trigger:{player:['loseEnd']},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
if(player.equiping) return false;
|
||
if(player.num('e')) return false;
|
||
for(var i=0;i<event.cards.length;i++){
|
||
if(event.cards[i].original=='e') return true;
|
||
}
|
||
return false;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseTarget([1,1],'是否发动【魅惑】',function(card,player,target){
|
||
if(player==target) return false;
|
||
return target.num('he')>0;
|
||
}).ai=function(target){
|
||
var att=ai.get.attitude(player,target);
|
||
if(att<=0){
|
||
return 1-att+(target.num('e')?2:0);
|
||
}
|
||
return 0;
|
||
};
|
||
"step 1"
|
||
if(result.bool){
|
||
event.target=result.targets[0];
|
||
player.logSkill('meihuo',event.target);
|
||
player.choosePlayerCard(event.target,'he',true).ai=function(button){
|
||
var card=button.link;
|
||
if(get.position(card)=='e') return ai.get.equipValue(card);
|
||
return 5;
|
||
};
|
||
}
|
||
"step 2"
|
||
if(result.bool){
|
||
if(get.position(result.buttons[0].link)=='e'){
|
||
player.equip(result.buttons[0].link);
|
||
}
|
||
else{
|
||
player.gain(result.buttons[0].link);
|
||
}
|
||
event.target.$give(1,player);
|
||
game.delay();
|
||
}
|
||
},
|
||
},
|
||
yuhuo:{
|
||
enable:'chooseToUse',
|
||
filter:function(event,player){
|
||
if(event.type!='dying') return false;
|
||
if(player!=_status.dying) return false;
|
||
if(player.storage.yuhuo) return false;
|
||
},
|
||
content:function(){
|
||
player.maxHp--;
|
||
player.hp=player.maxHp;
|
||
player.discard(player.get('hej'));
|
||
if(player.classList.contains('linked')) player.link();
|
||
if(player.classList.contains('turnedover')) player.turnOver();
|
||
player.storage.yuhuo=true;
|
||
// player.addSkill('guanhong');
|
||
// player.addSkill('yishan2');
|
||
player.update();
|
||
},
|
||
ai:{
|
||
result:{
|
||
player:10
|
||
},
|
||
threaten:function(player,target){
|
||
if(!target.storage.yuhuo) return 0.8;
|
||
}
|
||
},
|
||
init:function(player){
|
||
player.storage.yuhuo=false;
|
||
},
|
||
intro:{
|
||
content:'limited'
|
||
}
|
||
},
|
||
yishan:{
|
||
group:'yishan2',
|
||
trigger:{player:'damageEnd'},
|
||
filter:function(event,player){
|
||
var content=player.storage.yishan;
|
||
for(var i=0;i<content.length;i++){
|
||
if(get.owner(content[i])!=player&&get.position(content[i])!='s'){
|
||
return true;
|
||
}
|
||
}
|
||
return false;
|
||
},
|
||
init:function(player){
|
||
player.storage.yishan=[];
|
||
},
|
||
mark:true,
|
||
content:function(){
|
||
for(var i=0;i<player.storage.yishan.length;i++){
|
||
if(get.owner(player.storage.yishan[i])==player||get.position(player.storage.yishan[i])=='s'){
|
||
player.storage.yishan.splice(i,1);
|
||
i--;
|
||
}
|
||
}
|
||
var cards=player.storage.yishan.splice(0,2);
|
||
player.gain(cards);
|
||
player.$gain2(cards);
|
||
game.log(get.translation(player)+'获得了'+get.translation(cards));
|
||
},
|
||
ai:{
|
||
maixie:true,
|
||
effect:{
|
||
target:function(card,player,target){
|
||
if(get.tag(card,'damage')){
|
||
if(player.skills.contains('jueqing')) return [1,-2];
|
||
if(target.storage.yishan.length==0) return 1.5;
|
||
if(target.storage.yishan[0]=='tao'||target.storage.yishan[1]=='tao'){
|
||
return [0,2];
|
||
}
|
||
return [1,1];
|
||
}
|
||
}
|
||
}
|
||
},
|
||
intro:{
|
||
onunmark:function(content,player){
|
||
player.storage.yishan.length=0;
|
||
},
|
||
mark:function(dialog,content,player){
|
||
dialog.add('<div class="text center">最近失去的牌</div>');
|
||
var cards=[];
|
||
for(var i=0;i<content.length;i++){
|
||
if(get.owner(content[i])!=player&&get.position(content[i])!='s'){
|
||
cards.push(content[i]);
|
||
if(cards.length>=4) break;
|
||
}
|
||
}
|
||
if(cards.length){
|
||
dialog.add(cards);
|
||
}
|
||
else{
|
||
dialog.add('(无)');
|
||
}
|
||
},
|
||
content:function(content,player){
|
||
var str='最近失去的牌:';
|
||
var cards=[];
|
||
for(var i=0;i<content.length;i++){
|
||
if(get.owner(content[i])!=player&&get.position(content[i])!='s'){
|
||
cards.push(content[i]);
|
||
if(cards.length>=4) break;
|
||
}
|
||
}
|
||
if(cards.length){
|
||
str+=get.translation(cards);
|
||
}
|
||
else{
|
||
str+='无';
|
||
}
|
||
return str;
|
||
}
|
||
}
|
||
},
|
||
yishan2:{
|
||
trigger:{player:'loseEnd'},
|
||
forced:true,
|
||
popup:false,
|
||
silent:true,
|
||
content:function(){
|
||
for(var i=0;i<trigger.cards.length;i++){
|
||
player.storage.yishan.unshift(trigger.cards[i]);
|
||
}
|
||
}
|
||
},
|
||
guanhu:{
|
||
trigger:{source:'damageEnd'},
|
||
direct:true,
|
||
filter:function(event){
|
||
return event.card&&event.card.name=='sha'&&event.player.num('he');
|
||
},
|
||
check:function(event,player){
|
||
return ai.get.attitude(player,event.player)<0;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.discardPlayerCard(trigger.player);
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('guanhu',trigger.player);
|
||
}
|
||
},
|
||
ai:{
|
||
expose:0.2
|
||
}
|
||
},
|
||
|
||
chuanyang:{
|
||
trigger:{player:'shaBegin'},
|
||
check:function(event,player){
|
||
return ai.get.attitude(player,event.player)<0;
|
||
},
|
||
filter:function(event,player){
|
||
// if(event.card&&get.color(event.card)=='red') return true;
|
||
// return false;
|
||
return get.distance(event.target,player,'attack')>1;
|
||
},
|
||
content:function(){
|
||
trigger.directHit=true;
|
||
}
|
||
},
|
||
poxing:{
|
||
trigger:{source:'damageBegin'},
|
||
filter:function(trigger,player){
|
||
return trigger.player.hp>player.hp;
|
||
},
|
||
forced:true,
|
||
content:function(){
|
||
trigger.num++;
|
||
}
|
||
},
|
||
luomu:{
|
||
trigger:{source:'damageEnd'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return event.player.num('hej');
|
||
},
|
||
content:function(){
|
||
trigger.player.discard(trigger.player.get('hej').randomGet());
|
||
}
|
||
},
|
||
huanhun:{
|
||
trigger:{global:'dying'},
|
||
priority:6,
|
||
filter:function(event,player){
|
||
return event.player.hp<=0&&player.num('he')>0;
|
||
},
|
||
direct:true,
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseToDiscard('he','是否发动【唤魂】?',function(card){
|
||
return get.color(card)=='red';
|
||
}).ai=function(card){
|
||
if(ai.get.attitude(player,trigger.player)>0){
|
||
return 8-ai.get.value(card);
|
||
}
|
||
return 0;
|
||
};
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('huanhun',trigger.player);
|
||
trigger.player.judge(function(card){
|
||
return get.color(card)=='red'?1:-1;
|
||
});
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 2"
|
||
if(result.bool){
|
||
trigger.player.recover();
|
||
}
|
||
},
|
||
ai:{
|
||
threaten:1.6,
|
||
expose:0.2
|
||
}
|
||
},
|
||
huanhun_old:{
|
||
enable:'phaseUse',
|
||
forbid:['versus'],
|
||
filter:function(){
|
||
return game.dead.length>0
|
||
},
|
||
usable:1,
|
||
filterCard:function(card){
|
||
return get.suit(card)=='heart';
|
||
},
|
||
check:function(card){
|
||
return 10-ai.get.value(card);
|
||
},
|
||
direct:true,
|
||
content:function(){
|
||
"step 0"
|
||
var list=[];
|
||
for(var i=0;i<game.dead.length;i++){
|
||
list.push(game.dead[i].name);
|
||
}
|
||
player.chooseButton(ui.create.dialog([list,'character']),function(button){
|
||
for(var i=0;i<game.dead.length&&game.dead[i].name!=button.link;i++);
|
||
return ai.get.attitude(_status.event.player,game.dead[i])-2;
|
||
},true);
|
||
"step 1"
|
||
if(result.bool){
|
||
for(var i=0;i<game.dead.length&&game.dead[i].name!=result.buttons[0].link;i++);
|
||
var dead=game.dead[i];
|
||
dead.hp=1;
|
||
dead.revive();
|
||
event.dead=dead;
|
||
player.logSkill('huanhun',dead);
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 2"
|
||
if(event.dead) event.dead.draw(2);
|
||
},
|
||
ai:{
|
||
order:10,
|
||
result:{
|
||
player:function(player){
|
||
for(var i=0;i<game.dead.length;i++){
|
||
if(ai.get.attitude(player,game.dead[i])>2) return 3;
|
||
}
|
||
return 0;
|
||
}
|
||
},
|
||
threaten:2,
|
||
}
|
||
},
|
||
yinyue:{
|
||
trigger:{global:'recoverAfter'},
|
||
check:function(event,player){
|
||
return ai.get.attitude(player,event.player)>0;
|
||
},
|
||
prompt:function(event){
|
||
return '是否对'+get.translation(event.player)+'发动【引月】?'
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
if(trigger.player!=player&&trigger.player.num('h')>=player.num('h')){
|
||
game.asyncDraw([trigger.player,player]);
|
||
}
|
||
else{
|
||
trigger.player.draw();
|
||
event.finish();
|
||
}
|
||
"step 1"
|
||
game.delay();
|
||
},
|
||
ai:{
|
||
expose:0.2
|
||
}
|
||
},
|
||
daofa:{
|
||
trigger:{global:'damageAfter'},
|
||
check:function(event,player){
|
||
return event.source&&ai.get.attitude(player,event.source)<0;
|
||
},
|
||
filter:function(event,player){
|
||
return event.source&&event.source!=player&&event.source.num('he');
|
||
},
|
||
content:function(){
|
||
trigger.source.chooseToDiscard('he',true);
|
||
},
|
||
ai:{
|
||
expose:0.2,
|
||
threaten:1.5
|
||
}
|
||
},
|
||
daixing:{
|
||
group:'daixing2',
|
||
trigger:{player:'phaseEnd'},
|
||
direct:true,
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseToDiscard('请选择发动代形的卡牌','he',[1,player.num('he')]).ai=function(card){
|
||
if(ui.selected.cards.length>=2) return 0;
|
||
if(ui.selected.cards.length==1){
|
||
if(player.num('h')>player.hp){
|
||
return 3-ai.get.value(card);
|
||
}
|
||
return 0;
|
||
}
|
||
return 6-ai.get.value(card);
|
||
};
|
||
"step 1"
|
||
if(result.bool){
|
||
player.changeHujia(result.cards.length);
|
||
player.storage.daixing=result.cards.length;
|
||
player.logSkill('daixing');
|
||
}
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player,target){
|
||
if(get.tag(card,'damage')){
|
||
if(player.skills.contains('jueqing')) return;
|
||
if(target.storage.daixing>1) return 0.1;
|
||
if(target.storage.daixing==1) return 0.5;
|
||
}
|
||
return 1.5;
|
||
}
|
||
}
|
||
},
|
||
intro:{
|
||
content:'mark'
|
||
}
|
||
},
|
||
daixing2:{
|
||
trigger:{player:'phaseBegin'},
|
||
forced:true,
|
||
popup:false,
|
||
silent:true,
|
||
content:function(){
|
||
if(player.storage.daixing){
|
||
player.changeHujia(-player.storage.daixing);
|
||
player.storage.daixing=0;
|
||
}
|
||
}
|
||
},
|
||
swd_wuxie:{
|
||
mod:{
|
||
targetEnabled:function(card,player,target){
|
||
if(get.type(card)=='delay'&&player!=target){
|
||
return false;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
qingcheng:{
|
||
trigger:{player:'phaseBegin'},
|
||
frequent:true,
|
||
content:function(){
|
||
"step 0"
|
||
if(event.cards==undefined) event.cards=[];
|
||
player.judge(function(card){
|
||
if(get.color(card)=='red') return 1.5;
|
||
return -1.5;
|
||
},ui.special);
|
||
"step 1"
|
||
if(result.judge>0){
|
||
event.cards.push(result.card);
|
||
// if(event.cards.length==2){
|
||
// player.gain(event.cards);
|
||
// event.finish();
|
||
// }
|
||
// else
|
||
if(lib.config.auto_skill==false){
|
||
player.chooseBool('是否再次发动?');
|
||
}
|
||
else{
|
||
event._result={bool:true};
|
||
}
|
||
}
|
||
else{
|
||
player.gain(event.cards);
|
||
event.finish();
|
||
}
|
||
"step 2"
|
||
if(result.bool){
|
||
event.goto(0);
|
||
}
|
||
else{
|
||
player.gain(event.cards);
|
||
}
|
||
},
|
||
ai:{
|
||
threaten:1.4
|
||
}
|
||
},
|
||
lingxin:{
|
||
trigger:{player:'phaseEnd'},
|
||
frequent:true,
|
||
content:function(){
|
||
"step 0"
|
||
event.cards=get.cards(3);
|
||
player.showCards(event.cards);
|
||
"step 1"
|
||
for(var i=0;i<cards.length;i++){
|
||
if(get.suit(event.cards[i])!='heart'){
|
||
ui.discardPile.appendChild(cards[i]);
|
||
event.cards.splice(i--,1);
|
||
}
|
||
}
|
||
if(event.cards.length==0){
|
||
event.finish();
|
||
}
|
||
else{
|
||
game.delay(0,1000);
|
||
player.$gain(event.cards);
|
||
}
|
||
"step 2"
|
||
player.gain(event.cards);
|
||
},
|
||
ai:{
|
||
result:{
|
||
target:2
|
||
}
|
||
}
|
||
},
|
||
lingwu:{
|
||
unique:true,
|
||
trigger:{player:'phaseAfter'},
|
||
frequent:true,
|
||
filter:function(event,player){
|
||
return get.cardCount(true,player)>=3;
|
||
},
|
||
content:function(){
|
||
player.phase();
|
||
},
|
||
ai:{
|
||
order:-10,
|
||
result:{
|
||
target:2
|
||
}
|
||
}
|
||
},
|
||
xianjiang:{
|
||
enable:'phaseUse',
|
||
position:'he',
|
||
usable:1,
|
||
filterCard:function(card,player){
|
||
if(player.storage.xianjiang&&player.storage.xianjiang.contains(card)) return false;
|
||
return get.type(card)=='equip';
|
||
},
|
||
init:function(player){
|
||
player.storage.xianjiang=[];
|
||
},
|
||
check:function(card){
|
||
return 10-ai.get.value(card);
|
||
},
|
||
prompt:'将一张装备牌永久转化为任意一张装备牌',
|
||
content:function(){
|
||
"step 0"
|
||
var list=[];
|
||
var suit=get.suit(cards[0]);
|
||
var number=get.number(cards[0]);
|
||
for(var i in lib.card){
|
||
if(lib.card[i].mode&&lib.card[i].mode.contains(lib.config.mode)==false) continue;
|
||
if(lib.card[i].type=='equip'&&cards[0].name!=i){
|
||
if(ai.get.equipValue({name:i})<10) list.push([suit,number,i]);
|
||
}
|
||
}
|
||
var dialog=ui.create.dialog([list,'vcard']);
|
||
player.chooseButton(dialog,true,function(button){
|
||
return ai.get.value({name:button.link[2]},player);
|
||
});
|
||
"step 1"
|
||
cards[0].init(result.buttons[0].link);
|
||
player.gain(cards[0]);
|
||
player.$gain(cards[0]);
|
||
game.delay();
|
||
player.storage.xianjiang.add(cards[0]);
|
||
},
|
||
ai:{
|
||
order:9,
|
||
result:{
|
||
player:1
|
||
},
|
||
threaten:2,
|
||
}
|
||
},
|
||
xianjiang2:{
|
||
trigger:{player:'phaseUseBegin'},
|
||
forced:true,
|
||
popup:false,
|
||
filter:function(event,player){
|
||
return player.skills.contains('xianjiang');
|
||
},
|
||
content:function(){
|
||
player.storage.xianjiang=[];
|
||
}
|
||
},
|
||
xianjiang3:{
|
||
enable:'phaseUse',
|
||
filterCard:function(card){
|
||
return get.type(card,'trick')=='trick';
|
||
},
|
||
usable:1,
|
||
filter:function(event,player){
|
||
if(player.num('e')) return false;
|
||
if(player.num('h',{type:'trick'})) return true;
|
||
if(player.num('h',{type:'delay'})) return true;
|
||
return false;
|
||
},
|
||
selectCard:1,
|
||
check:function(card){
|
||
return 8-ai.get.value(card);
|
||
},
|
||
content:function(){
|
||
for(var i=0;i<ui.cardPile.childNodes.length;i++){
|
||
if(get.type(ui.cardPile.childNodes[i])=='equip'){
|
||
player.gain(ui.cardPile.childNodes[i]);
|
||
player.$gain(ui.cardPile.childNodes[i]);
|
||
game.delay();
|
||
event.finish();
|
||
return;
|
||
}
|
||
}
|
||
for(var i=0;i<ui.discardPile.childNodes.length;i++){
|
||
if(get.type(ui.discardPile.childNodes[i])=='equip'){
|
||
player.gain(ui.discardPile.childNodes[i]);
|
||
player.$gain(ui.discardPile.childNodes[i]);
|
||
game.delay();
|
||
event.finish();
|
||
return;
|
||
}
|
||
}
|
||
player.draw();
|
||
},
|
||
ai:{
|
||
result:{
|
||
player:1
|
||
},
|
||
order:9
|
||
}
|
||
},
|
||
shengong:{
|
||
trigger:{player:'chooseToRespondBegin'},
|
||
filter:function(event,player){
|
||
if(event.responded) return false;
|
||
if(!player.num('he')) return false;
|
||
if(event.filterCard({name:'shan'})){
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i]!=player&&game.players[i].get('e','2')) return true;
|
||
}
|
||
}
|
||
if(event.filterCard({name:'sha'})){
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i]!=player&&game.players[i].get('e','1')) return true;
|
||
}
|
||
}
|
||
return false;
|
||
},
|
||
direct:true,
|
||
content:function(){
|
||
"step 0"
|
||
var list=[];
|
||
if(trigger.filterCard({name:'shan'})){
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i]!=player&&game.players[i].get('e','2')) list.push(game.players[i].get('e','2'));
|
||
}
|
||
}
|
||
if(trigger.filterCard({name:'sha'})){
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i]!=player&&game.players[i].get('e','1')) list.push(game.players[i].get('e','1'));
|
||
}
|
||
}
|
||
var dialog=ui.create.dialog('神工',list);
|
||
for(var i=0;i<dialog.buttons.length;i++){
|
||
dialog.buttons[i].querySelector('.info').innerHTML=get.translation(get.owner(dialog.buttons[i].link));
|
||
}
|
||
player.chooseButton(dialog,function(button){
|
||
var player=get.owner(button.link);
|
||
if(get.subtype(button.link)=='equip2'&&player.num('shan')==0){
|
||
return 11-ai.get.attitude(_status.event.player,player);
|
||
}
|
||
if(get.subtype(button.link)=='equip1'&&player.num('sha')==0){
|
||
return 11-ai.get.attitude(_status.event.player,player);
|
||
}
|
||
return 5-ai.get.attitude(_status.event.player,player);
|
||
});
|
||
"step 1"
|
||
if(result.bool){
|
||
trigger.untrigger();
|
||
trigger.responded=true;
|
||
trigger.result={bool:true,card:{}};
|
||
if(get.subtype(result.buttons[0].link)=='equip1') trigger.result.card.name='sha';
|
||
else trigger.result.card.name='shan';
|
||
var target=get.owner(result.buttons[0].link);
|
||
target.discard(result.buttons[0].link);
|
||
target.draw();
|
||
if(player.num('he')) player.chooseToDiscard(true,'he');
|
||
player.logSkill('shengong');
|
||
}
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player,target,current){
|
||
if(target.num('he')<=1) return;
|
||
if(get.tag(card,'respondShan')){
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].get('e','2')){
|
||
if(ai.get.attitude(player,game.players[i])>0) return 0.6/player.num('he');
|
||
return;
|
||
}
|
||
}
|
||
}
|
||
if(get.tag(card,'respondSha')){
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].get('e','1')){
|
||
if(ai.get.attitude(player,game.players[i])>0) return 0.6/player.num('he');
|
||
return;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
},
|
||
huajian:{
|
||
trigger:{player:'phaseUseEnd'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return player.num('he')>0;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
var next=player.chooseCardTarget({
|
||
position:'he',
|
||
filterTarget:function(card,player,target){
|
||
return lib.filter.targetEnabled({name:'sha'},player,target);
|
||
},
|
||
filterCard:true,
|
||
ai1:function(card){
|
||
return ai.get.unuseful(card)+9;
|
||
},
|
||
ai2:function(target){
|
||
return ai.get.effect(target,{name:'sha'},player);
|
||
},
|
||
prompt:'是否发动【化剑】?'
|
||
});
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('huajian');
|
||
player.useCard({name:'sha'},result.cards,result.targets,false);
|
||
}
|
||
},
|
||
ai:{
|
||
expose:0.2,
|
||
}
|
||
},
|
||
polang:{
|
||
trigger:{source:'damageEnd'},
|
||
// group:'unequip',
|
||
check:function(event,player){
|
||
return ai.get.attitude(player,event.player)<0;
|
||
},
|
||
filter:function(event,player){
|
||
return event.player.num('e');
|
||
},
|
||
content:function(){
|
||
trigger.player.discard(trigger.player.get('e'));
|
||
},
|
||
ai:{
|
||
expose:0.3
|
||
},
|
||
// mod:{
|
||
// targetInRange:function(){
|
||
// return true;
|
||
// }
|
||
// }
|
||
// group:'polang2'
|
||
},
|
||
jikong:{
|
||
trigger:{player:'loseEnd'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
if(player.num('h')) return false;
|
||
for(var i=0;i<event.cards.length;i++){
|
||
if(event.cards[i].original=='h') return true;
|
||
}
|
||
return false;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseTarget('是否发动【亟空】?').ai=function(target){
|
||
var eff=ai.get.damageEffect(target,player,target,'thunder');
|
||
return ai.get.attitude(player,target)*(eff-target.num('e'));
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('jikong',result.targets);
|
||
event.target=result.targets[0];
|
||
event.target.damage('thunder');
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
// "step 2"
|
||
// player.recover();
|
||
},
|
||
group:'jikong2',
|
||
ai:{
|
||
threaten:function(player,target){
|
||
if(target.num('h')) return 0.8;
|
||
return 2;
|
||
}
|
||
}
|
||
},
|
||
// jikong2:{
|
||
// trigger:{player:'damageEnd'},
|
||
// frequent:true,
|
||
// filter:function(event,player){
|
||
// return event.source&&event.source.num('h')>player.num('h');
|
||
// },
|
||
// content:function(){
|
||
// player.draw(trigger.source.num('h')-player.num('h'));
|
||
// },
|
||
// ai:{
|
||
// effect:{
|
||
// target:function(card,player,target){
|
||
// if(get.tag(card,'damage')){
|
||
// var num=player.num('h')-target.num('h');
|
||
// if(num>0){
|
||
// if(player.hp>=4) return [1,num];
|
||
// if(target.hp==3) return [1,num*0.5];
|
||
// if(target.hp==2) return [1,num*0.2];
|
||
// }
|
||
// }
|
||
// }
|
||
// }
|
||
// }
|
||
// },
|
||
jikong2:{
|
||
trigger:{player:'phaseBegin'},
|
||
direct:true,
|
||
// filter:function(event,player){
|
||
// return player.num('he')>0;
|
||
// },
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseTarget('是否发动【亟空】?',function(card,player,target){
|
||
return lib.filter.targetEnabled({name:'sha',nature:'thunder'},player,target);
|
||
}).ai=function(target){
|
||
return ai.get.effect(target,{name:'sha',nature:'thunder'},player);
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('jikong');
|
||
player.useCard({name:'sha',nature:'thunder'},result.targets,false);
|
||
}
|
||
},
|
||
ai:{
|
||
expose:0.2,
|
||
}
|
||
},
|
||
xielei:{
|
||
trigger:{player:['useCard','respondAfter']},
|
||
direct:true,
|
||
filter:function(event){
|
||
return game.players.length>2&&event.card&&event.card.name=='sha';
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
game.delay(0.5);
|
||
player.chooseCardTarget({
|
||
prompt:'是否发动【挟雷】?',
|
||
filterCard:true,
|
||
filterTarget:function(card,player,target){
|
||
if(player==target) return false;
|
||
if(trigger.name=='respond'){
|
||
return trigger.source!=target;
|
||
}
|
||
else{
|
||
return !trigger.targets.contains(target);
|
||
}
|
||
},
|
||
ai1:function(card){
|
||
return 8-ai.get.value(card);
|
||
},
|
||
ai2:function(target){
|
||
return ai.get.damageEffect(target,player,player,'thunder');
|
||
}
|
||
});
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('xielei',result.targets,'thunder');
|
||
player.discard(result.cards);
|
||
result.targets[0].damage('thunder');
|
||
}
|
||
},
|
||
ai:{
|
||
expose:0.3,
|
||
threaten:1.6
|
||
}
|
||
},
|
||
ningjian:{
|
||
group:['ningjian1','ningjian2'],
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player,target){
|
||
if(target.num('he')&&(get.tag(card,'respondShan')||get.tag(card,'respondSha'))) return 0.6
|
||
}
|
||
},
|
||
respondSha:true,
|
||
respondShan:true,
|
||
}
|
||
},
|
||
ningjian1:{
|
||
enable:['chooseToRespond','chooseToUse'],
|
||
filterCard:{color:'black'},
|
||
viewAs:{name:'sha'},
|
||
position:'he',
|
||
prompt:'将一张黑色牌当杀打出',
|
||
check:function(card){return 6-ai.get.value(card)}
|
||
},
|
||
ningjian2:{
|
||
enable:['chooseToRespond','chooseToUse'],
|
||
filterCard:{color:'red'},
|
||
viewAs:{name:'shan'},
|
||
position:'he',
|
||
prompt:'将一张红色牌当闪打出',
|
||
check:function(card){return 6-ai.get.value(card)}
|
||
},
|
||
duoren:{
|
||
trigger:{target:'shaMiss'},
|
||
filter:function(event){
|
||
return event.player.get('e','1')!=undefined;
|
||
},
|
||
check:function(event,player){
|
||
return ai.get.attitude(player,event.player)<0;
|
||
},
|
||
priority:5,
|
||
content:function(){
|
||
trigger.player.$give(trigger.player.get('e','1'),player);
|
||
player.gain(trigger.player.get('e','1'));
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player,target,current){
|
||
if(card.name=='sha'&&target.num('h')>1&&player.get('e','1')){
|
||
return [1,0.5,0,-0.5];
|
||
}
|
||
}
|
||
}
|
||
}
|
||
// filter:function(event){
|
||
// return event.player.num('e')>0;
|
||
// },
|
||
// content:function(){
|
||
// "step 0"
|
||
// player.choosePlayerCard('是否获得'+get.translation(trigger.player)+'的一张装备牌?',
|
||
// 'e',trigger.player).ai=ai.get.buttonValue;
|
||
// "step 1"
|
||
// if(result.bool){
|
||
// var card=result.buttons[0].link;
|
||
// trigger.player.$give(card,player);
|
||
// player.gain(card);
|
||
// }
|
||
// },
|
||
},
|
||
taixu:{
|
||
enable:'phaseUse',
|
||
filter:function(event,player){
|
||
return (!player.storage.taixu)&&player.num('hej');
|
||
},
|
||
filterTarget:function(card,player,target){
|
||
return player!=target&&target.hp>1;
|
||
},
|
||
content:function(){
|
||
player.discard(player.get('hej'));
|
||
player.storage.taixu=true;
|
||
target.damage(player.maxHp-player.hp);
|
||
},
|
||
ai:{
|
||
basic:{
|
||
order:1,
|
||
},
|
||
result:{
|
||
target:function(player,target){
|
||
if(player.maxHp-player.hp<2) return 0;
|
||
return -2;
|
||
},
|
||
player:function(player,target){
|
||
return -0.5*player.num('he');
|
||
}
|
||
}
|
||
}
|
||
},
|
||
pozhen:{
|
||
trigger:{player:'damageEnd'},
|
||
filter:function(event,player){
|
||
return event.source&&event.source.num('h')!=player.num('h');
|
||
},
|
||
// check:function(event,player){
|
||
// return ai.get.attitude(player,event.source)<0;
|
||
// },
|
||
direct:true,
|
||
content:function(){
|
||
"step 0"
|
||
var num=player.num('h')-trigger.source.num('h');
|
||
event.num=num;
|
||
if(num>0){
|
||
player.chooseToDiscard(num,'是否弃置'+num+'张手牌,并对'+get.translation(trigger.source)+'造成一点伤害?').ai=function(card){
|
||
if(ai.get.damageEffect(trigger.source,player,player)>0&&num<=2){
|
||
return 6-ai.get.value(card);
|
||
}
|
||
return -1;
|
||
}
|
||
}
|
||
else if(num<0){
|
||
player.chooseBool('是否弃置'+get.translation(trigger.source)+(-num)+'张手牌?').ai=function(){
|
||
return ai.get.attitude(player,trigger.source)<0;
|
||
}
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('pozhen',trigger.source);
|
||
if(event.num>0){
|
||
trigger.source.damage();
|
||
}
|
||
else{
|
||
var cards=trigger.source.get('h');
|
||
cards.sort(lib.sort.random);
|
||
trigger.source.discard(cards.slice(0,-event.num));
|
||
}
|
||
}
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player,target){
|
||
if(get.tag(card,'damage')){
|
||
if(player.skills.contains('jueqing')) return [1,-1];
|
||
var num=player.num('h')-target.num('h');
|
||
if(num>0){
|
||
return [1,0,0,-num/2];
|
||
}
|
||
if(num<0){
|
||
return [1,0,0,-0.5];
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
tanlin_defence:{
|
||
trigger:{player:'damageEnd'},
|
||
filter:function(event,player){
|
||
return player.num('h')&&event.source&&event.source.num('h');
|
||
},
|
||
direct:true,
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseToDiscard([1,trigger.source.num('h')],'弃置任意张手牌并令伤害来源弃置等量手牌').ai=function(card){
|
||
if(ui.selected.cards.length>=trigger.source.num('h')) return -1;
|
||
if(ui.selected.cards.length==0) return 8-ai.get.value(card);
|
||
return 4-ai.get.value(card);
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('tanlin');
|
||
trigger.source.discard(trigger.source.get('h',lib.sort.random,result.cards.length));
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 2"
|
||
player.draw();
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player,target){
|
||
if(get.tag(card,'damage')&&target.num('h')&&target.hp>1&&player!=target) return [1,0.2,0,-0.2];
|
||
}
|
||
}
|
||
}
|
||
},
|
||
tanlin:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
group:'tanlin4',
|
||
filterTarget:function(card,player,target){
|
||
return player!=target&&target.num('h');
|
||
},
|
||
filter:function(event,player){
|
||
return player.num('h')>0;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseToCompare(target);
|
||
"step 1"
|
||
if(result.bool){
|
||
if(target.skills.contains('tanlin2')==false){
|
||
target.addSkill('tanlin2');
|
||
player.addSkill('tanlin3');
|
||
player.gain([result.player,result.target]);
|
||
player.$gain2([result.player,result.target]);
|
||
}
|
||
}
|
||
else{
|
||
player.damage(target);
|
||
}
|
||
},
|
||
ai:{
|
||
result:{
|
||
target:function(player,target){
|
||
var cards=player.get('h');
|
||
var num=target.num('h');
|
||
if(num>cards.length+3&&player.hp>1) return -2;
|
||
if(num>cards.length+1&&player.hp>1) return -1;
|
||
if(num==cards.length-1&&player.hp>1) return -1;
|
||
for(var i=0;i<cards.length;i++){
|
||
if(cards[i].number>9) return num==1?-1:-0.5;
|
||
}
|
||
return 0;
|
||
}
|
||
},
|
||
order:9,
|
||
}
|
||
},
|
||
tanlin2:{
|
||
trigger:{global:'phaseAfter'},
|
||
forced:true,
|
||
content:function(){
|
||
player.removeSkill('tanlin2');
|
||
},
|
||
// mod:{
|
||
// cardEnabled:function(){
|
||
// return false;
|
||
// },
|
||
// cardUsable:function(){
|
||
// return false;
|
||
// },
|
||
// cardRespondable:function(){
|
||
// return false;
|
||
// },
|
||
// cardSavable:function(){
|
||
// return false;
|
||
// }
|
||
// },
|
||
},
|
||
tanlin3:{
|
||
trigger:{global:'phaseAfter'},
|
||
forced:true,
|
||
popup:false,
|
||
content:function(){
|
||
player.removeSkill('tanlin3');
|
||
},
|
||
mod:{
|
||
cardUsable:function(card,player,num){
|
||
if(card.name=='sha') return num+1;
|
||
}
|
||
},
|
||
},
|
||
tanlin4:{
|
||
mod:{
|
||
targetInRange:function(card,player,target,now){
|
||
if(target.skills.contains('tanlin2')) return true;
|
||
},
|
||
},
|
||
},
|
||
yunchou:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filterTarget:function(card,player,target){
|
||
return player!=target&&target.num('h');
|
||
},
|
||
filterCard:true,
|
||
selectCard:[1,Infinity],
|
||
content:function(){
|
||
"step 0"
|
||
var card=target.get('h').randomGet();
|
||
target.discard(card);
|
||
var color=get.color(card);
|
||
var suit=get.suit(card);
|
||
var num1=0,num2=0;
|
||
for(var i=0;i<cards.length;i++){
|
||
if(get.color(cards[i])==color) num1++;
|
||
else num2++;
|
||
// if(get.suit(cards[i])==suit) num1++;
|
||
}
|
||
event.num1=num1;
|
||
event.num2=num2;
|
||
"step 1"
|
||
player.draw(event.num1);
|
||
"step 2"
|
||
target.draw(event.num2);
|
||
},
|
||
check:function(card){
|
||
if(ui.selected.cards.length) return 0;
|
||
return 4-ai.get.value(card);
|
||
},
|
||
ai:{
|
||
order:5,
|
||
result:{
|
||
target:-0.5
|
||
},
|
||
threaten:1.3
|
||
}
|
||
},
|
||
qimou:{
|
||
trigger:{player:'damageEnd'},
|
||
frequent:true,
|
||
filter:function(event,player){
|
||
return _status.currentPhase!=player;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
var cards=get.cards(1);
|
||
event.card=cards[0];
|
||
player.gain(cards,'gain2');
|
||
game.log(get.translation(player)+'获得了'+get.translation(event.card));
|
||
"step 1"
|
||
var gained=event.card;
|
||
if(lib.filter.filterCard(gained)){
|
||
var next=player.chooseToUse();
|
||
next.filterCard=function(card){
|
||
return card==gained;
|
||
};
|
||
next.prompt='是否使用'+get.translation(gained)+'?';
|
||
// if(get.select(lib.card[gained.name])[1]!=-1){
|
||
// next.selectCard=-1;
|
||
// }
|
||
}
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player,target){
|
||
if(get.tag(card,'damage')&&_status.currentPhase!=target){
|
||
if(player.skills.contains('jueqing')) return [1,-1.5];
|
||
return [1,0.5];
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
lexue:{
|
||
group:['lexue1','lexue2'],
|
||
},
|
||
lexue1:{
|
||
trigger:{player:'phaseBegin'},
|
||
forced:true,
|
||
popup:false,
|
||
content:function(){
|
||
player.removeSkill(player.storage.lexue);
|
||
switch(Math.floor(Math.random()*4)){
|
||
case 0:if(lib.skill.zhiheng){player.addSkill('zhiheng'); player.storage.lexue='zhiheng';player.popup('zhiheng');}break;
|
||
case 1:if(lib.skill.jizhi){player.addSkill('jizhi'); player.storage.lexue='jizhi';player.popup('jizhi');}break;
|
||
case 2:if(lib.skill.dimeng){player.addSkill('dimeng'); player.storage.lexue='dimeng';player.popup('dimeng');}break;
|
||
case 3:if(lib.skill.quhu){player.addSkill('quhu'); player.storage.lexue='quhu';player.popup('quhu');}break;
|
||
}
|
||
}
|
||
},
|
||
lexue2:{
|
||
trigger:{player:'phaseEnd'},
|
||
forced:true,
|
||
popup:false,
|
||
content:function(){
|
||
player.removeSkill(player.storage.lexue);
|
||
switch(Math.floor(Math.random()*4)){
|
||
case 0:if(lib.skill.yiji){player.addSkill('yiji'); player.storage.lexue='yiji';player.popup('yiji');}break;
|
||
case 1:if(lib.skill.jijiu){player.addSkill('jijiu'); player.storage.lexue='jijiu';player.popup('jijiu');}break;
|
||
case 2:if(lib.skill.guidao){player.addSkill('guidao'); player.storage.lexue='guidao';player.popup('guidao');}break;
|
||
case 3:if(lib.skill.fankui){player.addSkill('fankui'); player.storage.lexue='fankui';player.popup('fankui');}break;
|
||
}
|
||
}
|
||
},
|
||
tianshu:{
|
||
unique:true,
|
||
enable:'phaseUse',
|
||
priority:-9,
|
||
filterCard:true,
|
||
filter:function(event,player){
|
||
return player.num('h')>0;
|
||
},
|
||
filterTarget:function(card,player,target){
|
||
var names=[];
|
||
if(target.name&&!target.classList.contains('unseen')) names.add(target.name);
|
||
if(target.name1&&!target.classList.contains('unseen')) names.add(target.name1);
|
||
if(target.name2&&!target.classList.contains('unseen2')) names.add(target.name2);
|
||
var pss=player.get('s');
|
||
for(var i=0;i<names.length;i++){
|
||
var info=lib.character[names[i]];
|
||
if(info){
|
||
var skills=info[3];
|
||
for(var j=0;j<skills.length;j++){
|
||
if(lib.translate[skills[j]+'_info']&&lib.skill[skills[j]]&&
|
||
!lib.skill[skills[j]].unique&&!pss.contains(skills[j])){
|
||
return true;
|
||
}
|
||
}
|
||
}
|
||
return false;
|
||
}
|
||
},
|
||
group:'tianshu_remove',
|
||
createDialog:function(player,target,onlylist){
|
||
var names=[];
|
||
var list=[];
|
||
if(target.name&&!target.classList.contains('unseen')) names.add(target.name);
|
||
if(target.name1&&!target.classList.contains('unseen')) names.add(target.name1);
|
||
if(target.name2&&!target.classList.contains('unseen2')) names.add(target.name2);
|
||
var pss=player.get('s');
|
||
for(var i=0;i<names.length;i++){
|
||
var info=lib.character[names[i]];
|
||
if(info){
|
||
var skills=info[3];
|
||
for(var j=0;j<skills.length;j++){
|
||
if(lib.translate[skills[j]+'_info']&&lib.skill[skills[j]]&&
|
||
!lib.skill[skills[j]].unique&&
|
||
!pss.contains(skills[j])){
|
||
list.push(skills[j]);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
if(onlylist) return list;
|
||
var dialog=ui.create.dialog();
|
||
dialog.add('选择获得一项技能');
|
||
_status.event.list=list;
|
||
var clickItem=function(){
|
||
_status.event._result=this.link;
|
||
game.resume();
|
||
};
|
||
for(i=0;i<list.length;i++){
|
||
if(lib.translate[list[i]+'_info']){
|
||
var translation=get.translation(list[i])[0]+get.translation(list[i])[1];
|
||
var item=dialog.add('<div class="popup" style="width:50%;display:inline-block"><div class="skill">【'+
|
||
translation+'】</div><div>'+lib.translate[list[i]+'_info']+'</div></div>');
|
||
item.firstChild.addEventListener('click',clickItem);
|
||
item.firstChild.link=list[i];
|
||
}
|
||
}
|
||
dialog.add(ui.create.div('.placeholder'));
|
||
return dialog;
|
||
},
|
||
check:function(card){
|
||
return 5-ai.get.value(card);
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
if(player.storage.tianshu){
|
||
player.unmark(player.storage.tianshu+'_charactermark');
|
||
}
|
||
event.skillai=function(list){
|
||
return list.randomGet();
|
||
};
|
||
if(event.isMine()){
|
||
event.dialog=lib.skill.tianshu.createDialog(player,target);
|
||
event.switchToAuto=function(){
|
||
event._result=event.skillai(event.list);
|
||
game.resume();
|
||
};
|
||
game.pause();
|
||
}
|
||
else{
|
||
event._result=event.skillai(lib.skill.tianshu.createDialog(player,target,true));
|
||
}
|
||
"step 1"
|
||
if(event.dialog){
|
||
event.dialog.close();
|
||
}
|
||
var link=result;
|
||
player.addSkill(link);
|
||
player.skills.remove(link);
|
||
player.additionalSkills.tianshu=link;
|
||
player.popup(link);
|
||
player.markCharacter(target.name,{
|
||
name:get.translation(link),
|
||
content:lib.translate[link+'_info']
|
||
});
|
||
player.storage.tianshu=target.name;
|
||
player.checkMarks();
|
||
player.addTempSkill('tianshu_ai','phaseAfter');
|
||
},
|
||
ai:{
|
||
order:1,
|
||
result:{
|
||
player:function(player){
|
||
if(player.skills.contains('tianshu_ai')) return 0;
|
||
if(player.num('h')>player.hp) return 1;
|
||
return 0;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
tianshu_remove:{
|
||
trigger:{player:'phaseUseBegin'},
|
||
forced:true,
|
||
popup:false,
|
||
silent:true,
|
||
content:function(){
|
||
if(player.storage.tianshu){
|
||
player.unmark(player.storage.tianshu+'_charactermark');
|
||
delete player.storage.tianshu;
|
||
delete player.additionalSkills.tianshu;
|
||
}
|
||
}
|
||
},
|
||
tianshu_ai:{},
|
||
tianshu2:{
|
||
trigger:{player:'phaseBegin'},
|
||
direct:true,
|
||
priority:-9,
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseTarget('是否发动【天书】?',lib.skill.tianshu.filterTarget).ai=function(target){
|
||
if(target.maxHp<5) return Math.random()*(5-target.maxHp);
|
||
return -1;
|
||
};
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('tianshu',result.targets);
|
||
event.target=result.targets[0];
|
||
if(event.isMine()){
|
||
ui.auto.hide();
|
||
event.dialog=lib.skill.tianshu.createDialog(player,result.targets[0]);
|
||
game.pause();
|
||
}
|
||
else{
|
||
var target=result.targets[0];
|
||
var names=[];
|
||
var list=[];
|
||
if(target.name&&!target.classList.contains('unseen')) names.add(target.name);
|
||
if(target.name1&&!target.classList.contains('unseen')) names.add(target.name1);
|
||
if(target.name2&&!target.classList.contains('unseen2')) names.add(target.name2);
|
||
var pss=player.get('s');
|
||
for(var i=0;i<names.length;i++){
|
||
var info=lib.character[names[i]];
|
||
if(info){
|
||
var skills=info[3];
|
||
for(var j=0;j<skills.length;j++){
|
||
if(lib.translate[skills[j]+'_info']&&lib.skill[skills[j]]&&
|
||
!lib.skill[skills[j]].unique&&
|
||
!pss.contains(skills[j])){
|
||
list.push(skills[j]);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
if(!list.length){
|
||
event.finish();
|
||
}
|
||
else{
|
||
event._result=list.randomGet();
|
||
}
|
||
}
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 2"
|
||
if(player.storage.tianshu){
|
||
player.unmark(player.storage.tianshu+'_charactermark');
|
||
}
|
||
ui.auto.show();
|
||
if(event.dialog){
|
||
event.dialog.close();
|
||
}
|
||
var link=result;
|
||
var target=event.target;
|
||
player.addSkill(link);
|
||
player.skills.remove(link);
|
||
player.additionalSkills.tianshu=link;
|
||
player.markCharacter(target.name,{
|
||
name:get.translation(link),
|
||
content:lib.translate[link+'_info']
|
||
});
|
||
player.storage.tianshu=target.name;
|
||
player.checkMarks();
|
||
player.popup(link);
|
||
},
|
||
ai:{
|
||
expose:0.2,
|
||
threaten:2
|
||
}
|
||
},
|
||
luomei:{
|
||
trigger:{player:['useCard','respond']},
|
||
frequent:true,
|
||
filter:function(event,player){
|
||
if(!event.cards) return false;
|
||
if(event.cards.length!=1) return false;
|
||
for(var i=0;i<event.cards.length;i++){
|
||
if(get.suit(event.cards[i])=='club') return true;
|
||
}
|
||
return false;
|
||
},
|
||
content:function(){
|
||
var num=0;
|
||
for(var i=0;i<trigger.cards.length;i++){
|
||
if(get.suit(trigger.cards[i])=='club') num++;
|
||
}
|
||
player.draw(num);
|
||
}
|
||
},
|
||
xingdian:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filterCard:true,
|
||
filter:function(event,player){
|
||
return player.num('h')>0;
|
||
},
|
||
filterTarget:function(card,player,target){
|
||
return player!=target&&target.num('he')>0;
|
||
},
|
||
check:function(card){
|
||
return 7-ai.get.value(card);
|
||
},
|
||
selectTarget:[1,2],
|
||
content:function(){
|
||
target.chooseToDiscard(true,'he');
|
||
},
|
||
ai:{
|
||
order:9,
|
||
result:{
|
||
target:function(player,target){
|
||
if(target.num('he')==1) return -1.5;
|
||
return -1;
|
||
}
|
||
// player:function(player){
|
||
// var num=0;
|
||
// for(var i=0;i<game.players.length;i++){
|
||
// if(game.players[i]!=player){
|
||
// if(ai.get.attitude(player,game.players[i])>0) num--;
|
||
// else num++;
|
||
// }
|
||
// }
|
||
// return num;
|
||
// }
|
||
},
|
||
}
|
||
},
|
||
yulin:{
|
||
trigger:{player:'damageBefore'},
|
||
priority:-10,
|
||
filter:function(event,player){
|
||
return player.num('he',{type:'equip'});
|
||
},
|
||
direct:true,
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseToDiscard('he','是否弃置一张装备牌抵消伤害?',function(card,player){
|
||
return get.type(card)=='equip';
|
||
}).ai=function(card){
|
||
if(player.hp==1||trigger.num>1){
|
||
return 9-ai.get.value(card);
|
||
}
|
||
if(player.hp==2){
|
||
return 8-ai.get.value(card);
|
||
}
|
||
return 7-ai.get.value(card);
|
||
};
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('yulin');
|
||
game.delay();
|
||
trigger.untrigger();
|
||
trigger.finish();
|
||
}
|
||
}
|
||
},
|
||
funiao:{
|
||
enable:'phaseUse',
|
||
discard:false,
|
||
prepare:function(cards,player,targets){
|
||
player.$give(1,targets[0]);
|
||
},
|
||
filterTarget:function(card,player,target){
|
||
if(player==target) return false;
|
||
if(player.num('h')==0) return false;
|
||
if(target.storage.funiao) return false;
|
||
return true;
|
||
},
|
||
filterCard:true,
|
||
check:function(card){
|
||
if(get.owner(card).num('h')<get.owner(card).hp) return 0;
|
||
return 4-ai.get.value(card);
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
target.gain(cards);
|
||
target.storage.funiao=true;
|
||
target.addSkill('funiao2');
|
||
game.delay();
|
||
"step 1"
|
||
if(event.isMine()){
|
||
event.dialog=ui.create.dialog(get.translation(target.name)+'的手牌',target.get('h'));
|
||
game.pause();
|
||
ui.create.confirm('o');
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 2"
|
||
event.dialog.close();
|
||
},
|
||
ai:{
|
||
result:{
|
||
target:1,
|
||
},
|
||
order:1
|
||
}
|
||
},
|
||
funiao2:{
|
||
trigger:{global:'phaseUseEnd'},
|
||
forced:true,
|
||
popup:false,
|
||
content:function(){
|
||
player.storage.funiao=false;
|
||
}
|
||
},
|
||
lingbo:{
|
||
trigger:{player:'respond'},
|
||
filter:function(event,player){
|
||
return event.card.name=='shan';
|
||
},
|
||
frequent:true,
|
||
content:function(){
|
||
player.draw(2);
|
||
},
|
||
ai:{
|
||
mingzhi:false,
|
||
effect:{
|
||
target:function(card,player,target){
|
||
if(get.tag(card,'respondShan')){
|
||
var shans=target.num('h','shan');
|
||
var hs=target.num('h');
|
||
if(shans>1) return [0,1];
|
||
if(shans&&hs>2) return [0,1];
|
||
if(shans) return [0,0];
|
||
if(hs>2) return [0,0];
|
||
if(hs>1) return [1,0.5];
|
||
return [1.5,0];
|
||
}
|
||
}
|
||
},
|
||
threaten:0.8
|
||
}
|
||
},
|
||
yunshen:{
|
||
trigger:{player:'respond'},
|
||
filter:function(event,player){
|
||
return event.card.name=='shan';
|
||
},
|
||
frequent:true,
|
||
init:function(player){
|
||
player.storage.yunshen=0;
|
||
},
|
||
content:function(){
|
||
player.storage.yunshen++;
|
||
player.markSkill('yunshen');
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player,target){
|
||
if(get.tag(card,'respondShan')){
|
||
var shans=target.num('h','shan');
|
||
var hs=target.num('h');
|
||
if(shans>1) return [1,1];
|
||
if(shans&&hs>2) return [1,1];
|
||
if(shans) return [1,0.5];
|
||
if(hs>2) return [1,0.3];
|
||
if(hs>1) return [1,0.2];
|
||
return [1.2,0];
|
||
}
|
||
}
|
||
},
|
||
threaten:0.8
|
||
},
|
||
intro:{
|
||
content:'mark'
|
||
},
|
||
group:'yunshen2'
|
||
},
|
||
yunshen2:{
|
||
trigger:{player:'phaseBegin'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return player.storage.yunshen>0;
|
||
},
|
||
content:function(){
|
||
player.draw(player.storage.yunshen);
|
||
player.storage.yunshen=0;
|
||
player.unmarkSkill('yunshen');
|
||
},
|
||
mod:{
|
||
globalTo:function(from,to,distance){
|
||
if(typeof to.storage.yunshen=='number') return distance+to.storage.yunshen;
|
||
}
|
||
}
|
||
},
|
||
xuehuang:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filterCard:{color:'red'},
|
||
nodelay:true,
|
||
check:function(card){return 6-ai.get.value(card);},
|
||
filterTarget:function(card,player,target){
|
||
return get.distance(player,target)<=1||player==target;
|
||
},
|
||
filter:function(event,player){
|
||
return player.num('h',{color:'red'})>0;
|
||
},
|
||
selectTarget:-1,
|
||
content:function(){
|
||
target.damage('fire');
|
||
},
|
||
line:'fire',
|
||
ai:{
|
||
order:1,
|
||
result:{
|
||
target:function(player,target){
|
||
return ai.get.damageEffect(target,player,target,'fire');
|
||
}
|
||
}
|
||
}
|
||
},
|
||
zhuyu:{
|
||
trigger:{global:'damageBegin'},
|
||
filter:function(event,player){
|
||
if(event.player.classList.contains('linked')==false) return false;
|
||
if(event.nature=='fire') return false;
|
||
if(player.num('h',{color:'red'})) return true;
|
||
return false;
|
||
},
|
||
direct:true,
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseToDiscard('朱羽:是否弃置一张红色手牌使其受到一点火焰伤害?',function(card){
|
||
return get.color(card)=='red';
|
||
}).ai=function(card){
|
||
if(trigger.player.hasSkillTag('nofire')) return 0;
|
||
if(ai.get.damageEffect(trigger.player,player,player,'fire')>0){
|
||
return 9-ai.get.value(card);
|
||
}
|
||
return 0;
|
||
};
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('zhuyu',trigger.player,'fire');
|
||
trigger.player.damage('fire');
|
||
}
|
||
}
|
||
},
|
||
ningshuang:{
|
||
trigger:{target:'useCardToBegin'},
|
||
filter:function(event,player){
|
||
if(get.color(event.card)!='black') return false;
|
||
if(!event.player) return false;
|
||
if(event.player==player) return false;
|
||
if(event.player.classList.contains('linked')&&
|
||
event.player.classList.contains('turnedover')) return false;
|
||
if(player.num('h',{color:'black'})) return true;
|
||
return false;
|
||
},
|
||
direct:true,
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseToDiscard('是否弃置一张黑色手牌使其横置或翻面?',function(card){
|
||
return get.color(card)=='black';
|
||
}).ai=function(card){
|
||
if(ai.get.attitude(player,trigger.player)<0){
|
||
return 9-ai.get.value(card);
|
||
}
|
||
return 0;
|
||
};
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('ningshuang');
|
||
if(trigger.player.classList.contains('turnedover')){
|
||
trigger.player.loseHp();
|
||
}
|
||
if(trigger.player.classList.contains('linked')){
|
||
trigger.player.turnOver();
|
||
}
|
||
else{
|
||
trigger.player.link();
|
||
player.draw();
|
||
}
|
||
}
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player,target){
|
||
if(get.color(card)=='black'&&ai.get.attitude(target,player)<0&&target.num('h')>0){
|
||
return [1,0.1,0,-target.num('h')/4];
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
zaowu:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
position:'he',
|
||
filterCard:function(card,player,target){
|
||
if(ui.selected.cards.length==0) return true;
|
||
for(var i=0;i<ui.selected.cards.length;i++){
|
||
if(get.type(ui.selected.cards[i],'trick')==get.type(card,'trick')) return false;
|
||
}
|
||
return true;
|
||
},
|
||
selectCard:3,
|
||
check:function(card){
|
||
return 10-ai.get.value(card);
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
var list=[];
|
||
var suit=['heart','diamond','club','spade'].randomGet();
|
||
var number=Math.floor(Math.random()*13)+1;
|
||
for(var i in lib.card){
|
||
if(lib.card[i].mode&&lib.card[i].mode.contains(lib.config.mode)==false) continue;
|
||
if(ai.get.value({name:i})>=10) continue;
|
||
if(i!='list') list.push([suit,number,i]);
|
||
}
|
||
var dialog=ui.create.dialog([list,'vcard']);
|
||
player.chooseButton(dialog,2,true,function(button){
|
||
return ai.get.value({name:button.link[2]},player);
|
||
});
|
||
"step 1"
|
||
var cards=[ui.create.card(),ui.create.card()];
|
||
cards[0].init(result.buttons[0].link);
|
||
cards[1].init(result.buttons[1].link);
|
||
player.gain(cards);
|
||
player.$gain(cards);
|
||
game.delay();
|
||
},
|
||
ai:{
|
||
order:8,
|
||
result:{
|
||
player:1
|
||
},
|
||
threaten:1.6
|
||
}
|
||
},
|
||
xielv:{
|
||
trigger:{player:'phaseDiscardEnd'},
|
||
filter:function(event,player){
|
||
var cards=player.get('h');
|
||
if(cards.length<2) return false;
|
||
var color=get.color(cards[0]);
|
||
for(var i=1;i<cards.length;i++){
|
||
if(get.color(cards[i])!=color) return false;
|
||
}
|
||
return true;
|
||
},
|
||
direct:true,
|
||
content:function(){
|
||
"step 0"
|
||
var todiscard=[];
|
||
var ainum=0;
|
||
var cards;
|
||
var att;
|
||
var filter={color:get.color(player.get('h')[0])=='red'?'black':'red'};
|
||
for(var i=0;i<game.players.length;i++){
|
||
att=ai.get.attitude(player,game.players[i]);
|
||
|
||
cards=game.players[i].get('e',filter);
|
||
if(att>0){
|
||
ainum-=cards.length;
|
||
}
|
||
else if(att<0){
|
||
ainum+=cards.length;
|
||
}
|
||
todiscard=todiscard.concat(cards);
|
||
|
||
cards=game.players[i].get('j',filter);
|
||
if(att>0){
|
||
ainum+=cards.length;
|
||
}
|
||
else if(att<0){
|
||
ainum-=cards.length;
|
||
}
|
||
todiscard=todiscard.concat(cards);
|
||
}
|
||
var choice=[];
|
||
if(player.hp<player.maxHp){
|
||
choice.push('recover_hp');
|
||
}
|
||
if(todiscard.length){
|
||
choice.push('discard_card');
|
||
}
|
||
choice.push('cancel');
|
||
if(choice.length>1){
|
||
if(event.isMine()){
|
||
event.dialog=ui.create.dialog('是否发动【谐率】?');
|
||
}
|
||
player.chooseControl(choice).ai=function(){
|
||
if(choice.contains('recover_hp')) return 'recover_hp';
|
||
else if(ainum>0) return 'discard_card';
|
||
else return 'cancel';
|
||
}
|
||
event.todiscard=todiscard;
|
||
event.filter=filter;
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 1"
|
||
if(event.dialog) event.dialog.close();
|
||
event.control=result.control;
|
||
if(event.control!='recover_hp'&&event.control!='discard_card'){
|
||
event.finish();
|
||
}
|
||
else{
|
||
player.showHandcards();
|
||
player.logSkill('xielv');
|
||
}
|
||
"step 2"
|
||
if(event.control=='recover_hp'){
|
||
player.recover();
|
||
event.finish();
|
||
}
|
||
else if(event.control=='discard_card'){
|
||
event.targets=game.players.slice(0);
|
||
event.targets.sort(lib.sort.seat);
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 3"
|
||
if(event.targets&&event.targets.length){
|
||
var target=event.targets.shift();
|
||
target.discard(target.get('ej',event.filter));
|
||
event.redo();
|
||
}
|
||
},
|
||
ai:{
|
||
expose:0.1,
|
||
}
|
||
},
|
||
xiaomoyu:{
|
||
trigger:{source:'damageEnd'},
|
||
priority:1,
|
||
forced:true,
|
||
content:function(){
|
||
"step 0"
|
||
if(player.hp<player.maxHp){
|
||
player.recover();
|
||
event.finish();
|
||
// player.chooseControl('draw_card','recover_hp',function(event,target){
|
||
// if(player.num('h')>=player.hp) return 'recover_hp';
|
||
// return 'draw_card';
|
||
// });
|
||
}
|
||
else{
|
||
player.draw();
|
||
event.finish();
|
||
}
|
||
"step 1"
|
||
if(result.control=='draw_card'){
|
||
player.draw();
|
||
}
|
||
else{
|
||
player.recover();
|
||
}
|
||
},
|
||
ai:{
|
||
maixie:true,
|
||
effect:{
|
||
target:function(card,player,target,current){
|
||
if(card.name=='sha'&&(get.color(card)=='red')){
|
||
return [1,-2];
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
xielv_old:{
|
||
trigger:{player:'phaseDiscardEnd'},
|
||
filter:function(event,player){
|
||
var cards=player.get('h');
|
||
if(cards.length<2) return false;
|
||
var color=get.color(cards[0]);
|
||
for(var i=1;i<cards.length;i++){
|
||
if(get.color(cards[i])!=color) return false;
|
||
}
|
||
return true;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.showHandcards();
|
||
"step 1"
|
||
"step 2"
|
||
var num=player.num('h');
|
||
event.color=get.color(player.get('h')[0]);
|
||
player.chooseTarget('选择至多'+num+'名角色各摸一张牌',[1,num],function(card,player,target){
|
||
return true;
|
||
}).ai=function(target){
|
||
return ai.get.attitude(player,target);
|
||
}
|
||
"step 3"
|
||
if(result.bool){
|
||
event.num=0;
|
||
event.targets=result.targets;
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 4"
|
||
if(event.num<event.targets.length){
|
||
event.current=event.targets[event.num]
|
||
event.current.draw();
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 5"
|
||
var renum=event.current.num('e',{color:event.color});
|
||
if(renum){
|
||
event.current.recover();
|
||
}
|
||
event.num++;
|
||
event.goto(4);
|
||
},
|
||
ai:{
|
||
threaten:1.4,
|
||
expose:0.1,
|
||
}
|
||
},
|
||
xiangu:{
|
||
mod:{
|
||
maxHandcard:function(player,num){
|
||
if(player.hp<player.maxHp) return num+player.maxHp-player.hp;
|
||
}
|
||
},
|
||
},
|
||
tianhuo:{
|
||
enable:'phaseUse',
|
||
filterTarget:function(card,player,target){
|
||
return target.num('j')>0;
|
||
},
|
||
usable:1,
|
||
selectTarget:-1,
|
||
filter:function(){
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].num('j')) return true;
|
||
}
|
||
return false;
|
||
},
|
||
line:'fire',
|
||
content:function(){
|
||
"step 0"
|
||
event.num=target.num('j');
|
||
target.discard(target.get('j'));
|
||
"step 1"
|
||
target.damage(event.num,'fire','nosource')
|
||
},
|
||
ai:{
|
||
order:1,
|
||
result:{
|
||
target:function(player,target){
|
||
var eff=ai.get.damageEffect(target,player);
|
||
if(eff>=0) return eff+1;
|
||
var judges=target.get('j');
|
||
if(!judges.length) return 0;
|
||
if(target.hp==1||judges.length>1) return -judges.length;
|
||
var name=judges[0].viewAs||judges[0].name;
|
||
if(name=='shandian'||name=='huoshan'||name=='hongshui') return -judges.length;
|
||
return 0;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
huanyin:{
|
||
trigger:{target:'useCardToBefore'},
|
||
forced:true,
|
||
priority:5.9,
|
||
filter:function(event,player){
|
||
return event.player!=player;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
var effect=ai.get.effect(player,trigger.card,trigger.player,player);
|
||
player.judge(function(card){
|
||
switch(get.suit(card)){
|
||
case 'spade':return -effect;
|
||
case 'heart':return 1;
|
||
default:return 0;
|
||
}
|
||
});
|
||
"step 1"
|
||
switch(result.suit){
|
||
case 'spade':{
|
||
trigger.untrigger();
|
||
trigger.finish();
|
||
break;
|
||
}
|
||
case 'heart':{
|
||
player.draw();
|
||
break;
|
||
}
|
||
}
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player,target){
|
||
return 0.7
|
||
}
|
||
},
|
||
threaten:0.8
|
||
}
|
||
},
|
||
xuanzhou:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
discard:false,
|
||
filter:function(event,player){
|
||
return player.num('he',{type:'trick'})>0;
|
||
},
|
||
prepare:function(cards,player,targets){
|
||
player.$throw(cards);
|
||
},
|
||
position:'he',
|
||
filterCard:{type:'trick'},
|
||
filterTarget:function(card,player,target){
|
||
return player!=target;
|
||
},
|
||
check:function(card){
|
||
return 7-ai.get.value(card);
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
var list=[];
|
||
for(var i in lib.card){
|
||
if(lib.card[i].mode&&lib.card[i].mode.contains(lib.config.mode)==false) continue;
|
||
if(lib.card[i].type=='delay') list.push([cards[0].suit,cards[0].number,i]);
|
||
}
|
||
var dialog=ui.create.dialog([list,'vcard']);
|
||
var bing=target.num('h')<=1;
|
||
player.chooseButton(dialog,true,function(button){
|
||
if(bing&&button.link[2]=='bingliang'){
|
||
return 2;
|
||
}
|
||
if(button.link[2]=='lebu'){
|
||
return 1;
|
||
}
|
||
if(button.link[2]=='guiyoujie'){
|
||
return 0.5;
|
||
}
|
||
return 0.2;
|
||
}).filterButton=function(button){
|
||
return !target.hasJudge(button.link[2]);
|
||
};
|
||
"step 1"
|
||
// console.log(result.links[0][2]);
|
||
target.addJudge(result.links[0][2],cards);
|
||
},
|
||
ai:{
|
||
result:{
|
||
target:-1
|
||
},
|
||
order:9.5,
|
||
}
|
||
},
|
||
tianlun:{
|
||
unique:true,
|
||
trigger:{global:'judge'},
|
||
direct:true,
|
||
filter:function(event){
|
||
if(event.card) return true;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].num('j')) return true;
|
||
}
|
||
return false;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
var list=[];
|
||
if(trigger.card) list.push(trigger.card);
|
||
for(var i=0;i<game.players.length;i++){
|
||
list=list.concat(game.players[i].get('j'));
|
||
}
|
||
var dialog=ui.create.dialog(get.translation(trigger.player)+'的'+(trigger.judgestr||'')+'判定为'+get.translation(trigger.player.judging)+
|
||
',是否发动【天轮】?',list);
|
||
player.chooseButton(dialog,function(button){
|
||
var card=button.link;
|
||
var trigger=_status.event.parent._trigger;
|
||
var player=_status.event.player;
|
||
var result=trigger.judge(card)-trigger.judge(trigger.player.judging);
|
||
var attitude=ai.get.attitude(player,trigger.player);
|
||
return result*attitude;
|
||
});
|
||
"step 1"
|
||
if(result.bool){
|
||
event.card=result.buttons[0].link;
|
||
if(get.owner(event.card)) get.owner(event.card).discard(event.card);
|
||
else trigger.player.$throw(event.card,1000);
|
||
}
|
||
"step 2"
|
||
if(event.card){
|
||
player.logSkill('tianlun',trigger.player);
|
||
ui.discardPile.appendChild(trigger.player.judging);
|
||
trigger.player.judging=event.card;
|
||
trigger.position.appendChild(event.card);
|
||
game.log(get.translation(trigger.player)+'的判定牌改为'+get.translation(event.card));
|
||
event.card.expired=true;
|
||
game.delay(2);
|
||
}
|
||
},
|
||
ai:{
|
||
tag:{
|
||
rejudge:0.6
|
||
}
|
||
}
|
||
},
|
||
longyin:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filterCard:function(card,player){
|
||
if(get.number(card)%game.players.length==0) return false;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(get.distance(player,game.players[i],'absolute')==get.number(card)%game.players.length){
|
||
break;
|
||
}
|
||
}
|
||
if(!game.players[i]) return false;
|
||
if(game.players[i].num('e')==0) return false;
|
||
for(var i=0;i<ui.selected.cards.length;i++){
|
||
if(get.number(card)%game.players.length==
|
||
get.number(ui.selected.cards[i])%game.players.length) return false;
|
||
if(get.color(card)!=get.color(ui.selected.cards[i])) return false;
|
||
}
|
||
return true;
|
||
},
|
||
selectCard:[1,Infinity],
|
||
filterTarget:function(card,player,target){
|
||
if(player==target) return false;
|
||
if(target.num('ej')==0) return false;
|
||
for(var i=0;i<ui.selected.cards.length;i++){
|
||
if(get.number(ui.selected.cards[i])%game.players.length==
|
||
get.distance(player,target,'absolute')) return true;
|
||
}
|
||
return false;
|
||
},
|
||
selectTarget:-1,
|
||
content:function(){
|
||
"step 0"
|
||
if(target.num('e')){
|
||
player.choosePlayerCard(target,true,'e');
|
||
}
|
||
"step 1"
|
||
try{
|
||
target.discard(1,result.buttons[0].link);
|
||
}
|
||
catch(e){}
|
||
if(target==targets[targets.length-1]) player.draw(targets.length);
|
||
},
|
||
check:function(card){
|
||
return 8-ai.get.value(card);
|
||
},
|
||
ai:{
|
||
order:10,
|
||
result:{
|
||
target:-1
|
||
}
|
||
}
|
||
},
|
||
lanzhi:{
|
||
trigger:{source:'damageBefore'},
|
||
filter:function(event,player){
|
||
return player.skills.contains('lanzhi2')==false&&event.player!=player;
|
||
},
|
||
prompt:function(event){
|
||
return '是否对'+get.translation(event.player)+'发动【兰芷】?';
|
||
},
|
||
check:function(event,player){
|
||
if(event.source==player){
|
||
if(event.num>1) return ai.get.attitude(player,event.player)>=0;
|
||
return ai.get.attitude(player,event.player)>=-2;
|
||
}
|
||
else{
|
||
if(player.hp==1||event.num>1) return true;
|
||
if(player.hp==2) return ai.get.attitude(player,event.player)>=-2;
|
||
return ai.get.attitude(player,event.player)>=0;
|
||
}
|
||
},
|
||
content:function(){
|
||
trigger.untrigger();
|
||
trigger.finish();
|
||
trigger.source.draw(2);
|
||
player.addTempSkill('lanzhi2','phaseAfter');
|
||
},
|
||
},
|
||
lanzhi2:{},
|
||
duanyi:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filter:function(event,player){
|
||
return player.num('h','sha')>1;
|
||
},
|
||
filterCard:{name:'sha'},
|
||
selectCard:2,
|
||
filterTarget:function(card,player,target){
|
||
return player!=target;
|
||
},
|
||
check:function(card){
|
||
return 10-ai.get.value(card);
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
target.damage();
|
||
"step 1"
|
||
if(target.isAlive()){
|
||
target.turnOver();
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 2"
|
||
target.draw(target.maxHp-target.hp);
|
||
},
|
||
ai:{
|
||
expose:0.3,
|
||
result:{
|
||
target:function(player,target){
|
||
var eff=ai.get.damageEffect(target,player);
|
||
if(target.hp==1) return eff;
|
||
return target.maxHp-target.hp-2+eff;
|
||
}
|
||
},
|
||
order:5
|
||
}
|
||
},
|
||
swd_xiuluo:{
|
||
trigger:{player:'phaseBegin'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return player.num('j')>0;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseToDiscard(2,'hj',function(card){
|
||
if(ui.selected.cards.length==0) return true;
|
||
if(get.position(ui.selected.cards[0])=='h'){
|
||
if(get.position(card)!='j') return false;
|
||
}
|
||
if(get.position(ui.selected.cards[0])=='j'){
|
||
if(get.position(card)!='h') return false;
|
||
}
|
||
return get.suit(card)==get.suit(ui.selected.cards[0])
|
||
},'是否一张手牌来弃置一张花色相同的判定牌?').ai=function(card){
|
||
if(get.position(card)=='h'){
|
||
return 11-ai.get.value(card);
|
||
}
|
||
if(card.name=='lebu') return 5;
|
||
if(card.name=='bingliang') return 4;
|
||
if(card.name=='guiyoujie') return 3;
|
||
return 2;
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('swd_xiuluo');
|
||
}
|
||
}
|
||
},
|
||
guxing:{
|
||
group:['guxing1','guxing3']
|
||
},
|
||
guxing1:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filter:function(event,player){
|
||
var min=Math.max(1,player.maxHp-player.hp);
|
||
return player.num('h')<=min&&player.num('h')>0&&
|
||
lib.filter.filterCard({name:'sha'},player);
|
||
},
|
||
filterCard:true,
|
||
selectCard:-1,
|
||
// viewAs:{name:'sha'},
|
||
discard:false,
|
||
prepare:function(cards,player,targets){
|
||
player.$throw(cards);
|
||
player.line(targets);
|
||
},
|
||
filterTarget:function(card,player,target){
|
||
return lib.filter.targetEnabled({name:'sha'},player,target);
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
delete player.storage.guxing;
|
||
targets.sort(lib.sort.seat);
|
||
player.useCard({name:'sha'},cards,targets,'guxing').animate=false;
|
||
"step 1"
|
||
if(player.storage.guxing){
|
||
player.draw(player.storage.guxing);
|
||
delete player.storage.guxing;
|
||
}
|
||
},
|
||
multitarget:true,
|
||
selectTarget:[1,3],
|
||
ai:{
|
||
order:function(){
|
||
if(_status.event.player.num('h')==1) return 10;
|
||
return lib.card.sha.ai.order+0.1;
|
||
},
|
||
result:{
|
||
target:function(player,target){
|
||
return ai.get.effect(target,{name:'sha'},player,target);
|
||
}
|
||
},
|
||
threaten:function(player,target){
|
||
if(target.hp<target.maxHp-1) return 1.5;
|
||
}
|
||
}
|
||
},
|
||
guxing3:{
|
||
trigger:{source:'damageAfter'},
|
||
forced:true,
|
||
popup:false,
|
||
filter:function(event){
|
||
return event.parent.skill=='guxing';
|
||
},
|
||
content:function(){
|
||
if(!player.storage.guxing){
|
||
player.storage.guxing=1;
|
||
}
|
||
else{
|
||
player.storage.guxing++;
|
||
}
|
||
}
|
||
},
|
||
miles_xueyi:{
|
||
trigger:{player:'damageBefore'},
|
||
forced:true,
|
||
priority:10,
|
||
content:function(){
|
||
trigger.untrigger();
|
||
trigger.finish();
|
||
player.loseHp();
|
||
}
|
||
},
|
||
swdxueyi:{
|
||
trigger:{player:'phaseDrawBegin'},
|
||
frequent:true,
|
||
content:function(){
|
||
trigger.num+=player.maxHp-player.hp;
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player,target){
|
||
if(get.tag(card,'damage')){
|
||
if(target.hp==target.maxHp) return [0,1];
|
||
}
|
||
if(get.tag(card,'recover')&&player.hp>=player.maxHp-1) return [0,0];
|
||
}
|
||
}
|
||
}
|
||
},
|
||
jifeng:{
|
||
mod:{
|
||
selectTarget:function(card,player,range){
|
||
if(range[0]!=1||range[1]!=1) return;
|
||
var range2=get.select(get.info(card).selectTarget);
|
||
if(range2[0]!=1&&range2[1]!=1) return;
|
||
if(card.name=='sha'||get.type(card)=='trick') range[1]=Infinity;
|
||
},
|
||
},
|
||
trigger:{player:'useCardToBefore'},
|
||
priority:6,
|
||
forced:true,
|
||
popup:false,
|
||
filter:function(event,player){
|
||
if(event.targets.length<=1) return false;
|
||
if(event.card.name=='sha') return true;
|
||
else if(get.type(event.card)=='trick'){
|
||
var range=get.select(get.info(event.card).selectTarget);
|
||
if(range[0]==1&&range[1]==1) return true;
|
||
}
|
||
return false;
|
||
},
|
||
content:function(){
|
||
if(Math.random()>(1.3+trigger.targets.length/5)/trigger.targets.length){
|
||
trigger.target.popup('失误');
|
||
trigger.untrigger();
|
||
trigger.finish();
|
||
}
|
||
}
|
||
},
|
||
mohua2:{
|
||
unique:true,
|
||
trigger:{player:'dying'},
|
||
priority:10,
|
||
forced:true,
|
||
content:function(){
|
||
"step 0"
|
||
player.removeSkill('miles_xueyi');
|
||
player.removeSkill('aojian');
|
||
player.removeSkill('mohua2');
|
||
player.addSkill('moyan');
|
||
player.addSkill('miedao');
|
||
player.addSkill('jifeng');
|
||
player.addSkill('swd_xiuluo');
|
||
|
||
lib.character.swd_satan=['','qun',4,['moyan','miedao','jifeng','swd_xiuluo'],['temp']];
|
||
if(player.name=='swd_miles') player.name='swd_satan';
|
||
if(player.name1=='swd_miles') player.name1='swd_satan';
|
||
if(player.name2=='swd_miles'){
|
||
player.name2='swd_satan';
|
||
player.node.avatar2.setBackground('swd_satan','character');
|
||
}
|
||
else{
|
||
player.node.avatar.setBackground('swd_satan','character');
|
||
}
|
||
|
||
"step 1"
|
||
player.recover(2);
|
||
"step 2"
|
||
player.draw(2);
|
||
},
|
||
},
|
||
liexin:{
|
||
trigger:{source:'damageBegin'},
|
||
direct:true,
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseToDiscard('是否弃置一张牌使伤害+1?','he').ai=function(card){
|
||
if(ai.get.attitude(player,trigger.player)<0){
|
||
return 7-ai.get.value(card);
|
||
}
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('liexin');
|
||
trigger.num++;
|
||
}
|
||
},
|
||
ai:{
|
||
threaten:1.8
|
||
}
|
||
},
|
||
mohua:{
|
||
trigger:{player:'dying'},
|
||
priority:10,
|
||
forced:true,
|
||
mode:['identity'],
|
||
content:function(){
|
||
"step 0"
|
||
var skills=['wuying','xiehun','jumo'];
|
||
if(lib.config.mode_choice.double_character){
|
||
skills.push('swd_xiuluo');
|
||
}
|
||
lib.character.swd_satan=['','qun',6,skills,['temp']];
|
||
if(!_status.ai.customAttitude) _status.ai.customAttitude=[];
|
||
_status.ai.customAttitude.push(function(from,to){
|
||
if(from.storage.xiehun){
|
||
if(to==game.zhu) return 10;
|
||
return -10;
|
||
}
|
||
if(to.storage.xiehun){
|
||
return 0;
|
||
}
|
||
});
|
||
player.uninit();
|
||
player.init('swd_satan');
|
||
player.hp=game.players.length;
|
||
player.update();
|
||
game.zhu=player;
|
||
player.identity='zhu';
|
||
player.setIdentity('魔');
|
||
player.identityShown=true;
|
||
var players=get.players(false,true);
|
||
for(var i=0;i<players.length;i++){
|
||
if(players[i]!=player){
|
||
players[i].identity='fan';
|
||
players[i].setIdentity('人');
|
||
players[i].identityShown=true;
|
||
}
|
||
}
|
||
player.draw(2);
|
||
"step 1"
|
||
while(_status.event.name!='phaseLoop'){
|
||
_status.event=_status.event.parent;
|
||
}
|
||
_status.event.player=player;
|
||
_status.event.step=0;
|
||
ui.clear();
|
||
}
|
||
},
|
||
wuying:{
|
||
mod:{
|
||
selectTarget:function(card,player,range){
|
||
if(card.name=='sha') {range[0]=-1;range[1]=-1;}
|
||
if(get.type(card)=='trick'&&range[0]==1&range[1]==1) {range[0]=-1;range[1]=-1;}
|
||
},
|
||
},
|
||
},
|
||
xiehun:{
|
||
group:['xiehun1','xiehun2'],
|
||
intro:{
|
||
content:'已陷入混乱状态',
|
||
show:true,
|
||
}
|
||
},
|
||
xiehun1:{
|
||
trigger:{player:'phaseBegin'},
|
||
forced:true,
|
||
popup:false,
|
||
content:function(){
|
||
if(game.me.storage.xiehun) ui.auto.show();
|
||
for(var i=0;i<game.players.length;i++){
|
||
delete game.players[i].storage.xiehun;
|
||
}
|
||
if(ui.auto.innerHTML=='托管') _status.auto=false;
|
||
}
|
||
},
|
||
xiehun2:{
|
||
trigger:{source:'damageBegin'},
|
||
filter:function(event,player){
|
||
return event.player!=player;
|
||
},
|
||
forced:true,
|
||
content:function(){
|
||
trigger.player.storage.xiehun=true;
|
||
if(trigger.player==game.me){
|
||
_status.auto=true;
|
||
ui.auto.hide();
|
||
}
|
||
// player.chooseToDiscard(true,'h');
|
||
}
|
||
},
|
||
jumo2:{
|
||
trigger:{player:'phaseDrawBegin'},
|
||
forced:true,
|
||
priority:-10,
|
||
content:function(){
|
||
var num=Math.max(2,game.players.length-1);
|
||
if(lib.config.mode_choice.double_character){
|
||
num++;
|
||
}
|
||
trigger.num=Math.min(4,num);
|
||
}
|
||
},
|
||
jumo:{
|
||
trigger:{player:'phaseEnd'},
|
||
forced:true,
|
||
content:function(){
|
||
var num=0;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(player!=game.players[i]&&!game.players[i].storage.xiehun) num++;
|
||
}
|
||
num=2*num-game.players.length;
|
||
if(get.config('double_character')){
|
||
num++;
|
||
}
|
||
if(num>0){
|
||
player.draw(num);
|
||
}
|
||
},
|
||
},
|
||
duijue:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filter:function(event,player){
|
||
return !player.storage.duijue;
|
||
},
|
||
filterTarget:function(card,player,target){
|
||
return player!=target&&target!=game.zhu;
|
||
},
|
||
content:function(){
|
||
var players=game.players.concat(game.dead);
|
||
players.remove(player);
|
||
players.remove(target);
|
||
for(var i=0;i<players.length;i++){
|
||
players[i].classList.add('out');
|
||
players[i].storage.duijue2=true;
|
||
}
|
||
player.addSkill('duijue2');
|
||
target.addSkill('duijue2');
|
||
player.storage.duijue=true;
|
||
},
|
||
init:function(player){
|
||
player.storage.duijue=false;
|
||
},
|
||
intro:{
|
||
content:'limited'
|
||
}
|
||
},
|
||
duijue2:{
|
||
trigger:{global:'dieAfter'},
|
||
forced:true,
|
||
popup:false,
|
||
content:function(){
|
||
var players=game.players.concat(game.dead);
|
||
for(var i=0;i<players.length;i++){
|
||
if(players[i].storage.duijue2&&players[i].isOut()){
|
||
players[i].classList.remove('out');
|
||
delete players[i].storage.duijue2;
|
||
}
|
||
players[i].removeSkill('duijue2');
|
||
}
|
||
}
|
||
},
|
||
yueren:{
|
||
trigger:{player:'shaBegin'},
|
||
filter:function(event,player){
|
||
return !player.skills.contains('yueren2');
|
||
},
|
||
check:function(event,player){
|
||
return ai.get.attitude(player,event.target)<=0;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.judge(function(){
|
||
return 0;
|
||
});
|
||
player.addTempSkill('yueren2','phaseAfter');
|
||
"step 1"
|
||
if(get.color(result.card)=='black'){
|
||
if(trigger.target.num('he')){
|
||
player.discardPlayerCard(true,trigger.target,'he');
|
||
// trigger.target.discard(trigger.target.get('he').randomGet());
|
||
}
|
||
}
|
||
else if(trigger.cards&&trigger.cards.length){
|
||
player.gain(trigger.cards);
|
||
player.$gain2(trigger.cards);
|
||
game.log(get.translation(player)+'收回了'+get.translation(trigger.cards));
|
||
}
|
||
}
|
||
},
|
||
yueren2:{},
|
||
busi:{
|
||
trigger:{player:'dying'},
|
||
priority:7,
|
||
unique:true,
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return player.hp<=0;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.judge(function(card){
|
||
return get.suit(card)=='spade'?-1:1;
|
||
});
|
||
'step 1'
|
||
if(result.bool){
|
||
player.recover(1-player.hp);
|
||
if(!player.isTurnedOver()){
|
||
player.turnOver();
|
||
}
|
||
}
|
||
},
|
||
ai:{
|
||
threaten:0.8
|
||
}
|
||
},
|
||
busi_old:{
|
||
unique:true,
|
||
global:'busi2',
|
||
},
|
||
busi_old2:{
|
||
trigger:{player:'phaseAfter'},
|
||
forced:true,
|
||
popup:false,
|
||
content:function(){
|
||
var target=player.nextSeat;
|
||
while(target.isDead()&&target.skills.contains('busi')==false){
|
||
target=target.nextSeat;
|
||
}
|
||
if(target.isDead()){
|
||
target.revive(1);
|
||
target.classList.add('turnedover');
|
||
target.logSkill('busi');
|
||
}
|
||
},
|
||
ai:{
|
||
threaten:0.5,
|
||
}
|
||
},
|
||
xuying:{
|
||
unique:true,
|
||
trigger:{player:'damageBefore'},
|
||
forced:true,
|
||
content:function(){
|
||
trigger.untrigger();
|
||
trigger.finish();
|
||
if(player.num('h')) player.loseHp();
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player,target){
|
||
if(get.tag(card,'damage')&&target.num('h')==0) return 0;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
yinguo:{
|
||
unique:true,
|
||
trigger:{global:'damageBefore'},
|
||
priority:6,
|
||
direct:true,
|
||
filter:function(event,player){
|
||
if(event.player==player||event.source==player) return false;
|
||
if(!event.source) return false;
|
||
if(player.num('he')==0) return false;
|
||
if(player.skills.contains('yinguo2')) return false;
|
||
return true;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
var go=ai.get.attitude(player,trigger.player)>0&&
|
||
ai.get.attitude(player,trigger.source)<0&&
|
||
ai.get.damageEffect(trigger.player,trigger.source,player)<
|
||
ai.get.damageEffect(trigger.source,trigger.player,player);
|
||
player.chooseToDiscard('是否将伤害来源('+get.translation(trigger.source)+
|
||
')和目标('+get.translation(trigger.player)+')对调?','he').ai=function(card){
|
||
if(go){
|
||
return 10-ai.get.value(card);
|
||
}
|
||
return 0;
|
||
};
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('yinguo');
|
||
var target=trigger.player;
|
||
trigger.player=trigger.source;
|
||
trigger.source=target;
|
||
trigger.trigger('damageBefore');
|
||
player.addTempSkill('yinguo2',['damageAfter','damageCancelled']);
|
||
}
|
||
},
|
||
ai:{
|
||
threaten:10,
|
||
expose:0.5,
|
||
},
|
||
global:'yinguo3'
|
||
},
|
||
yinguo2:{},
|
||
yinguo3:{
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player,target){
|
||
if(!get.tag(card,'damage')) return;
|
||
if(target.skills.contains('yinguo')) return;
|
||
var source=null;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].skills.contains('yinguo')){
|
||
source=game.players[i];
|
||
break;
|
||
}
|
||
}
|
||
if(source&&source.num('he')){
|
||
if(ai.get.attitude(source,player)<0&&ai.get.attitude(source,target)>0){
|
||
return [0,0,0,-1];
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
guiyan:{
|
||
unique:true,
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
intro:{
|
||
content:''
|
||
},
|
||
mark:true,
|
||
filterTarget:function(card,player,target){
|
||
return player!=target&&target.num('h');
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseCardButton(target,target.get('h')).filterButton=function(button){
|
||
return get.suit(button.link)=='club';
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
player.gain(result.links[0]);
|
||
target.$give(1,player);
|
||
game.delay(0,500);
|
||
}
|
||
},
|
||
ai:{
|
||
order:11,
|
||
result:{
|
||
target:-1,
|
||
player:1,
|
||
},
|
||
threaten:1.3
|
||
},
|
||
group:['guiyan2'],
|
||
},
|
||
guiyan2:{
|
||
trigger:{player:'dying'},
|
||
priority:6,
|
||
forced:true,
|
||
content:function(){
|
||
player.recover();
|
||
player.removeSkill('guiyan');
|
||
player.removeSkill('guiyan2');
|
||
}
|
||
},
|
||
yunshen_old:{
|
||
mod:{
|
||
globalFrom:function(from,to,distance){
|
||
if(!from.get('e','1')) return distance-1;
|
||
},
|
||
globalTo:function(from,to,distance){
|
||
if(!to.get('e','2')) return distance+1;
|
||
}
|
||
}
|
||
},
|
||
suiyan_old:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filterCard:function(card){
|
||
return get.type(card)=='basic';
|
||
},
|
||
filterTarget:function(card,player,target){
|
||
return player!=target&&target.num('e');
|
||
},
|
||
content:function(){
|
||
var num=Math.floor(Math.random()*3);
|
||
if(num==0){
|
||
player.draw();
|
||
}
|
||
else{
|
||
target.discard(target.get('e').sort(lib.sort.random).splice(0,num));
|
||
}
|
||
},
|
||
ai:{
|
||
order:7,
|
||
result:{
|
||
target:-1,
|
||
},
|
||
threaten:1.2
|
||
}
|
||
},
|
||
xianyin:{
|
||
enable:'phaseUse',
|
||
filter:function(event,player){
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].num('j')&&game.players[i]!=player) return true;
|
||
}
|
||
return false;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
event.targets=[];
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].num('j')&&game.players[i]!=player){
|
||
// game.players[i].gain(game.players[i].get('j'),'gain2');
|
||
event.targets.add(game.players[i]);
|
||
}
|
||
}
|
||
event.targets.sort(lib.sort.seat);
|
||
"step 1"
|
||
if(event.targets.length){
|
||
event.target=event.targets.shift();
|
||
event.target.discard(event.target.get('j'));
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 2"
|
||
if(event.target.num('h')){
|
||
event.target.chooseCard('选择一张手牌交给'+get.translation(player),true).ai=function(card){
|
||
return -ai.get.value(card);
|
||
}
|
||
}
|
||
else{
|
||
event.goto(1);
|
||
}
|
||
"step 3"
|
||
if(result.bool){
|
||
player.gain(result.cards[0]);
|
||
target.$give(1,player);
|
||
}
|
||
event.goto(1);
|
||
},
|
||
ai:{
|
||
order:9,
|
||
result:{
|
||
player:function(player){
|
||
var num=0;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i]!=player&&game.players[i].num('j')){
|
||
if(ai.get.attitude(player,game.players[i])>=0&&
|
||
ai.get.attitude(game.players[i],player)>=0){
|
||
num++;
|
||
}
|
||
else{
|
||
num--;
|
||
}
|
||
}
|
||
}
|
||
return num;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
mailun:{
|
||
unique:true,
|
||
trigger:{player:'phaseBegin'},
|
||
direct:true,
|
||
intro:{
|
||
content:function(storage){
|
||
if(!storage) return '无';
|
||
return lib.skill.mailun.effects[storage-1];
|
||
}
|
||
},
|
||
effects:[
|
||
'减少一点体力并增加一点体力上限',
|
||
'增加一点体力并减少一点体力上限',
|
||
'令你即将造成和即将受到的首次伤害-1',
|
||
'令你即将造成和即将受到的首次伤害+1',
|
||
'少摸一张牌并令手牌上限+1',
|
||
'多摸一张牌并令手牌上限-1',
|
||
'进攻距离+1,防御距离-1',
|
||
'进攻距离-1,防御距离+1'
|
||
],
|
||
content:function(){
|
||
"step 0"
|
||
player.removeSkill('mailun31');
|
||
player.removeSkill('mailun32');
|
||
player.removeSkill('mailun41');
|
||
player.removeSkill('mailun42');
|
||
player.removeSkill('mailun5');
|
||
player.removeSkill('mailun6');
|
||
player.removeSkill('mailun7');
|
||
player.removeSkill('mailun8');
|
||
if(event.isMine()){
|
||
ui.auto.hide();
|
||
event.dialog=ui.create.dialog('脉轮:选择一个效果');
|
||
var effects=lib.skill.mailun.effects;
|
||
var clickItem=function(){
|
||
event.choice=this.link;
|
||
game.resume();
|
||
}
|
||
for(var i=0;i<8;i++){
|
||
if(i==0&&player.maxHp==6) continue;
|
||
var item=event.dialog.add('<div class="popup" style="width:70%;display:inline-block"><div class="skill">【'+
|
||
get.cnNumber(i+1,true)+'】</div><div>'+effects[i]+'</div></div>');
|
||
item.addEventListener('click',clickItem);
|
||
item.link=i+1;
|
||
|
||
}
|
||
event.control=ui.create.control('取消',function(){
|
||
event.choice=0;
|
||
game.resume();
|
||
});
|
||
event.dialog.add(ui.create.div('.placeholder'));
|
||
event.dialog.add(ui.create.div('.placeholder'));
|
||
event.dialog.add(ui.create.div('.placeholder'));
|
||
game.pause();
|
||
}
|
||
else{
|
||
var ctrl;
|
||
if(player.hp<=1){
|
||
if(player.maxHp>3){
|
||
ctrl=2;
|
||
}
|
||
else{
|
||
ctrl=3;
|
||
}
|
||
}
|
||
else if(player.hp==2){
|
||
if(player.maxHp>4){
|
||
ctrl=2;
|
||
}
|
||
else if(player.num('h')==0){
|
||
ctrl=6;
|
||
}
|
||
else{
|
||
ctrl=3;
|
||
}
|
||
}
|
||
else if(player.num('h')<player.hp){
|
||
ctrl=6;
|
||
}
|
||
else if(player.num('h')>player.hp+1){
|
||
ctrl=5;
|
||
}
|
||
event.choice=ctrl;
|
||
}
|
||
"step 1"
|
||
ui.auto.show();
|
||
player.storage.mailun=event.choice;
|
||
if(event.choice){
|
||
player.logSkill('mailun');
|
||
player.markSkill('mailun');
|
||
switch(event.choice){
|
||
case 1:{
|
||
player.loseHp();
|
||
player.gainMaxHp();
|
||
break;
|
||
}
|
||
case 2:{
|
||
player.recover();
|
||
player.loseMaxHp();
|
||
break;
|
||
}
|
||
case 3:{
|
||
player.addSkill('mailun31');
|
||
player.addSkill('mailun32');
|
||
break;
|
||
}
|
||
case 4:{
|
||
player.addSkill('mailun41');
|
||
player.addSkill('mailun42');
|
||
break;
|
||
}
|
||
case 5:{
|
||
player.addSkill('mailun5');
|
||
break;
|
||
}
|
||
case 6:{
|
||
player.addSkill('mailun6');
|
||
break;
|
||
}
|
||
case 7:{
|
||
player.addSkill('mailun7');
|
||
break;
|
||
}
|
||
case 8:{
|
||
player.addSkill('mailun8');
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
else{
|
||
player.unmarkSkill('mailun');
|
||
}
|
||
|
||
if(event.dialog){
|
||
event.dialog.close();
|
||
}
|
||
if(event.control){
|
||
event.control.close();
|
||
}
|
||
}
|
||
},
|
||
mailun31:{
|
||
trigger:{source:'damageBegin'},
|
||
forced:true,
|
||
content:function(){
|
||
trigger.num--;
|
||
player.removeSkill('mailun31');
|
||
}
|
||
},
|
||
mailun32:{
|
||
trigger:{player:'damageBegin'},
|
||
forced:true,
|
||
content:function(){
|
||
trigger.num--;
|
||
player.removeSkill('mailun32');
|
||
}
|
||
},
|
||
mailun41:{
|
||
trigger:{source:'damageBegin'},
|
||
forced:true,
|
||
content:function(){
|
||
trigger.num++;
|
||
player.removeSkill('mailun41');
|
||
}
|
||
},
|
||
mailun42:{
|
||
trigger:{player:'damageBegin'},
|
||
forced:true,
|
||
content:function(){
|
||
trigger.num++;
|
||
player.removeSkill('mailun42');
|
||
}
|
||
},
|
||
mailun5:{
|
||
trigger:{player:'phaseDrawBegin'},
|
||
forced:true,
|
||
popup:false,
|
||
content:function(){
|
||
trigger.num--;
|
||
},
|
||
mod:{
|
||
maxHandcard:function(player,num){
|
||
return num+1;
|
||
}
|
||
}
|
||
},
|
||
mailun6:{
|
||
trigger:{player:'phaseDrawBegin'},
|
||
forced:true,
|
||
popup:false,
|
||
content:function(){
|
||
trigger.num++;
|
||
},
|
||
mod:{
|
||
maxHandcard:function(player,num){
|
||
return num-1;
|
||
}
|
||
}
|
||
},
|
||
mailun7:{
|
||
mod:{
|
||
globalFrom:function(from,to,distance){
|
||
return distance-1;
|
||
},
|
||
globalTo:function(from,to,distance){
|
||
return distance-1;
|
||
}
|
||
}
|
||
},
|
||
mailun8:{
|
||
mod:{
|
||
globalFrom:function(from,to,distance){
|
||
return distance+1;
|
||
},
|
||
globalTo:function(from,to,distance){
|
||
return distance+1;
|
||
}
|
||
}
|
||
},
|
||
fengming:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filter:function(event,player){
|
||
return player.num('he',{type:'equip'})>0;
|
||
},
|
||
filterCard:{type:'equip'},
|
||
position:'he',
|
||
filterTarget:true,
|
||
content:function(){
|
||
"step 0"
|
||
target.recover();
|
||
"step 1"
|
||
target.draw();
|
||
},
|
||
ai:{
|
||
order:9,
|
||
result:{
|
||
target:function(player,target){
|
||
if(target.hp<target.maxHp){
|
||
return ai.get.recoverEffect(target);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
wanjun:{
|
||
enable:'chooseToUse',
|
||
filter:function(event,player){
|
||
return player.num('he',{type:'equip'})>0;
|
||
},
|
||
filterCard:function(card){
|
||
return get.type(card)=='equip';
|
||
},
|
||
position:'he',
|
||
viewAs:{name:'nanman'},
|
||
prompt:'将一张装备牌当南蛮入侵使用',
|
||
check:function(card){
|
||
var player=_status.currentPhase;
|
||
if(player.num('he',{subtype:get.subtype(card)})>1){
|
||
return 11-ai.get.equipValue(card);
|
||
}
|
||
if(player.num('h')<player.hp){
|
||
return 6-ai.get.value(card);
|
||
}
|
||
return 2-ai.get.equipValue(card);
|
||
},
|
||
ai:{
|
||
order:9,
|
||
threaten:1.1
|
||
}
|
||
},
|
||
huanling:{
|
||
trigger:{player:'phaseEnd'},
|
||
direct:true,
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseTarget('是否发动【幻灵】?',function(card,player,target){
|
||
return player!=target;
|
||
}).ai=function(target){
|
||
var att=ai.get.attitude(player,target);
|
||
if(target.isTurnedOver()){
|
||
if(att>0){
|
||
return att+5;
|
||
}
|
||
return -1;
|
||
}
|
||
if(player.isTurnedOver()){
|
||
return 5-att;
|
||
}
|
||
return -att;
|
||
};
|
||
"step 1"
|
||
if(result.bool){
|
||
player.discard(result.cards);
|
||
player.logSkill('huanling',result.targets);
|
||
player.turnOver();
|
||
result.targets[0].turnOver();
|
||
}
|
||
},
|
||
group:'huanling2',
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player,target,current){
|
||
if(card.name=='guiyoujie') return [0,2];
|
||
if(target.isTurnedOver()){
|
||
if(get.tag(card,'damage')) return 0;
|
||
}
|
||
}
|
||
},
|
||
expose:0.2
|
||
}
|
||
},
|
||
huanling2:{
|
||
trigger:{player:'damageBefore'},
|
||
filter:function(event,player){
|
||
return player.isTurnedOver();
|
||
},
|
||
forced:true,
|
||
content:function(){
|
||
trigger.untrigger();
|
||
trigger.finish();
|
||
},
|
||
},
|
||
ljifeng:{
|
||
trigger:{player:'phaseUseBefore'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return player.num('h')>0;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
var check=player.num('h')<=player.hp+(player.hp>2?2:1);
|
||
player.chooseCardTarget({
|
||
prompt:'是否发动【疾风】?',
|
||
filterCard:true,
|
||
filterTarget:function(card,player,target){
|
||
if(player==target) return false;
|
||
return player.canUse({name:'sha'},target,false);
|
||
},
|
||
selectTarget:[1,2],
|
||
ai1:function(card){
|
||
if(!check) return 0;
|
||
return 8-ai.get.value(card);
|
||
},
|
||
ai2:function(target){
|
||
if(!check) return 0;
|
||
return ai.get.effect(target,{name:'sha'},player);
|
||
}
|
||
});
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('ljifeng',result.targets);
|
||
player.discard(result.cards);
|
||
player.useCard({name:'sha'},result.targets).animate=false;
|
||
trigger.untrigger();
|
||
trigger.finish();
|
||
}
|
||
}
|
||
},
|
||
lxianglong:{
|
||
trigger:{target:'shaMiss'},
|
||
priority:5,
|
||
direct:true,
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseTarget(function(card,player,target){
|
||
return player.canUse(trigger.card,target);
|
||
},'是否发动【翔龙】?').ai=function(target){
|
||
return ai.get.effect(target,trigger.card,player);
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('lxianglong');
|
||
player.line(result.targets);
|
||
player.useCard(trigger.card,trigger.cards,result.targets).animate=false;
|
||
}
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player,target){
|
||
if(card.name=='sha'&&target.num('h')) return 0.7;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
zhenjiu:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filterCard:{color:'red'},
|
||
filterTarget:function(card,player,target){
|
||
return !target.skills.contains('zhenjiu2');
|
||
},
|
||
check:function(card){
|
||
return 8-ai.get.value(card);
|
||
},
|
||
discard:false,
|
||
prepare:function(cards,player,targets){
|
||
player.$give(cards,targets[0]);
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
game.delay();
|
||
"step 1"
|
||
target.storage.zhenjiu2=cards[0];
|
||
target.addSkill('zhenjiu2');
|
||
},
|
||
ai:{
|
||
result:{
|
||
target:function(player,target){
|
||
if(target.hp<target.maxHp){
|
||
return target==player?1:1.5;
|
||
}
|
||
if(player.num('h')>player.hp) return 0.5;
|
||
return 0;
|
||
}
|
||
},
|
||
order:9,
|
||
threaten:1.7
|
||
}
|
||
},
|
||
zhenjiu2:{
|
||
trigger:{player:'phaseBegin'},
|
||
forced:true,
|
||
mark:'card',
|
||
content:function(){
|
||
player.recover();
|
||
player.gain(player.storage.zhenjiu2,'gain2');
|
||
game.log(get.translation(player)+'获得了'+get.translation(player.storage.zhenjiu2));
|
||
player.removeSkill('zhenjiu2');
|
||
delete player.storage.zhenjiu2;
|
||
},
|
||
intro:{
|
||
content:'card'
|
||
}
|
||
},
|
||
mazui:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filterCard:{color:'black'},
|
||
filterTarget:function(card,player,target){
|
||
return !target.skills.contains('mazui2');
|
||
},
|
||
check:function(card){
|
||
return 6-ai.get.value(card);
|
||
},
|
||
discard:false,
|
||
prepare:function(cards,player,targets){
|
||
player.$give(cards,targets[0]);
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
game.delay();
|
||
"step 1"
|
||
target.storage.mazui2=cards[0];
|
||
target.addSkill('mazui2');
|
||
},
|
||
ai:{
|
||
expose:0.2,
|
||
result:{
|
||
target:function(player,target){
|
||
return -target.hp;
|
||
}
|
||
},
|
||
order:4,
|
||
threaten:1.2
|
||
}
|
||
},
|
||
mazui2:{
|
||
trigger:{source:'damageBegin'},
|
||
forced:true,
|
||
mark:'card',
|
||
filter:function(event){
|
||
return event.num>0;
|
||
},
|
||
content:function(){
|
||
trigger.num--;
|
||
player.addSkill('mazui3');
|
||
player.removeSkill('mazui2');
|
||
},
|
||
intro:{
|
||
content:'card'
|
||
}
|
||
},
|
||
mazui3:{
|
||
trigger:{source:'damageEnd'},
|
||
forced:true,
|
||
popup:false,
|
||
content:function(){
|
||
player.gain(player.storage.mazui2,'gain2');
|
||
game.log(get.translation(player)+'获得了'+get.translation(player.storage.mazui2));
|
||
player.removeSkill('mazui3');
|
||
delete player.storage.mazui2;
|
||
}
|
||
},
|
||
shoulie:{
|
||
trigger:{player:'shaBegin'},
|
||
direct:true,
|
||
content:function(){
|
||
"step 0"
|
||
var dis=trigger.target.num('h','shan')||trigger.target.num('e','bagua')||trigger.target.num('h')>2;
|
||
player.chooseToDiscard('是否发动【狩猎】?').ai=function(card){
|
||
if(dis) return 7-ai.get.value(card);
|
||
return 0;
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('shoulie');
|
||
trigger.directHit=true;
|
||
}
|
||
}
|
||
},
|
||
hudun:{
|
||
trigger:{source:'damageEnd'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return !player.hujia&&event.player!=player;
|
||
},
|
||
content:function(){
|
||
player.changeHujia();
|
||
player.update();
|
||
},
|
||
},
|
||
toudan:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filter:function(event,player){
|
||
return player.num('he',{suit:'spade'});
|
||
},
|
||
filterTarget:function(card,player,target){
|
||
return player!=target;
|
||
},
|
||
filterCard:{suit:'spade'},
|
||
check:function(card){
|
||
return 10-ai.get.value(card);
|
||
},
|
||
position:'he',
|
||
line:'fire',
|
||
content:function(){
|
||
"step 0"
|
||
target.damage('fire');
|
||
event.targets=[];
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(get.distance(target,game.players[i])<=1){
|
||
event.targets.push(game.players[i]);
|
||
}
|
||
}
|
||
lib.tempSortSeat=event.target;
|
||
event.targets.sort(lib.sort.seat);
|
||
event.targets.unshift(player);
|
||
delete lib.tempSortSeat;
|
||
"step 1"
|
||
if(event.targets.length){
|
||
var current=event.targets.shift();
|
||
if(current.num('he')){
|
||
current.chooseToDiscard('he',true);
|
||
}
|
||
event.redo();
|
||
}
|
||
},
|
||
ai:{
|
||
result:{
|
||
target:function(player,target){
|
||
return ai.get.damageEffect(target,player,target,'fire');
|
||
}
|
||
},
|
||
order:10,
|
||
threaten:1.5
|
||
}
|
||
},
|
||
shending:{
|
||
inherit:'longfan',
|
||
filter:function(event,player){
|
||
return !player.get('e','5');
|
||
},
|
||
ai:{
|
||
order:11,
|
||
result:{
|
||
player:1,
|
||
},
|
||
effect:{
|
||
target:function(card,player,target){
|
||
if(player!=target) return;
|
||
if(get.subtype(card)=='equip5'){
|
||
if(ai.get.equipValue(card)<=7) return 0;
|
||
}
|
||
}
|
||
},
|
||
threaten:1.2
|
||
}
|
||
},
|
||
poxiao:{
|
||
mod:{
|
||
attackFrom:function(from,to,distance){
|
||
if(!from.get('e','1')) return distance-1;
|
||
},
|
||
selectTarget:function(card,player,range){
|
||
if(!player.get('e','1')&&card.name=='sha') range[1]++;
|
||
}
|
||
},
|
||
enable:'chooseToUse',
|
||
filterCard:{type:'equip'},
|
||
filter:function(event,player){
|
||
return player.num('he',{type:'equip'});
|
||
},
|
||
position:'he',
|
||
viewAs:{name:'sha'},
|
||
prompt:'将一张闪当杀使用或打出',
|
||
check:function(card){
|
||
if(get.subtype(card)=='equip1') return 10-ai.get.value(card);
|
||
return 7-ai.get.equipValue(card);
|
||
},
|
||
ai:{
|
||
order:function(){
|
||
return lib.card.sha.ai.order+0.1;
|
||
},
|
||
effect:{
|
||
target:function(card,player){
|
||
if(get.subtype(card)=='equip1'){
|
||
var num=0;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(ai.get.attitude(player,game.players[i])<0){
|
||
num++;
|
||
if(num>1) return [0,0,0,0];
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
zhexian:{
|
||
inherit:'lingbo'
|
||
}
|
||
},
|
||
translate:{
|
||
swd_yangshuo:'杨硕',
|
||
swd_septem:'赛特',
|
||
swd_yuxiaoxue:'于小雪',
|
||
swd_lilian:'莉莲',
|
||
swd_cheyun:'车芸',
|
||
swd_jipeng:'疾鹏',
|
||
swd_muyun:'徐暮云',
|
||
swd_zhaoyun:'皇甫朝云',
|
||
swd_jiliang:'姬良',
|
||
swd_lanyin:'兰茵',
|
||
swd_zhiyin:'芝茵',
|
||
swd_hengai:'横艾',
|
||
swd_huzhongxian:'壶中仙',
|
||
swd_qiner:'磬儿',
|
||
swd_huanyuanzhi:'桓远之',
|
||
swd_murongshi:'慕容诗',
|
||
swd_hupo:'琥珀',
|
||
swd_miles:'麦尔斯',
|
||
swd_kangnalishi:'康那里士',
|
||
swd_satan:'撒旦',
|
||
swd_philis:'菲力斯',
|
||
swd_weida:'薇达',
|
||
swd_fengtianling:'凤天凌',
|
||
swd_huyue:'瑚月',
|
||
swd_jiting:'姬亭',
|
||
swd_rongshuang:'蓉霜',
|
||
swd_zhuoshanzhu:'浊山铸',
|
||
swd_jialanduo:'迦兰多',
|
||
swd_linming:'林明',
|
||
swd_duanmeng:'端蒙',
|
||
swd_nicole:'妮可',
|
||
swd_kendi:'肯迪',
|
||
swd_lijing:'李靖',
|
||
swd_hanteng:'韩腾',
|
||
swd_yuwentuo:'宇文拓',
|
||
swd_shanxiaoxiao:'单小小',
|
||
swd_yuchiyanhong:'尉迟嫣红',
|
||
swd_pepin:'丕平',
|
||
swd_anka:'安卡',
|
||
swd_jiangwu:'疆梧',
|
||
swd_situqiang:'司徒蔷',
|
||
swd_tuwei:'徒维',
|
||
swd_yeyaxi:'耶亚希',
|
||
swd_chunyuheng:'淳于恒',
|
||
swd_duguningke:'独孤宁珂',
|
||
swd_duguningke2:'魔化宁珂',
|
||
swd_chenjingchou:'陈靖仇',
|
||
swd_zhanglie:'张烈',
|
||
swd_guyue:'古月圣',
|
||
swd_kama:'卡玛',
|
||
swd_yuli:'玉澧',
|
||
swd_duopeng:'多鹏',
|
||
swd_jiangziya:'姜子牙',
|
||
swd_heran:'何然',
|
||
swd_zhanggao:'张诰',
|
||
swd_hanlong:'韩龙',
|
||
swd_jiuyou:'久悠',
|
||
swd_qingming:'青冥',
|
||
swd_shangzhang:'尚章',
|
||
swd_youzhao:'游兆',
|
||
swd_wangsiyue:'王思月',
|
||
swd_huanglei:'黄雷',
|
||
swd_tuobayuer:'拓跋玉儿',
|
||
swd_tuobayueer:'拓跋月儿',
|
||
swd_chengyaojin:'程咬金',
|
||
swd_qinshubao:'秦叔宝',
|
||
swd_lishimin:'李世民',
|
||
swd_shuijing:'水镜',
|
||
swd_xuanyuanjianxian:'轩辕剑仙',
|
||
swd_xuanyuanjiantong:'轩辕剑童',
|
||
swd_luchengxuan:'陆承轩',
|
||
swd_xiarou:'夏柔',
|
||
swd_moye:'莫邪',
|
||
swd_fu:'毛民·福',
|
||
swd_hanluo:'寒洛',
|
||
swd_linyue:'临月',
|
||
swd_zidashu:'子大暑',
|
||
swd_maixing:'麦星',
|
||
swd_haidapang:'海大胖',
|
||
swd_shaowei:'少微',
|
||
swd_fuyan:'符验',
|
||
swd_huiyan:'慧彦',
|
||
swd_sikongyu:'司空宇',
|
||
swd_muyue:'沐月',
|
||
swd_ziqiao:'子巧',
|
||
swd_fengyu:'凤煜',
|
||
swd_qi:'柒',
|
||
swd_chenfu:'陈辅',
|
||
swd_libai:'李白',
|
||
swd_xingtian:'刑天',
|
||
swd_lanmoshen:'蓝魔神',
|
||
swd_wushi:'巫师',
|
||
|
||
kongmo:'恐魔',
|
||
kongmo_info:'锁定技,你使用基本牌或非延时锦囊牌后将额外结算一次卡牌效果',
|
||
miaobi:'妙笔',
|
||
miaobi_info:'出牌阶段限一次,你可以将一张红桃牌当作五谷丰登使用',
|
||
zhexian:'谪仙',
|
||
jufu:'巨斧',
|
||
jufu_info:'锁定技,当你有武器牌时,杀造成的伤害+1',
|
||
huajing:'化精',
|
||
huajing_info:'每当你使用锦囊牌造成伤害,可以回复一点体力并摸一张牌',
|
||
pingxu:'冯虚',
|
||
pingxu_info:'锁定技,当你没有武器牌时,与其他角色的距离-1;当你没有防具牌时,其他角色与你的距离+1',
|
||
yudun:'愚钝',
|
||
yudun_info:'锁定技,你无法使用锦囊牌,你可以将两张锦囊牌当作杀使用',
|
||
bingfeng:'冰封',
|
||
bingfeng2:'冰封',
|
||
bingfeng2_info:'不能使用或打出手牌',
|
||
bingfeng_info:'限定技,出牌阶段,你可以指定至多三个目标与其一同翻面,且处于翻面状态时不能使用或打出手牌;若如此做,你失去技能玄咒并减少一点体力上限',
|
||
guozao:'聒噪',
|
||
guozao_info:'锁定技,每当距离你1以内的角色受到一次伤害,若伤害来源不你,你须观看牌堆顶的三张牌,然后指定一名有手牌的角色将手牌与这些牌交换',
|
||
heihuo:'黑火',
|
||
heihuo_info:'出牌阶段,你可以弃置一张装备牌,令你的手牌数加倍;若你的手牌因此达到8张或更多,你立即受到3点火焰伤害且本回合内不能再次发动黑火',
|
||
yaotong:'妖瞳',
|
||
yaotong1:'妖瞳',
|
||
yaotong2:'妖瞳',
|
||
yaotong3:'妖瞳',
|
||
yaotong4:'妖瞳',
|
||
yaotong_info:'当你的手牌数为奇数时,你可以将一张手牌当作杀或闪使用或打出,当你的手牌数为偶数时,你可以将一张手牌当作无懈可击使用',
|
||
pojian:'破茧',
|
||
pojian_info:'每当你失去最后一张手牌,可以从牌堆中获得一张装备牌并装备之',
|
||
kuangfu:'狂斧',
|
||
kuangfu_info:'每当你使用杀造成伤害,可以将对方的一张装备牌移到你的装备区',
|
||
huajin:'化金',
|
||
huajin2:'化金',
|
||
huajin_info:'出牌阶段限一次,你可以弃置一张牌令你造成的伤害+1,直到你的下一回合开始',
|
||
poxiao:'破霄',
|
||
poxiao_info:'你可以将一张装备牌当杀使用;当你没有武器牌时,你的攻击范围+1,杀可以额外指定一个目标',
|
||
jianji:'箭疾',
|
||
jianji_info:'你可以将一张装备牌当杀使用,然后摸一张牌,此杀无视距离和防具,且不计入回合内出杀限制',
|
||
yuchen:'浴尘',
|
||
yuchen_info:'每当你于回合外使用或打出一张黑色牌,你可以弃置一名角色的一张牌',
|
||
huangyu:'凰羽',
|
||
huangyu_info:'出牌阶段限一次,你可以将两张红色牌当炽羽袭使用',
|
||
bingjian:'冰箭',
|
||
bingjian_info:'出牌阶段限一次,你可以弃置一张黑色的杀,令一名有手牌的其他角色展示手牌并弃置其中的所有闪,若其没有闪则受到一点雷电伤害',
|
||
rumeng:'入梦',
|
||
rumeng_info:'其他角色的出牌阶段前,你可以弃置一张非基本牌,并令其选择一项:弃置一张基本牌,或跳过出牌及弃牌阶段',
|
||
lianda:'连打',
|
||
lianda_info:'当你使用一杀结算完毕后,可以弃置一张牌视为对目标再使用一张杀',
|
||
xianghui:'祥晖',
|
||
xianghui_info:'出牌阶段限一次,你可以弃置一张红色手牌,然后令场上体力值最少的角色各回复一点体力',
|
||
huiqi:'回气',
|
||
huiqi_info:'每当你受到一次伤害,可令一名角色摸X张牌,X为你已损失的体力值',
|
||
toudan:'投弹',
|
||
toudan_info:'出牌阶段限一次,你可以弃置一张黑桃牌对一名其他角色造成一点火焰伤害,然后你与距离该角色1以内的所有角色各弃置一张牌',
|
||
shending:'神丁',
|
||
shending_info:'锁定技,若你没有宝物牌,视为装备了蓝格怪衣',
|
||
hzhenwei:'镇卫',
|
||
hzhenwei_info:'当一名其他角色成为杀的目标后,若你在杀的使用者的攻击范围内,你可以弃置一张牌将此杀转移给自己,并在杀结算完毕后摸一张牌',
|
||
shoulie:'狩猎',
|
||
shoulie_info:'当你使用一张杀指定目标后,可以弃置一张手牌令此杀不可闪避',
|
||
hudun:'护盾',
|
||
hudun_bg:'盾',
|
||
hudun2:'护盾',
|
||
hudun_info:'锁定技,当你对其他角色造成伤害后,若你没有护甲,你获得一点护甲值',
|
||
mazui:'麻醉',
|
||
mazui2:'麻醉',
|
||
mazui_info:'出牌阶段限一次,你可以将一张黑色手牌置于一名角色的武将牌上,该角色造成的下一次伤害-1,然后获得此牌',
|
||
zhenjiu:'针灸',
|
||
zhenjiu2:'针灸',
|
||
zhenjiu_info:'出牌阶段限一次,你可以将一张红色手牌置于一名角色的武将牌上,该角色于下一个回合开始阶段回复一点体力,然后获得此牌',
|
||
ljifeng:'疾风',
|
||
ljifeng_info:'你可以弃置一张手牌并跳过出牌阶段,视为对至多两名角色使用一张杀',
|
||
lxianglong_info:'每当你闪避一张杀,可以将此杀对攻击范围内的一名角色使用',
|
||
lxianglong:'翔龙',
|
||
shangxi:'伤袭',
|
||
shangxi_info:'回合开始阶段,你可以弃置一张牌,并对攻击范围内一名体力值不小于你的其他角色造成一点伤害',
|
||
zhenwei:'镇威',
|
||
zhenwei_info:'在你的回合内,你可以将其他角色打出的卡牌交给除该角色外的任意一名角色',
|
||
fuyan:'覆岩',
|
||
fuyan2:'覆岩',
|
||
fuyan_info:'每当你受到一次伤害,可以令一名没有护甲的角色获得一点护甲值',
|
||
guaili:'怪力',
|
||
guaili_info:'锁定技,你的杀造成的伤害+1,造成伤害后需弃置一张牌',
|
||
pingshen:'凭神',
|
||
pingshen2:'凭神',
|
||
pingshen_info:'锁定技,受到过你的伤害的角色可在回合内对你发动一次【离魂】(每局限发动一次)',
|
||
xingzhui:'星坠',
|
||
xingzhui_info:'出牌阶段限一次,你可以弃置一张牌,并令一名角色弃置一张类别相同的牌,若则受到一点伤害',
|
||
lingxian:'凌仙',
|
||
lingxian_info:'每当你于回合外使用或打出一张手牌,你可以选择攻击范围外的一名其他角色与你各摸一张牌',
|
||
shouyin:'守印',
|
||
shouyin_info:'限定技,当任意一名角色处于濒死状态时,若你的武将牌正朝上,可以将武将牌翻面,然后令场上所有存活角色将体力回复至体力上限',
|
||
bofeng:'搏风',
|
||
bofeng_info:'锁定技,体力值不大于你的角色视为在你的攻击范围;当你使用杀指定目标时,可令目标额外打出一张闪,否则此杀不可闪避且造成的伤害+1',
|
||
hutian:'护天',
|
||
hutian2:'护天',
|
||
hutian3:'护天',
|
||
hutian_info:'回合结束阶段,你可以将X张牌置于一名角色的武将牌上,则该角色的体力值始终不能小于X;在你的下一个回合结束阶段,该角色获得武将牌上的牌(在此回合不能再次发动)',
|
||
linyun:'凌云',
|
||
linyun_info:'你可以将两张牌当作杀使用,此杀需要额外一张闪才能闪避',
|
||
sliufeng:'流风',
|
||
sliufeng_info:'锁定技,体力值不大于你的角色视为在你的攻击范围',
|
||
chengjian:'承剑',
|
||
chengjian_info:'每当其他角色使用杀造成一次伤害,你可以令其摸一张牌',
|
||
huanling:'幻灵',
|
||
huanling2:'幻灵',
|
||
huanling_info:'回合结束阶段,你可以选择一名角色与你同时翻面;翻面状态下,你防止一切伤害',
|
||
xiaozhan:'消战',
|
||
xiaozhan_info:'其他角色使用杀时,若你不是杀的目标,可以弃置一张杀取消之',
|
||
xielei:'挟雷',
|
||
xielei_info:'每当你使用或打出一张杀,可以弃置一张牌并对目标以外的一名角色造成一点雷电伤害',
|
||
dangping:'荡平',
|
||
dangping_info:'每当你造成一次伤害,可以弃置一张手牌对其距离1以内的另一名角色造成一点伤害',
|
||
guisi:'归思',
|
||
guisi_info:'每当你成为杀的目标,你可以交给对方一张手牌并取消之',
|
||
duishi:'对诗',
|
||
duishi_info:'出牌阶段,你可以弃置一张手牌,并指定一名有手牌的角色弃置一张与之花色相同的手牌,否则你获得其一张牌。若其弃置了手牌,你可对一名其他目标再发动一次',
|
||
anlianying:'连营',
|
||
anlianying_info:'每当你失去最后一张手牌,可摸两张牌',
|
||
lianwu:'连舞',
|
||
lianwu_info:'锁定技,你的杀可以额外指定一个目标,你的红杀不可被闪避',
|
||
jiying:'疾鹰',
|
||
jiying_info:'锁定技,你使用杀无视距离',
|
||
daofa:'道法',
|
||
daofa_info:'每当有一名其他角色造成伤害,你可以令其弃置一张牌',
|
||
xiaomoyu:'魔愈',
|
||
xiaomoyu_info:'锁定技,每当你造成一次伤害,你回复一点体力,若你没有受伤,则改为摸一张牌',
|
||
yihua:'移花',
|
||
yihua_info:'每当你成为其他角色的某张卡牌的惟一目标时,你可以弃置两张手牌,将使用者与目标对调',
|
||
youyin:'游吟',
|
||
youyin_info:'每当有其他角色弃置卡牌时,若其中有基本牌且你的手牌数不超过5,你可以摸一张牌',
|
||
rexue:'热血',
|
||
rexue_info:'任意一名角色的回合开始阶段,你可以对其使用一张杀,然后摸一张牌',
|
||
huopu:'火瀑',
|
||
huopu_info:'你可以将一张红桃手牌当作流星火羽使用',
|
||
benlei:'奔雷',
|
||
benlei2:'奔雷',
|
||
benlei_info:'你可以将三张牌当惊雷闪使用;每当你造成一次雷属性伤害,你回复一点体力',
|
||
lingwu:'灵舞',
|
||
lingwu_info:'回合结束后,若你在本回合内使用了至少3张牌,你可以进行一个额外的回合',
|
||
miejing:'灭境',
|
||
miejing_info:'限制技,你可以弃置所有黑色牌,然后令所有其他角色受到一点雷电伤害',
|
||
lingxin:'灵心',
|
||
lingxin_info:'回合结束阶段,你可以亮出牌堆顶的三张牌,然后获得其中的红桃牌',
|
||
fushen:'附身',
|
||
fushen_info:'回合开始前,你可以将自己移出游戏,并代替另一名角色进行一回合,然后流失一点体力',
|
||
fushen2:'附身',
|
||
tiandao:'天道',
|
||
tiandao_info:'任意一名角色的判定生效前,你可以打出一张牌替换之',
|
||
swdqinyin:'琴音',
|
||
swdqinyin_info:'回合结束阶段,若你于本回合内未造成过伤害,你可以令所有角色失去或回复一点体力',
|
||
wangchen:'忘尘',
|
||
wangchen_info:'若你于弃牌阶段弃置了基本牌,可令一名角色翻面',
|
||
guiyin:'归隐',
|
||
guiyin_info:'若你于弃牌阶段弃置了至少两张牌,你可以摸两张牌',
|
||
shejie:'设界',
|
||
shejie2:'设界',
|
||
shejie_info:'每当你受到一次伤害,可以令伤害来源不能使用或打出其手牌,直到其下一回合开始',
|
||
shejie2_info:'不能使用或打出手牌,直到下一回合开始',
|
||
yinyue:'引月',
|
||
yinyue_info:'每当有一名角色回复一次体力,你可以令其摸一张牌,若你的手牌数不大于该角色,你也摸一张牌',
|
||
mohua2:'魔化',
|
||
mohua2_info:'锁定技,当你进入濒死状态时,你立即变身为撒旦,将体力回复至2,然后摸两张牌',
|
||
liexin:'裂心',
|
||
liexin_info:'每当你即将造成伤害,你可以弃置一张牌令伤害+1',
|
||
swdxueyi:'血裔',
|
||
swdxueyi_info:'锁定技,你摸牌阶段额外摸X张牌,X为你已损失的体力值',
|
||
moyan:'血焰',
|
||
moyan_info:'出牌阶段,你可以弃置X张红色手牌,然后对至多X名角色各造成一点火焰伤害,X为你已损失的体力值。每阶段限一次',
|
||
aojian:'傲剑',
|
||
aojian_info:'出牌阶段,你可以弃置X张手牌,然后对攻击范围内至多X名角色各造成一点伤害,X为你已损失的体力值。每阶段限一次',
|
||
milesxiehun:'邪魂',
|
||
milesxiehun_info:'锁定技,出牌阶段结束后,你令随机X名角色各弃置一张牌,X为你已损失的体力值且至少为1 ',
|
||
liaochen:'撩尘',
|
||
liaochen_info:'锁定技,出牌阶段结束后,所有角色需弃置一张牌',
|
||
lianji:'连计',
|
||
lianji_info:'出牌阶段限一次,你可以选择一张手牌并指定两名角色进行拼点,拼点赢的角色获得此牌,并对没赢的角色造成一点伤害',
|
||
yinmo:'引魔',
|
||
yinmo_info:'锁定技,当你对场上所有角色发动「连计」后,你立即变身为魔化宁珂,然后对所有其他角色造成一点雷电伤害',
|
||
huanxing:'幻形',
|
||
huanxing2:'幻形',
|
||
huanxing_info:'回合开始阶段,你可以弃置一张牌并选择一名男性角色,获得其所有技能,直到你首次受到伤害',
|
||
meihuo:'魅惑',
|
||
meihuo_info:'每当你失去最后一张装备牌,你可以获得一名其他角色的一张牌,若此牌来自装备区,你立即装备之',
|
||
|
||
touxi:'偷袭',
|
||
touxi_info:'在其他角色的回合结束阶段,你可以进行一次判定,若结果为黑色,你对其造成一点雷电伤害并摸一张牌,且直到下一回合开始不能再次发动偷袭;若结果为红色,对方须弃置你的一张牌',
|
||
minjing:'明镜',
|
||
minjing_info:'锁定技,若你没有防具牌,你视为装备了光纱天衣',
|
||
qimou:'奇谋',
|
||
qimou_info:'每当你于回合外受到一次伤害,你可以摸一张牌,并立即使用之',
|
||
mufeng:'沐风',
|
||
mufeng_info:'当你成为一张指定了多个目标的锦囊牌的目标时,你可以取消之,并摸一张牌。',
|
||
lexue:'乐学',
|
||
lexue_info:'回合内,你随机获得制衡、集智、缔盟、驱虎中的一个技能;回合外,你随机获得遗计、急救、鬼道、反馈中的一个技能',
|
||
mingfu:'冥缚',
|
||
mingfu_info:'出牌阶段限一次,你可以将一张梅花牌当鬼幽结使用',
|
||
chuanyue:'穿月',
|
||
chuanyue_info:'出牌阶段限一次,你可以将两张手牌当决斗使用',
|
||
|
||
miedao:'灭道',
|
||
miedao1:'灭道',
|
||
miedao2:'灭道',
|
||
miedao_info:'锁定技,摸牌阶段,你额外摸X张牌;弃牌阶段,你至少须弃X张牌(不足则全弃),X为你已损失的体力值。',
|
||
|
||
polang:'破浪',
|
||
polang_info:'每当你造成一次伤害,可以弃置对方装备区内的所有牌。',
|
||
jikong:'亟空',
|
||
jikong2:'亟空',
|
||
jikong_info:'每当你失去最后一手手牌,可以对一名角色造成一点雷电伤害;回合开始阶段,你可以指定一名角色视为对其使用一张雷杀',
|
||
xiangu:'仙骨',
|
||
xiangu_info:'锁定技,你的手牌上限不会因体力值的减少而减少。',
|
||
yiesheng:'回雪',
|
||
yiesheng_info:'出牌阶段,你可以弃置任意数量的黑色手牌,然后摸等量的牌。',
|
||
huajian:'化剑',
|
||
huajian_info:'出牌阶段结束时,你可以弃置一张牌,视为对一张角色使用一张杀',
|
||
xuanyuan:'轩辕',
|
||
xuanyuan_info:'锁定技,你无视轩辕剑的装备条件;失去轩辕剑时不流失体力',
|
||
jilve:'极略',
|
||
jilve2:'极略',
|
||
jilve_info:'回合内,你可以观看牌堆顶的两张牌,然后使用其中的基本牌或锦囊牌。每回合最多发动三次',
|
||
gongshen:'工神',
|
||
gongshen_info:'任意一名其他角色使用一张基本牌或锦囊牌指定目标后,你可以弃置一张装备牌令其失效',
|
||
|
||
liuhong:'流虹',
|
||
liuhong_info:'每当你使用一张杀,可以摸一张牌',
|
||
poyue:'破月',
|
||
poyue_info:'锁定技,你的黑杀无视距离,红色不计入回合内的出杀限制且不可闪避',
|
||
mojian:'墨剑',
|
||
mojian_info:'每当你使用杀并指定目标后,你可以令其摸一张牌,然后你回复一点体力',
|
||
duanyue:'断月',
|
||
duanyue_info:'出牌阶段限一次,你可以弃置一张装备牌,对一名其他角色造成一点伤害,并弃其所有手牌。若弃置的手牌数有两张或更多,你流失一点体力',
|
||
fengmo:'封魔',
|
||
fengmo_info:'出牌阶段限一次,你可以弃置场所有武器牌(至少两张),然后令一名未翻面的角色摸等量的牌并翻面',
|
||
pozhou:'破咒',
|
||
pozhou_bg:'破',
|
||
pozhou2:'破咒',
|
||
pozhou3:'破咒',
|
||
pozhou3_bg:'咒',
|
||
pozhou_info:'每当你受到一次伤害,你获得一枚破咒标记。在其他角色的回合开始阶段,你可以弃置一枚破咒标记令其所有非锁定技失效直到下一回合开始',
|
||
xuanzhou:'玄咒',
|
||
xuanzhou_info:'出牌阶段限一次,你可以将一张非延时锦囊牌当作任意一张延时锦囊,对任意一名角色使用(无视锦囊使用范围限制)',
|
||
ningxian:'凝霰',
|
||
ningxian_info:'每当你受到一次伤害,你可以弃置任意张黑色牌并选择等量其他角色对其各造成一点伤害',
|
||
guanhu:'贯鹄',
|
||
guanhu_info:'每当你使用杀造成伤害,你可以弃置对方一张牌',
|
||
chuanyang:'穿杨',
|
||
chuanyang_info:'每当你使用一张杀,若你不在目标的攻击范围,你可以令此杀不可闪避',
|
||
fengming:'凤鸣',
|
||
fengming_info:'出牌阶段限一次,你可以弃置一张装备牌,令一名角色恢复一点体力并摸一张牌',
|
||
duanxing:'锻星',
|
||
duanxing_info:'每当你装备一张装备牌,可以视为一名角色使用一张杀',
|
||
wanjun:'万钧',
|
||
wanjun_info:'你可以将一张装备牌当作南蛮入侵使用',
|
||
dunxing:'遁形',
|
||
// dunxing_info:'锁定技,体力值比你多的角色无法在回合内对你使用卡牌',
|
||
guiying:'鬼影',
|
||
guiying_info:'你可以将一张黑色牌当偷梁换柱使用',
|
||
shehun:'摄魂',
|
||
shehun_info:'出牌阶段限一次,你可以弃置任意张花色不同的牌,另一名其他角色弃置等量的牌,若其弃置的牌中有牌的花色与你弃置的牌相同,你对其造成一点伤害',
|
||
|
||
|
||
zhanlu:'沾露',
|
||
luomu:'落木',
|
||
jifeng:'魔影',
|
||
liaoyuan:'燎原',
|
||
huanhun:'唤魂',
|
||
daixing:'代形',
|
||
yishan:'异闪',
|
||
yishan2:'异闪',
|
||
swd_wuxie:'无邪',
|
||
qingcheng:'倾城',
|
||
xianjiang:'仙匠',
|
||
xianjiang3:'仙匠',
|
||
shengong:'神工',
|
||
ningjian:'凝剑',
|
||
ningjian1:'凝剑',
|
||
ningjian2:'凝剑',
|
||
taixu:'太虚',
|
||
duoren:'夺刃',
|
||
tanlin:'探麟',
|
||
tanlin2:'探麟',
|
||
pozhen:'破阵',
|
||
yunchou:'运筹',
|
||
tianshu:'天书',
|
||
tianshu2:'天书',
|
||
xingdian:'星点',
|
||
luomei:'落梅',
|
||
yulin:'玉鳞',
|
||
funiao:'符鸟',
|
||
lingbo:'凌波',
|
||
xuehuang:'血凰',
|
||
zhuyu:'朱羽',
|
||
ningshuang:'凝霜',
|
||
zaowu:'造物',
|
||
// shouhua:'收化',
|
||
xielv:'谐率',
|
||
tianhuo:'天火',
|
||
huanyin:'幻音',
|
||
tianlun:'天轮',
|
||
longyin:'龙吟',
|
||
lanzhi:'兰芷',
|
||
duanyi:'断意',
|
||
miesheng:'灭生',
|
||
guxing:'孤星',
|
||
guxing1:'孤星',
|
||
guxing2:'孤星',
|
||
poxing:'破星',
|
||
mohua:'魔化',
|
||
miles_xueyi:'血裔',
|
||
wuying:'无影',
|
||
xiehun:'邪魂',
|
||
xiehun1:'邪魂',
|
||
xiehun2:'邪魂',
|
||
xiehun3:'邪魂',
|
||
jumo:'聚魔',
|
||
duijue:'对决',
|
||
yueren:'月刃',
|
||
busi:'不死',
|
||
xuying:'虚影',
|
||
yinguo:'因果',
|
||
guiyan:'鬼眼',
|
||
guiyan2:'鬼眼',
|
||
swd_xiuluo:'修罗',
|
||
yunshen:'云身',
|
||
yunshen2:'云身',
|
||
suiyan:'碎岩',
|
||
suiyan_info:'每当你造成一次伤害,可以弃置一张牌并弃置对方的全部装备牌',
|
||
xianyin:'散结',
|
||
qiaoxie:'巧械',
|
||
xiaoji2:'巧械',
|
||
xuanfeng2:'巧械',
|
||
mailun:'脉轮',
|
||
mailun31:'脉轮',
|
||
mailun32:'脉轮',
|
||
mailun41:'脉轮',
|
||
mailun42:'脉轮',
|
||
kunlunjing:'镜界',
|
||
kunlunjing1:'镜界',
|
||
kunlunjing2:'镜界',
|
||
susheng:'苏生',
|
||
shengshou:'圣手',
|
||
huanjian:'幻箭',
|
||
yuhuo:'浴火',
|
||
huanjian_info:'你可以将一张黑色手牌当作毒箭使用',
|
||
shengshou_info:'你可以将一张黑色手牌当作草药使用',
|
||
susheng_info:'在任意一名角色即将死亡时,你可以弃置一张手牌防止其死亡,并将其体力回复至1,每回合限发动一次',
|
||
zhanlu_info:'出牌阶段,你可以弃置一张黑桃牌令至多3名角色各回复一点体力',
|
||
kunlunjing_info:'回合开始前,你可以令场上所有牌还原到你上一回合结束时的位置,然后流失一点体力',
|
||
swd_xiuluo_info:'回合开始阶段,你可以弃一张手牌来弃置你判断区里的一张延时类锦囊(必须花色相同)',
|
||
xianyin_info:'出牌阶段,你可以令所有判定区内有牌的角色弃置判定区内的牌,然后交给你一张手牌',
|
||
qiaoxie_info:'每当你装备一张牌,可摸一张牌,每当你失去一张装备牌(不含替换),你可以弃置其他角色的一张牌',
|
||
mailun_info:'回合开始阶段,你可以选择一个脉轮效果直到下一回合开始',
|
||
yunshen_info:'每当你打出一张闪,你可以令其他角色与你的距离+1;回合开始阶段,你将累计的防御距离清零,然后摸等量的牌',
|
||
guiyan_info:'出牌阶段,你可以观看一名角色的手牌,并获得其中一张梅花牌,每阶段限一次。当你首次进入濒死状态时,你须回复一点体力并失去技能鬼眼',
|
||
busi_info:'锁定技,当你进入濒死状态时,你进行一次判定,若结果不为黑桃,你将体力回复至1并将武将牌翻至背面',
|
||
xuying_info:'锁定技,每当你即将受到伤害,你防止此伤害,若你此时有手牌,你流失一点体力',
|
||
yinguo_info:'除你之外的任意一名角色即将受到受到伤害时,若有伤害来源,你可以弃置一张牌将伤害来源和目标对调',
|
||
yueren_info:'每当你使用一张杀,可以进行一次判定,若结果为黑色,你弃置目标一张牌,若结果为红色,你将此杀收回,每回合限发动一次',
|
||
duijue_info:'限定技,出牌阶段,你可以指定一名角色与其单挑,直到一方死亡为止',
|
||
wuying_info:'锁定技,你的杀和单体x锦囊目标锁定为范围内的所有角色',
|
||
xiehun_info:'锁定技,受到来自你伤害的角色进入混乱状态,行为不受控制,且会攻击队友,直到你的下一回合开始',
|
||
jumo_info:'锁定技,回合结束阶段,你摸X-1张牌,X为未进入混乱状态的角色数与进入混乱状态的角色数之差(若为双将则改为X)',
|
||
jifeng_info:'你的杀和单体锦囊可以额外指定任意个目标,若如此做,此卡牌有一定机率失效,指定的目标越多失效的概率越大',
|
||
mohua_info:'锁定技,在身份局中,当你进入濒死状态时,你立即变身为撒旦,体力上限变为现存角色数(至少为4),并成为其他所有角色的共同敌人',
|
||
miles_xueyi_info:'锁定技,你防止即将受到的伤害,然后流失一点体力',
|
||
duanyi_info:'出牌阶段限一次,你可以弃置两张杀,对一名角色造成一点伤害,然后其翻面并摸X张牌,X为其已损失的体力值',
|
||
guxing_info:'出牌阶段,你可以将最后至多X张手牌当杀使用,此杀无视距离且可以指定至多3个目标,每造成一次伤害,你摸一张牌,X为你已损失的体力值且至少为1。',
|
||
tianlun_info:'任意一名角色的判定生效前,你可以弃置一张场上角色的判定牌代替之',
|
||
longyin_info:'出牌阶段,你可以弃置任意张颜色相同且点数不同的牌,并获得逆时针座位距离与卡牌点数相同的角色区域内的一张牌。每阶段限一次',
|
||
lanzhi_info:'每当你即将造成伤害,可以防止此伤害,然后摸两张牌。每回合限发动一次。',
|
||
tianhuo_info:'出牌阶段,你可以令所有角色弃置其判定区域内的牌,并受到没有来源的等量火焰伤害,每阶段限一次',
|
||
huanyin_info:'锁定技,每当你成为其他角色的卡牌的目标时,你进行一次判定,若为黑桃则取消之,若为红桃你摸一张牌',
|
||
luomu_info:'锁定技,每当你造成伤害时,受伤害角色随机弃置一张牌',
|
||
poxing_info:'锁定技,每当你即将造成伤害,若目标的体力值大于你,你令伤害+1',
|
||
liaoyuan_info:'每当你使用一张杀指定目标后,你可以弃置任意张与此杀花色相同的牌,若如此做,目标需额外打出等量的闪,否则此杀不可闪避且伤害+X,X为少打出的闪的个数',
|
||
yuhuo_info:'限定技,濒死阶段,你可以重置角色牌,减少一点体力上限,然后将体力回复至体力上限',
|
||
yishan_info:'每当你受到一次伤害,你可以重新获得最近失去的两张牌',
|
||
huanhun_info:'当一名角色进入濒死状态时,你可以弃置一张红色牌并令其进行一次判定,若结果为红色,其回复一点体力',
|
||
daixing_info:'回合结束阶段,你可以任意张牌并获得等量的护甲,这些护甲将在你的下个回合开始阶段消失',
|
||
swd_wuxie_info:'锁定技,你不能成为其他角色的延时锦囊的目标',
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qingcheng_info:'回合开始阶段,你可以进行判定,若为红色则可以继续判定,判定结束后将判定成功的牌收入手牌',
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xianjiang_info:'出牌阶段,你可以将一张装备牌永久转化为任意一张其它装备牌,一张牌在一个阶段只能转化一次',
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xianjiang3_info:'出牌阶段,若你装备区内没有牌,你可以弃置一张锦囊牌,并从牌堆中随机获得一张装备牌,若牌堆中没有装备牌,你摸一张牌,每阶段限一次',
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shengong_info:'每当你需要打出一张杀或闪时,你可以弃置一名角色装备区内的一张武器牌或防具牌,视为打出一张杀或闪,然后该角色摸一张牌,你弃一张牌',
|
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ningjian_info:'你可以将一张红色牌当闪、黑色牌当杀使用或打出',
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taixu_info:'限定技,你可以弃置你的所有牌(至少1张),并对一名体力值大于1为其他角色造成X点火焰伤害,X为你已损失的体力值且至少为1',
|
||
duoren_info:'每当你闪避一张杀,你可以立即获得来源的武器牌',
|
||
tanlin_info:'出牌阶段限一次,你可以与一名其他角色进行拼点,若你赢,你获得双方拼点牌、对该角色使用卡牌无视距离且可以额外使用一张杀直到回合结束,若你没赢,你受到该角色的一点伤害。',
|
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pozhen_info:'每当你受到一次伤害,若你的手牌数大于伤害来源,你可以弃置X张手牌对其造成一点伤害;若你的手牌数小于伤害来源,你可以弃置其X张手牌。X为你与伤害来源的手牌数之差。',
|
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yunchou_info:'出牌阶段限一次,你可以弃置任意张手牌,并弃置一张其他角色的手牌,你弃置的手牌中每有一张与此牌的颜色相同,你摸一张牌,否则对方摸一张牌',
|
||
tianshu_info:'出牌阶段,你可以弃置一张手牌,并获得场上一名存活角色的一项技能直到你的下一出牌阶段开始',
|
||
luomei_info:'每当你使用或打出一张梅花花色的牌,你可以摸一张牌',
|
||
xingdian_info:'出牌阶段限一次,你可以弃置一张手牌,然后指定至多两名角色令其各弃置一张牌',
|
||
yulin_info:'每当你即将受到伤害,你可以弃置一张装备牌抵消此伤害',
|
||
funiao_info:'出牌阶段,你可以交给一名角色一张手牌,然后观看其手牌,每个阶段对一名角色只能发动一次',
|
||
zhexian_info:'每当你使用或打出一张闪,你可以摸两张牌',
|
||
lingbo_info:'每当你使用或打出一张闪,你可以摸两张牌',
|
||
xuehuang_info:'出牌阶段限一次,你可以弃置一张红色手牌令距离你一以内的所有角色受到一点火焰伤害',
|
||
zhuyu_info:'每当有横置的角色即将受到非火焰伤害,你可以弃置一张红色牌使其额外受到一点火焰伤害',
|
||
ningshuang_info:'每当你成为黑色牌的目标,你可以弃置一张黑色牌将其横置,并摸一张牌,若其已经模置则将其翻面',
|
||
zaowu_info:'出牌阶段,你可以弃置三张不同类型的牌,创造任意两张牌并获得之',
|
||
xielv_info:'弃牌阶段结束后,若你的所有手牌(至少两张)颜色均相同,你可以展示所有手牌,然后选择一项:1、回复一点体力;2、弃置场上所有与你手牌颜色不同的牌',
|
||
},
|
||
}
|