3207 lines
89 KiB
JavaScript
3207 lines
89 KiB
JavaScript
'use strict';
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character.shenhua={
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connect:true,
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character:{
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xiahouyuan:['male','wei',4,['shensu']],
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caoren:['male','wei',4,['jushou','jiewei']],
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huangzhong:['male','shu',4,['liegong']],
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weiyan:['male','shu',4,['kuanggu']],
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xiaoqiao:['female','wu',3,['tianxiang','hongyan']],
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zhoutai:['male','wu',4,['buqu','fenji']],
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zhangjiao:['male','qun',3,['leiji','guidao','huangtian'],['zhu']],
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sp_zhangjiao:['male','qun',3,['releiji','guidao','huangtian'],['zhu']],
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// yuji:['male','qun',3,['guhuo']],
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sp_zhugeliang:['male','shu',3,['huoji','bazhen','kanpo']],
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pangtong:['male','shu',3,['lianhuan','niepan']],
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xunyu:['male','wei',3,['quhu','jieming']],
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dianwei:['male','wei',4,['qiangxi']],
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taishici:['male','wu',4,['tianyi']],
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yanwen:['male','qun',4,['shuangxiong']],
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yuanshao:['male','qun',4,['luanji','xueyi'],['zhu']],
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pangde:['male','qun',4,['mashu','mengjin']],
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menghuo:['male','shu',4,['huoshou','zaiqi']],
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zhurong:['female','shu',4,['juxiang','lieren']],
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caopi:['male','wei',3,['xingshang','fangzhu','songwei'],['zhu']],
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xuhuang:['male','wei',4,['duanliang']],
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lusu:['male','wu',3,['haoshi','dimeng']],
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sunjian:['male','wu',4,['yinghun']],
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dongzhuo:['male','qun',8,['jiuchi','roulin','benghuai','baonue'],['zhu']],
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jiaxu:['male','qun',3,['luanwu','wansha','weimu']],
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jiangwei:['male','shu',4,['tiaoxin','zhiji']],
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liushan:['male','shu',3,['xiangle','fangquan','ruoyu'],['zhu']],
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zhanghe:['male','wei',4,['qiaobian']],
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dengai:['male','wei',4,['tuntian','zaoxian']],
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sunce:['male','wu',4,['jiang','hunzi','zhiba'],['zhu','fullskin']],
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zhangzhang:['male','wu',3,['zhijian','guzheng']],
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caiwenji:['female','qun',3,['beige','duanchang']],
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zuoci:['male','qun',3,['huashen','xinsheng']],
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},
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perfectPair:{
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yuanshao:['yanwen'],
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menghuo:['zhurong'],
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},
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skill:{
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tiaoxin:{
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audio:4,
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enable:'phaseUse',
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usable:1,
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filterTarget:function(card,player,target){
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return target.canUse({name:'sha'},player)&&target.num('he');
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},
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content:function(){
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"step 0"
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target.chooseToUse({name:'sha'},player,-1,'挑衅:对'+get.translation(player)+'使用一张杀,或令其弃置你的一张牌').set('targetRequired',true);
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"step 1"
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if(result.bool==false&&target.num('he')>0){
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player.discardPlayerCard(target,'he',true);
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}
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else{
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event.finish();
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}
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},
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ai:{
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order:4,
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expose:0.2,
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result:{
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target:-1,
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player:function(player,target){
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if(target.num('h')==0) return 0;
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if(target.num('h')==1) return -0.1;
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if(player.hp<=2) return -2;
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if(player.num('h','shan')==0) return -1;
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return -0.5;
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}
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},
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threaten:1.1
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}
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},
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zhiji:{
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skillAnimation:true,
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audio:2,
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unique:true,
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priority:-10,
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trigger:{player:'phaseBegin'},
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forced:true,
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filter:function(event,player){
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if(player.storage.zhiji) return false;
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return player.num('h')==0;
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},
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content:function(){
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"step 0"
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player.chooseControl('zhiji_recover','zhiji_draw',function(event,player){
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if(player.hp>=2) return 'zhiji_draw';
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return 'zhiji_recover';
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});
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"step 1"
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if(result.control=='zhiji_draw'){
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player.draw(2);
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}
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else{
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player.recover();
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}
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"step 2"
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player.loseMaxHp();
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player.storage.zhiji=true;
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if(player.hp>player.maxHp) player.hp=player.maxHp;
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player.update();
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player.addSkill('guanxing');
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game.createTrigger('phaseBegin','guanxing',player,trigger);
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}
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},
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xiangle:{
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audio:2,
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trigger:{target:'useCardToBefore'},
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forced:true,
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filter:function(event,player){
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return event.card.name=='sha';
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},
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content:function(){
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"step 0"
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var eff=ai.get.effect(player,trigger.card,trigger.player,trigger.player);
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trigger.player.chooseToDiscard(function(card){
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return get.type(card)=='basic';
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}).set('ai',function(card){
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if(_status.event.eff>0){
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return 10-ai.get.value(card);
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}
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return 0;
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}).set('eff',eff);
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"step 1"
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if(result.bool==false){
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trigger.finish();
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trigger.untrigger();
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}
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},
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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(card.name=='sha'){
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if(_status.event.name=='xiangle') return;
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var bs=player.get('h',{type:'basic'});
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if(bs.length<2) return 0;
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if(player.skills.contains('jiu')||player.skills.contains('tianxianjiu')) return;
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if(bs.length<=3&&player.num('h','sha')<=1){
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for(var i=0;i<bs.length;i++){
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if(bs[i].name!='sha'&&ai.get.value(bs[i])<7){
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return [1,0,1,-0.5];
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}
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}
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return 0;
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}
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return [1,0,1,-0.5];
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}
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}
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}
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}
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},
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fangquan:{
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audio:2,
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trigger:{player:'phaseUseBefore'},
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filter:function(event,player){
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return player.num('h')>0&&!player.hasSkill('fangquan3');
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},
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direct:true,
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content:function(){
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"step 0"
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var fang=player.hp>=2&&player.num('h')<=player.hp+1;
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player.chooseTarget('是否发动【放权】?',function(card,player,target){
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return target!=player;
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}).set('ai',function(target){
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if(!_status.event.fang) return -1;
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if(target.num('j','lebu')) return -1;
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return ai.get.attitude(player,target)-4;
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}).set('fang',fang);
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"step 1"
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if(result.bool){
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player.logSkill('fangquan',result.targets);
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trigger.untrigger();
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trigger.finish();
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player.addSkill('fangquan2');
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player.storage.fangquan=result.targets[0];
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}
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}
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},
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fangquan2:{
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trigger:{player:'phaseEnd'},
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forced:true,
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popup:false,
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audio:false,
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content:function(){
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"step 0"
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player.chooseToDiscard(true);
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"step 1"
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var target=player.storage.fangquan;
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target.markSkillCharacter('fangquan',player,'放权','进行一个额外回合');
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target.phase();
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target.addSkill('fangquan3');
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player.removeSkill('fangquan2');
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delete player.storage.fangquan;
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}
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},
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fangquan3:{
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trigger:{player:'phaseAfter'},
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forced:true,
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popup:false,
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audio:false,
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content:function(){
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player.unmarkSkill('fangquan');
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player.removeSkill('fangquan3');
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}
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},
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ruoyu:{
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skillAnimation:true,
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audio:2,
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unique:true,
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trigger:{player:'phaseBegin'},
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forced:true,
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filter:function(event,player){
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if(!player.isZhu)return false;
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if(player.storage.ruoyu) return false;
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for(var i=0;i<game.players.length;i++){
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if(game.players[i].hp<player.hp) return false;
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}
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return true;
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},
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content:function(){
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player.storage.ruoyu=true;
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player.maxHp++;
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player.update();
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player.recover();
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player.addSkill('jijiang');
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}
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},
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qiaobian:{
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audio:2,
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group:['qiaobian1','qiaobian2','qiaobian3','qiaobian4'],
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ai:{
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threaten:3
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}
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},
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qiaobian1:{
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audio:2,
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trigger:{player:'phaseJudgeBefore'},
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filter:function(event,player){
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return player.num('h')>0;
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},
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direct:true,
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frequent:true,
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content:function(){
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"step 0"
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if(player.num('j')==0&&(!event.isMine()||!lib.config.autoskilllist.contains('qiaobian1'))){
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event.finish();
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}
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else{
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var next=player.chooseToDiscard('是否发动巧变跳过判定阶段?');
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next.set('ai',ai.get.unuseful2);
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next.set('logSkill','qiaobian');
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}
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"step 1"
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if(result.bool){
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trigger.untrigger();
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trigger.finish();
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}
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}
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},
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qiaobian2:{
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audio:2,
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trigger:{player:'phaseDrawBefore'},
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filter:function(event,player){
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return player.num('h')>0;
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},
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direct:true,
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content:function(){
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"step 0"
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var check,i,num=0,num2=0;
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for(i=0;i<game.players.length;i++){
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if(player!=game.players[i]&&game.players[i].num('h')){
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var att=ai.get.attitude(player,game.players[i]);
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if(att<=0){
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num++;
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}
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if(att<0){
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num2++;
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}
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}
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}
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check=(num>=2&&num2>0);
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player.chooseCardTarget({
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ai1:function(card){
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var evt=_status.event;
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if(!evt.check) return 0;
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return 6-ai.get.useful(card);
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},
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ai2:function(target){
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var evt=_status.event;
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if(!evt.check) return 0;
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return 1-ai.get.attitude(evt.player,target);
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},
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filterTarget:function(card,player,target){
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return target.num('h')>0;
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},
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selectTarget:[0,2],
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filterCard:true,
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prompt:'是否发动巧变跳过摸牌阶段?',
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check:check,
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target:target
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});
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"step 1"
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if(result.bool){
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player.logSkill('qiaobian',result.targets);
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player.discard(result.cards);
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event.targets=result.targets;
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}
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else{
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event.finish();
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}
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"step 2"
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game.delay();
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"step 3"
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for(var i=0;i<event.targets.length;i++){
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player.gain(event.targets[i].get('h').randomGet());
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event.targets[i].$give(1,player);
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}
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trigger.finish();
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trigger.untrigger();
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game.delay();
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"step 4"
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if(result.bool) game.delay();
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},
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ai:{
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expose:0.2
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}
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},
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qiaobian3:{
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audio:2,
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trigger:{player:'phaseUseBefore'},
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filter:function(event,player){
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return player.num('h')>0;
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},
|
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direct:true,
|
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content:function(){
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"step 0"
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var check;
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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])>0&&game.players[i].num('j')){
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check=true;break;
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}
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}
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if(!check){
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if(player.num('h')>player.hp+1){
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check=false;
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}
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else if(player.num('h',{name:['wuzhong']})){
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check=false;
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}
|
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else{
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check=true;
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}
|
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}
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player.chooseCardTarget({
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ai1:function(card){
|
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if(!_status.event.check) return 0;
|
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return 7-ai.get.useful(card);
|
||
},
|
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ai2:function(target){
|
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if(!_status.event.check) return 0;
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var player=_status.event.player;
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if(ui.selected.targets.length==0){
|
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if(target.num('j')&&ai.get.attitude(player,target)>0) return 10;
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if(ai.get.attitude(player,target)<0){
|
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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])>0){
|
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if((target.get('e','1')&&!game.players[i].get('e','1'))||
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(target.get('e','2')&&!game.players[i].get('e','2'))||
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(target.get('e','3')&&!game.players[i].get('e','3'))||
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(target.get('e','4')&&!game.players[i].get('e','4'))||
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(target.get('e','5')&&!game.players[i].get('e','5'))) return -ai.get.attitude(player,target);
|
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}
|
||
}
|
||
}
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||
return 0;
|
||
}
|
||
return -ai.get.attitude(player,target)*ai.get.attitude(player,ui.selected.targets[0]);
|
||
},
|
||
multitarget:true,
|
||
filterTarget:function(card,player,target){
|
||
if(ui.selected.targets.length){
|
||
var from=ui.selected.targets[0];
|
||
var judges=from.get('j');
|
||
for(var i=0;i<judges.length;i++){
|
||
if(!target.hasJudge(judges[i].viewAs||judges[i].name)) return true;
|
||
}
|
||
if(target.isMin()) return false;
|
||
if((from.get('e','1')&&!target.get('e','1'))||
|
||
(from.get('e','2')&&!target.get('e','2'))||
|
||
(from.get('e','3')&&!target.get('e','3'))||
|
||
(from.get('e','4')&&!target.get('e','4'))||
|
||
(from.get('e','5')&&!target.get('e','5'))) return true;
|
||
return false;
|
||
}
|
||
else{
|
||
return target.num('ej')>0;
|
||
}
|
||
},
|
||
selectTarget:2,
|
||
filterCard:true,
|
||
prompt:'是否发动巧变跳过出牌阶段?',
|
||
targetprompt:['被移走','移动目标'],
|
||
check:check,
|
||
target:target
|
||
});
|
||
"step 1"
|
||
if(!result.bool){
|
||
event.finish();
|
||
return;
|
||
}
|
||
trigger.untrigger();
|
||
trigger.finish();
|
||
player.discard(result.cards);
|
||
player.logSkill('qiaobian',result.targets,false);
|
||
player.line2(result.targets);
|
||
event.targets=result.targets;
|
||
"step 2"
|
||
game.delay();
|
||
"step 3"
|
||
if(targets.length==2){
|
||
player.choosePlayerCard('ej',function(button){
|
||
var player=_status.event.player;
|
||
var targets0=_status.event.targets0;
|
||
var targets1=_status.event.targets1;
|
||
if(ai.get.attitude(player,targets0)>ai.get.attitude(player,targets1)){
|
||
return get.position(button.link)=='j'?10:0;
|
||
}
|
||
else{
|
||
if(get.position(button.link)=='j') return -10;
|
||
return ai.get.equipValue(button.link);
|
||
}
|
||
},targets[0]).set('targets0',targets[0]).set('targets1',targets[1]).set('filterButton',function(button){
|
||
var targets1=_status.event.targets1;
|
||
if(get.position(button.link)=='j'){
|
||
return !targets1.hasJudge(button.link.viewAs||button.link.name);
|
||
}
|
||
else{
|
||
return !targets1.num('e',{subtype:get.subtype(button.link)});
|
||
}
|
||
});
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 4"
|
||
if(result.bool){
|
||
var link=result.links[0];
|
||
if(get.position(link)=='e'){
|
||
event.targets[1].equip(link);
|
||
}
|
||
else if(link.viewAs){
|
||
event.targets[1].addJudge({name:link.viewAs},[link]);
|
||
}
|
||
else{
|
||
event.targets[1].addJudge(link);
|
||
}
|
||
event.targets[0].$give(link,event.targets[1])
|
||
game.delay();
|
||
}
|
||
},
|
||
ai:{
|
||
expose:0.2
|
||
}
|
||
},
|
||
qiaobian4:{
|
||
audio:2,
|
||
trigger:{player:'phaseDiscardBefore'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return player.num('h')>0;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
var discard=player.num('h')>player.hp;
|
||
var next=player.chooseToDiscard('是否发动巧变跳过弃牌阶段?');
|
||
next.logSkill='qiaobian';
|
||
next.ai=function(card){
|
||
if(discard){
|
||
return 100-ai.get.useful(card);
|
||
}
|
||
else{
|
||
return -1;
|
||
}
|
||
};
|
||
"step 1"
|
||
if(result.bool){
|
||
trigger.untrigger();
|
||
trigger.finish();
|
||
}
|
||
}
|
||
},
|
||
tuntian:{
|
||
audio:2,
|
||
trigger:{player:'loseEnd'},
|
||
frequent:true,
|
||
filter:function(event,player){
|
||
if(player==_status.currentPhase) return false;
|
||
for(var i=0;i<event.cards.length;i++){
|
||
if(event.cards[i].original!='j') return true;
|
||
}
|
||
return false;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.judge(function(card){
|
||
if(get.suit(card)=='heart') return -1;
|
||
return 1;
|
||
},ui.special).nogain=function(card){
|
||
return get.suit(card)!='heart';
|
||
};
|
||
"step 1"
|
||
if(result.bool){
|
||
result.card.goto(ui.special);
|
||
player.storage.tuntian.push(result.card);
|
||
result.node.moveDelete(player);
|
||
game.broadcast(function(cardid,player){
|
||
var node=lib.cardOL[cardid];
|
||
if(node){
|
||
node.moveDelete(player);
|
||
}
|
||
},result.node.cardid,player);
|
||
game.addVideo('gain2',player,get.cardsInfo([result.node]));
|
||
player.markSkill('tuntian');
|
||
game.addVideo('storage',player,['tuntian',get.cardsInfo(player.storage.tuntian),'cards']);
|
||
}
|
||
},
|
||
init:function(player){
|
||
player.storage.tuntian=[];
|
||
},
|
||
intro:{
|
||
content:'cards'
|
||
},
|
||
group:'tuntian_dist',
|
||
subSkill:{
|
||
dist:{
|
||
mod:{
|
||
globalFrom:function(from,to,distance){
|
||
if(from.storage.tuntian) return distance-from.storage.tuntian.length;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player,target,current){
|
||
if(!target.hasFriend()) return;
|
||
if(get.tag(card,'loseCard')&&_status.currentPhase!=target&&target.num('he')){
|
||
return [0.5,Math.max(2,target.num('h'))];
|
||
}
|
||
var hasfriend=false;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i]!=target&&ai.get.attitude(game.players[i],target)>=0){
|
||
hasfriend=true;break;
|
||
}
|
||
}
|
||
if(!hasfriend) return;
|
||
if(get.tag(card,'respondSha')||get.tag(card,'respondShan')){
|
||
if(target.num('h')==0) return 2;
|
||
return [0.5,target.num('h','sha')+target.num('h','shan')];
|
||
}
|
||
}
|
||
},
|
||
threaten:function(player,target){
|
||
if(target.num('h')==0) return 2;
|
||
return 0.5;
|
||
}
|
||
}
|
||
},
|
||
zaoxian:{
|
||
skillAnimation:true,
|
||
audio:2,
|
||
unique:true,
|
||
trigger:{player:'phaseBegin'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
if(player.storage.tuntian) return player.storage.tuntian.length>=3&&!player.storage.zaoxian;
|
||
},
|
||
content:function(){
|
||
player.loseMaxHp();
|
||
player.addSkill('jixi');
|
||
player.storage.zaoxian=true;
|
||
}
|
||
},
|
||
jixi:{
|
||
audio:2,
|
||
enable:'phaseUse',
|
||
filter:function(event,player){
|
||
return player.storage.tuntian.length>0;
|
||
},
|
||
chooseButton:{
|
||
dialog:function(event,player){
|
||
return ui.create.dialog('急袭',player.storage.tuntian,'hidden');
|
||
},
|
||
backup:function(links,player){
|
||
return {
|
||
filterCard:function(){return false},
|
||
selectCard:-1,
|
||
viewAs:{name:'shunshou'},
|
||
cards:links,
|
||
onuse:function(result,player){
|
||
result.cards=lib.skill.jixi_backup.cards;
|
||
var card=result.cards[0];
|
||
player.storage.tuntian.remove(card);
|
||
player.syncStorage('tuntian');
|
||
if(!player.storage.tuntian.length){
|
||
player.unmarkSkill('tuntian');
|
||
}
|
||
else{
|
||
player.markSkill('tuntian');
|
||
}
|
||
player.logSkill('jixi',result.targets);
|
||
}
|
||
}
|
||
},
|
||
prompt:function(links,player){
|
||
return '选择急袭的目标';
|
||
}
|
||
},
|
||
ai:{
|
||
order:10,
|
||
result:{
|
||
player:function(player){
|
||
return player.storage.tuntian.length-1;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
jiang:{
|
||
audio:2,
|
||
trigger:{player:['shaBefore','juedouBefore'],target:['shaBefore','juedouBefore']},
|
||
filter:function(event,player){
|
||
if(event.card.name=='juedou') return true;
|
||
return get.color(event.card)=='red';
|
||
},
|
||
frequent:true,
|
||
content:function(){
|
||
player.draw();
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player,target){
|
||
if(card.name=='sha'&&get.color(card)=='red') return [1,0.6];
|
||
},
|
||
player:function(card,player,target){
|
||
if(card.name=='sha'&&get.color(card)=='red') return [1,1];
|
||
}
|
||
}
|
||
}
|
||
},
|
||
hunzi:{
|
||
skillAnimation:true,
|
||
audio:2,
|
||
unique:true,
|
||
trigger:{player:'phaseBegin'},
|
||
filter:function(event,player){
|
||
return player.hp==1;
|
||
},
|
||
forced:true,
|
||
priority:3,
|
||
group:'hunzi2',
|
||
content:function(){
|
||
player.loseMaxHp();
|
||
if(player.hp>player.maxHp) player.loseHp();
|
||
player.addSkill('reyingzi');
|
||
delete player.tempSkills.yinghun;
|
||
player.removeSkill('hunzi');
|
||
},
|
||
ai:{
|
||
threaten:function(player,target){
|
||
if(target.hp==1) return 2;
|
||
return 0.5;
|
||
},
|
||
maixie:true,
|
||
effect:{
|
||
target:function(card,player,target){
|
||
var hasfriend=false;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i]!=target&&ai.get.attitude(game.players[i],target)>=0){
|
||
hasfriend=true;break;
|
||
}
|
||
}
|
||
if(!hasfriend) return;
|
||
if(get.tag(card,'damage')==1&&target.hp==2&&_status.currentPhase!=target) return [0.5,1];
|
||
}
|
||
}
|
||
}
|
||
},
|
||
hunzi2:{
|
||
unique:true,
|
||
trigger:{player:'phaseBefore'},
|
||
filter:function(event,player){
|
||
return player.hp==1;
|
||
},
|
||
forced:true,
|
||
popup:false,
|
||
content:function(){
|
||
player.addTempSkill('yinghun','phaseAfter');
|
||
},
|
||
},
|
||
zhiba:{
|
||
unique:true,
|
||
global:'zhiba2',
|
||
},
|
||
zhiba2:{
|
||
audio:2,
|
||
forceaudio:true,
|
||
enable:'phaseUse',
|
||
filter:function(event,player){
|
||
var zhu=get.zhu('zhiba');
|
||
if(!zhu) return false;
|
||
return (player!=zhu&&player.group=='wu'&&player.num('h')>0&&zhu.num('h')>0);
|
||
},
|
||
filterTarget:function(card,player,target){
|
||
return player!=target&&target.isZhu&&target.get('s').contains('zhiba');
|
||
},
|
||
usable:1,
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseToCompare(target,function(card){
|
||
var player=get.owner(card);
|
||
var target=_status.event.getParent().target;
|
||
if(player!=target&&ai.get.attitude(player,target)>0){
|
||
return -get.number(card);
|
||
}
|
||
return get.number(card);
|
||
});
|
||
"step 1"
|
||
if(result.bool==false){
|
||
target.gain([result.player,result.target]);
|
||
target.$gain2([result.player,result.target]);
|
||
}
|
||
},
|
||
ai:{
|
||
basic:{
|
||
order:1
|
||
},
|
||
expose:0.2,
|
||
result:{
|
||
target:function(player,target){
|
||
if(player.num('h')<=player.hp) return false;
|
||
var maxnum=0;
|
||
var cards2=target.get('h');
|
||
for(var i=0;i<cards2.length;i++){
|
||
if(cards2[i].number>maxnum){
|
||
maxnum=cards2[i].number;
|
||
}
|
||
}
|
||
if(maxnum>10) maxnum=10;
|
||
if(maxnum<5&&cards2.length>1) maxnum=5;
|
||
var cards=player.get('h');
|
||
for(var i=0;i<cards.length;i++){
|
||
if(cards[i].number<maxnum) return 1;
|
||
}
|
||
return 0;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
zhijian:{
|
||
audio:2,
|
||
enable:'phaseUse',
|
||
filter:function(event,player){
|
||
return player.num('h',{type:'equip'})>0;
|
||
},
|
||
filterCard:function(card){
|
||
return get.type(card)=='equip';
|
||
},
|
||
check:function(card){
|
||
var player=_status.currentPhase;
|
||
if(player.num('he',{subtype:get.subtype(card)})>1){
|
||
return 11-ai.get.equipValue(card);
|
||
}
|
||
return 6-ai.get.value(card);
|
||
},
|
||
filterTarget:function(card,player,target){
|
||
if(target.isMin()) return false;
|
||
return player!=target&&!target.get('e',get.subtype(card)[5]);
|
||
},
|
||
content:function(){
|
||
target.equip(cards[0]);
|
||
player.draw();
|
||
},
|
||
discard:false,
|
||
prepare:function(cards,player,targets){
|
||
player.$give(cards,targets[0],false);
|
||
},
|
||
ai:{
|
||
basic:{
|
||
order:10
|
||
},
|
||
result:{
|
||
target:3,
|
||
},
|
||
threaten:1.3
|
||
}
|
||
},
|
||
guzheng:{
|
||
audio:2,
|
||
unique:true,
|
||
gainable:true,
|
||
trigger:{global:'phaseDiscardEnd'},
|
||
filter:function(event,player){
|
||
if(event.player!=player&&event.player.classList.contains('dead')==false&&
|
||
event.cards&&event.cards.length){
|
||
for(var i=0;i<event.cards.length;i++){
|
||
if(get.position(event.cards[i])=='d'){
|
||
return true;
|
||
}
|
||
}
|
||
return false;
|
||
}
|
||
},
|
||
check:function(event,player){
|
||
if(ai.get.attitude(player,event.player)>0) return true;
|
||
var num=0;
|
||
for(var i=0;i<event.cards.length;i++){
|
||
if(get.position(event.cards[i])=='d'){
|
||
num++;
|
||
}
|
||
}
|
||
return num>2;
|
||
},
|
||
direct:true,
|
||
content:function(){
|
||
"step 0"
|
||
game.delay();
|
||
"step 1"
|
||
event.cards=trigger.cards.slice(0);
|
||
for(var i=0;i<event.cards.length;i++){
|
||
if(get.position(event.cards[i])!='d'){
|
||
event.cards.splice(i,1);i--;
|
||
}
|
||
}
|
||
if(event.cards.length==0){
|
||
event.finish();
|
||
return;
|
||
}
|
||
player.chooseCardButton(event.cards,'固政:选择令'+get.translation(trigger.player)+'收回的牌');
|
||
"step 2"
|
||
if(result.bool){
|
||
player.logSkill('guzheng',trigger.player);
|
||
trigger.player.gain(result.links[0]);
|
||
trigger.player.$gain2(result.links[0]);
|
||
game.log(trigger.player,'收回了',result.links[0]);
|
||
event.cards.remove(result.links[0]);
|
||
if(event.cards.length){
|
||
player.gain(event.cards);
|
||
player.$gain2(event.cards);
|
||
game.log(player,'收回了',event.cards);
|
||
}
|
||
game.delay();
|
||
}
|
||
},
|
||
ai:{
|
||
threaten:1.3,
|
||
expose:0.2
|
||
}
|
||
},
|
||
beige:{
|
||
audio:4,
|
||
trigger:{global:'damageEnd'},
|
||
filter:function(event,player){
|
||
return (event.card&&event.card.name=='sha'&&event.source&&
|
||
event.player.classList.contains('dead')==false&&player.num('he'));
|
||
},
|
||
direct:true,
|
||
check:function(event,player){
|
||
var att1=ai.get.attitude(player,event.player);
|
||
var att2=ai.get.attitude(player,event.source);
|
||
return att1>att2&&att1>=0;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
var next=player.chooseToDiscard('he','是否发动【悲歌】?');
|
||
next.set('ai',ai.get.unuseful2);
|
||
next.set('logSkill','beige');
|
||
"step 1"
|
||
if(result.bool){
|
||
trigger.player.judge();
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 2"
|
||
switch(get.suit(result.card)){
|
||
case 'heart':trigger.player.recover();break;
|
||
case 'diamond':trigger.player.draw(2);break;
|
||
case 'club':trigger.source.chooseToDiscard('he',2,true);break;
|
||
case 'spade':trigger.source.turnOver();break;
|
||
}
|
||
},
|
||
ai:{
|
||
expose:0.3
|
||
}
|
||
},
|
||
duanchang:{
|
||
audio:4,
|
||
forbid:['boss'],
|
||
trigger:{player:'dieBegin'},
|
||
forced:true,
|
||
filter:function(event){
|
||
return event.source!=undefined;
|
||
},
|
||
content:function(){
|
||
trigger.source.clearSkills();
|
||
},
|
||
ai:{
|
||
threaten:function(player,target){
|
||
if(target.hp==1) return 0.2;
|
||
return 1.5;
|
||
},
|
||
effect:{
|
||
target:function(card,player,target,current){
|
||
var hasfriend=false;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i]!=target&&ai.get.attitude(game.players[i],target)>=0){
|
||
hasfriend=true;break;
|
||
}
|
||
}
|
||
if(!hasfriend) return;
|
||
if(target.hp<=1&&get.tag(card,'damage')) return [1,0,0,-2];
|
||
}
|
||
}
|
||
}
|
||
},
|
||
huashen:{
|
||
unique:true,
|
||
forbid:['guozhan'],
|
||
init:function(player){
|
||
player.storage.huashen={
|
||
list:[],
|
||
owned:{},
|
||
player:player,
|
||
}
|
||
},
|
||
get:function(player,num){
|
||
if(typeof num!='number') num=1;
|
||
while(num--){
|
||
var name=player.storage.huashen.list.randomRemove();
|
||
var skills=lib.character[name][3].slice(0);
|
||
for(var i=0;i<skills.length;i++){
|
||
var info=lib.skill[skills[i]];
|
||
if(info.unique&&!info.gainable){
|
||
skills.splice(i--,1);
|
||
}
|
||
}
|
||
player.storage.huashen.owned[name]=skills;
|
||
player.popup(name);
|
||
game.log(player,'获得了一个化身');
|
||
}
|
||
},
|
||
group:['huashen1','huashen2'],
|
||
intro:{
|
||
content:function(storage,player){
|
||
var str='';
|
||
var slist=storage.owned;
|
||
var list=[];
|
||
for(var i in slist){
|
||
list.push(i);
|
||
}
|
||
if(list.length){
|
||
str+=get.translation(list[0]);
|
||
for(var i=1;i<list.length;i++){
|
||
str+='、'+get.translation(list[i]);
|
||
}
|
||
}
|
||
var skill=player.additionalSkills.huashen;
|
||
if(skill){
|
||
str+='<p>当前技能:'+get.translation(skill);
|
||
}
|
||
return str;
|
||
},
|
||
mark:function(dialog,content,player){
|
||
var slist=content.owned;
|
||
var list=[];
|
||
for(var i in slist){
|
||
list.push(i);
|
||
}
|
||
if(list.length){
|
||
dialog.addSmall([list,'character']);
|
||
}
|
||
var skill=player.additionalSkills.huashen;
|
||
if(skill){
|
||
dialog.add('<div><div class="skill">【'+get.translation(skill)+
|
||
'】</div><div>'+lib.translate[skill+'_info']+'</div></div>');
|
||
}
|
||
}
|
||
},
|
||
mark:true
|
||
},
|
||
huashen1:{
|
||
trigger:{global:['gameStart','phaseBefore']},
|
||
forced:true,
|
||
popup:false,
|
||
priority:10,
|
||
filter:function(event,player){
|
||
return !player.storage.huasheninited;
|
||
},
|
||
content:function(){
|
||
for(var i in lib.character){
|
||
if(i.indexOf('stone_')==0) continue;
|
||
var add=false;
|
||
for(var j=0;j<lib.character[i][3].length;j++){
|
||
var info=lib.skill[lib.character[i][3][j]];
|
||
if(!info){
|
||
continue;
|
||
}
|
||
if(info.gainable||!info.unique){
|
||
add=true;break;
|
||
}
|
||
}
|
||
if(add){
|
||
player.storage.huashen.list.push(i);
|
||
}
|
||
}
|
||
for(var i=0;i<game.players.length;i++){
|
||
player.storage.huashen.list.remove([game.players[i].name]);
|
||
player.storage.huashen.list.remove([game.players[i].name1]);
|
||
player.storage.huashen.list.remove([game.players[i].name2]);
|
||
}
|
||
lib.skill.huashen.get(player,2);
|
||
player.storage.huasheninited=true;
|
||
}
|
||
},
|
||
huashen2:{
|
||
audio:2,
|
||
trigger:{player:['phaseBegin','phaseEnd'],global:'gameStart'},
|
||
filter:function(event,player,name){
|
||
if(name=='phaseBegin'&&game.phaseNumber==1) return false;
|
||
return true;
|
||
},
|
||
priority:-9,
|
||
forced:true,
|
||
popup:false,
|
||
content:function(){
|
||
var slist=player.storage.huashen.owned;
|
||
var list=[];
|
||
for(var i in slist){
|
||
list.push(i);
|
||
}
|
||
if(event.isMine()){
|
||
event.dialog=ui.create.dialog('选择获得一项技能',[list,'character']);
|
||
if(trigger.name=='game'){
|
||
event.control=ui.create.control();
|
||
}
|
||
else{
|
||
event.control=ui.create.control(['cancel']);
|
||
}
|
||
event.clickControl=function(link){
|
||
if(link!='cancel'){
|
||
var currentname=event.dialog.querySelector('.selected.button').link;
|
||
var mark=player.marks.huashen;
|
||
if(trigger.name=='game'){
|
||
mark.hide();
|
||
// mark.style.transform='scale(0.8)';
|
||
mark.style.transition='all 0.3s';
|
||
setTimeout(function(){
|
||
mark.style.transition='all 0s';
|
||
ui.refresh(mark);
|
||
mark.setBackground(currentname,'character');
|
||
if(mark.firstChild){
|
||
mark.firstChild.remove();
|
||
}
|
||
setTimeout(function(){
|
||
mark.style.transition='';
|
||
mark.show();
|
||
// mark.style.transform='';
|
||
},50);
|
||
},500);
|
||
}
|
||
else{
|
||
if(mark.firstChild){
|
||
mark.firstChild.remove();
|
||
}
|
||
mark.setBackground(currentname,'character');
|
||
}
|
||
player.addSkill(link);
|
||
player.skills.remove(link);
|
||
player.additionalSkills.huashen=link;
|
||
player.logSkill('huashen2');
|
||
game.log(player,'获得技能','【'+get.translation(link)+'】');
|
||
player.popup(link);
|
||
|
||
for(var i=0;i<event.dialog.buttons.length;i++){
|
||
if(event.dialog.buttons[i].classList.contains('selected')){
|
||
var name=event.dialog.buttons[i].link;
|
||
player.sex=lib.character[name][0];
|
||
player.group=lib.character[name][1];
|
||
// player.node.identity.style.backgroundColor=get.translation(player.group+'Color');
|
||
break;
|
||
}
|
||
}
|
||
|
||
if(event.triggername=='phaseBegin'){
|
||
(function(){
|
||
var skills=[link];
|
||
var list=[];
|
||
game.expandSkills(skills);
|
||
var triggerevent=event._trigger;
|
||
var name='phaseBegin';
|
||
for(i=0;i<skills.length;i++){
|
||
var trigger=get.info(skills[i]).trigger;
|
||
if(trigger){
|
||
var add=false;
|
||
if(player==triggerevent.player&&trigger.player){
|
||
if(typeof trigger.player=='string'){
|
||
if(trigger.player==name) add=true;
|
||
}
|
||
else if(trigger.player.contains(name)) add=true;
|
||
}
|
||
if(trigger.global){
|
||
if(typeof trigger.global=='string'){
|
||
if(trigger.global==name) add=true;
|
||
}
|
||
else if(trigger.global.contains(name)) add=true;
|
||
}
|
||
if(add&&player.isOut()==false) list.push(skills[i]);
|
||
}
|
||
}
|
||
for(var i=0;i<list.length;i++){
|
||
game.createTrigger('phaseBegin',list[i],player,triggerevent);
|
||
}
|
||
}());
|
||
}
|
||
}
|
||
ui.auto.show();
|
||
event.dialog.close();
|
||
event.control.close();
|
||
game.resume();
|
||
};
|
||
event.control.custom=event.clickControl;
|
||
ui.auto.hide();
|
||
game.pause();
|
||
for(var i=0;i<event.dialog.buttons.length;i++){
|
||
event.dialog.buttons[i].classList.add('selectable');
|
||
}
|
||
event.custom.replace.button=function(button){
|
||
if(button.classList.contains('selected')){
|
||
button.classList.remove('selected');
|
||
if(trigger.name=='game'){
|
||
event.control.style.opacity=0;
|
||
}
|
||
else{
|
||
event.control.replace(['cancel']);
|
||
}
|
||
}
|
||
else{
|
||
for(var i=0;i<event.dialog.buttons.length;i++){
|
||
event.dialog.buttons[i].classList.remove('selected');
|
||
}
|
||
button.classList.add('selected');
|
||
event.control.replace(slist[button.link]);
|
||
if(trigger.name=='game'&&getComputedStyle(event.control).opacity==0){
|
||
event.control.style.transition='opacity 0.5s';
|
||
ui.refresh(event.control);
|
||
event.control.style.opacity=1;
|
||
event.control.style.transition='';
|
||
ui.refresh(event.control);
|
||
}
|
||
else{
|
||
event.control.style.opacity=1;
|
||
}
|
||
}
|
||
event.control.custom=event.clickControl;
|
||
}
|
||
event.custom.replace.window=function(){
|
||
for(var i=0;i<event.dialog.buttons.length;i++){
|
||
if(event.dialog.buttons[i].classList.contains('selected')){
|
||
event.dialog.buttons[i].classList.remove('selected');
|
||
if(trigger.name=='game'){
|
||
event.control.style.opacity=0;
|
||
}
|
||
else{
|
||
event.control.replace(['cancel']);
|
||
}
|
||
event.control.custom=event.clickControl;
|
||
return;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
}
|
||
},
|
||
xinsheng:{
|
||
audio:2,
|
||
unique:true,
|
||
forbid:['guozhan'],
|
||
trigger:{player:'damageEnd'},
|
||
frequent:true,
|
||
filter:function(event,player){
|
||
return player.storage.huashen&&player.storage.huashen.list&&
|
||
player.storage.huashen.list.length>0;
|
||
},
|
||
content:function(){
|
||
for(var i=0;i<trigger.num;i++){
|
||
lib.skill.huashen.get(player);
|
||
}
|
||
}
|
||
},
|
||
huoshou:{
|
||
locked:true,
|
||
group:['huoshou1','huoshou2'],
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player,target){
|
||
if(card.name=='nanman') return 0;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
huoshou1:{
|
||
audio:2,
|
||
trigger:{target:'useCardToBefore'},
|
||
forced:true,
|
||
priority:15,
|
||
filter:function(event,player){
|
||
return (event.card.name=='nanman');
|
||
},
|
||
content:function(){
|
||
trigger.untrigger();
|
||
trigger.finish();
|
||
},
|
||
},
|
||
huoshou2:{
|
||
trigger:{global:'damageBefore'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return (event.card&&event.card.name=='nanman');
|
||
},
|
||
content:function(){
|
||
trigger.source=player;
|
||
}
|
||
},
|
||
zaiqi:{
|
||
audio:2,
|
||
trigger:{player:'phaseDrawBefore'},
|
||
filter:function(event,player){
|
||
return player.hp<player.maxHp;
|
||
},
|
||
check:function(event,player){
|
||
if(player.maxHp-player.hp<2){
|
||
return false;
|
||
}
|
||
else if(player.maxHp-player.hp==2){
|
||
return player.num('h')>=2;
|
||
}
|
||
return true;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
trigger.untrigger();
|
||
trigger.finish();
|
||
event.cards=get.cards(player.maxHp-player.hp);
|
||
player.showCards(event.cards);
|
||
"step 1"
|
||
var num=0;
|
||
for(var i=0;i<event.cards.length;i++){
|
||
if(get.suit(event.cards[i])=='heart'){
|
||
num++;
|
||
ui.discardPile.appendChild(event.cards[i]);
|
||
event.cards.splice(i--,1);
|
||
}
|
||
}
|
||
if(num){
|
||
player.recover(num);
|
||
}
|
||
"step 2"
|
||
if(event.cards.length){
|
||
player.gain(event.cards);
|
||
player.$gain2(event.cards);
|
||
game.delay();
|
||
}
|
||
},
|
||
ai:{
|
||
threaten:function(player,target){
|
||
if(target.hp==1) return 2;
|
||
if(target.hp==2) return 1.5;
|
||
return 1;
|
||
},
|
||
}
|
||
},
|
||
juxiang:{
|
||
unique:true,
|
||
locked:true,
|
||
group:['juxiang1','juxiang2'],
|
||
ai:{
|
||
effect:{
|
||
target:function(card){
|
||
if(card.name=='nanman') return [0,1];
|
||
}
|
||
}
|
||
}
|
||
},
|
||
juxiang1:{
|
||
audio:2,
|
||
trigger:{target:'useCardToBefore'},
|
||
forced:true,
|
||
priority:15,
|
||
filter:function(event,player){
|
||
return (event.card.name=='nanman');
|
||
},
|
||
content:function(){
|
||
trigger.untrigger();
|
||
trigger.finish();
|
||
}
|
||
},
|
||
juxiang2:{
|
||
trigger:{global:'useCardAfter'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return (event.card.name=='nanman'&&event.player!=player&&get.position(event.card)=='d'&&get.itemtype(event.card)=='card');
|
||
},
|
||
content:function(){
|
||
player.gain(trigger.card);
|
||
player.$gain2(trigger.card);
|
||
}
|
||
},
|
||
lieren:{
|
||
audio:2,
|
||
trigger:{source:'damageEnd'},
|
||
filter:function(event,player){
|
||
return (event.card&&event.card.name=='sha'&&
|
||
event.player.classList.contains('dead')==false&&
|
||
event.player.num('h')&&player.num('h'));
|
||
},
|
||
check:function(event,player){
|
||
return ai.get.attitude(player,event.player)<0&&player.num('h')>1;
|
||
},
|
||
priority:5,
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseToCompare(trigger.player);
|
||
"step 1"
|
||
if(result.bool&&trigger.player.num('he')){
|
||
player.gainPlayerCard(trigger.player,true,'he');
|
||
}
|
||
}
|
||
},
|
||
xingshang:{
|
||
audio:2,
|
||
unique:true,
|
||
gainable:true,
|
||
trigger:{global:'dieEnd'},
|
||
priority:5,
|
||
filter:function(event){
|
||
return event.playerCards&&event.playerCards.length>0
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.gain(trigger.playerCards);
|
||
player.$draw(trigger.playerCards);
|
||
game.delay();
|
||
"step 1"
|
||
for(var i=0;i<trigger.playerCards.length;i++){
|
||
trigger.cards.remove(trigger.playerCards[i]);
|
||
}
|
||
trigger.playerCards.length=0;
|
||
}
|
||
},
|
||
fangzhu:{
|
||
audio:2,
|
||
trigger:{player:'damageEnd'},
|
||
direct:true,
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseTarget('是否发动【放逐】?',function(card,player,target){
|
||
return player!=target
|
||
}).ai=function(target){
|
||
var player=_status.event.player;
|
||
if(ai.get.attitude(_status.event.player,target)==0) return 0;
|
||
if(ai.get.attitude(_status.event.player,target)>0){
|
||
if(target.classList.contains('turnedover')) return 1000-target.num('h');
|
||
if(player.maxHp-player.hp<3) return -1;
|
||
return 100-target.num('h');
|
||
}
|
||
else{
|
||
if(target.classList.contains('turnedover')) return -1;
|
||
if(player.maxHp-player.hp>=3) return -1;
|
||
return 1+target.num('h');
|
||
}
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('fangzhu',result.targets);
|
||
result.targets[0].draw(player.maxHp-player.hp);
|
||
result.targets[0].turnOver();
|
||
}
|
||
},
|
||
ai:{
|
||
maixie:true,
|
||
effect:{
|
||
target:function(card,player,target){
|
||
if(get.tag(card,'damage')){
|
||
if(player.skills.contains('jueqing')) return [1,-2];
|
||
if(target.hp<=1) return;
|
||
var hastarget=false;
|
||
var hasfriend=false;
|
||
var turnfriend=false;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(ai.get.attitude(target,game.players[i])<0&&!game.players[i].isTurnedOver()){
|
||
hastarget=true;
|
||
}
|
||
if(ai.get.attitude(target,game.players[i])>0&&game.players[i].isTurnedOver()){
|
||
hastarget=true;
|
||
turnfriend=true;
|
||
}
|
||
if(game.players[i]!=target&&ai.get.attitude(game.players[i],target)>=0){
|
||
hasfriend=true;
|
||
}
|
||
}
|
||
if(ai.get.attitude(player,target)>0&&!hastarget) return;
|
||
if(!hasfriend) return;
|
||
if(turnfriend||target.hp==target.maxHp) return [0.5,1];
|
||
if(target.hp>1) return [1,1];
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
songwei:{
|
||
unique:true,
|
||
global:'songwei2',
|
||
},
|
||
songwei2:{
|
||
audio:2,
|
||
forceaudio:true,
|
||
trigger:{player:'judgeEnd'},
|
||
filter:function(event,player){
|
||
var zhu=get.zhu('songwei');
|
||
if(!zhu) return false;
|
||
return (player!=zhu&&player.group=='wei'&&get.color(event.result.card)=='black');
|
||
},
|
||
check:function(event,player){
|
||
return ai.get.attitude(player,get.zhu('songwei'))>0;
|
||
},
|
||
content:function(){
|
||
get.zhu('songwei').draw();
|
||
}
|
||
},
|
||
duanliang:{
|
||
group:['duanliang1','duanliang2'],
|
||
ai:{
|
||
threaten:1.2
|
||
}
|
||
},
|
||
duanliang1:{
|
||
audio:2,
|
||
enable:'chooseToUse',
|
||
filterCard:function(card){
|
||
if(get.type(card)=='trick') return false;
|
||
if(get.type(card)=='delay') return false;
|
||
return get.color(card)=='black';
|
||
},
|
||
position:'he',
|
||
viewAs:{name:'bingliang'},
|
||
prompt:'将一黑色的基本牌或装备牌当兵粮寸断使用',
|
||
check:function(card){return 6-ai.get.value(card)},
|
||
ai:{
|
||
order:9
|
||
}
|
||
},
|
||
duanliang2:{
|
||
mod:{
|
||
targetInRange:function(card,player,target){
|
||
if(card.name=='bingliang'){
|
||
if(get.distance(player,target)<=2) return true;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
haoshi:{
|
||
audio:2,
|
||
trigger:{player:'phaseDrawBegin'},
|
||
threaten:1.4,
|
||
check:function(event,player){
|
||
if(player.num('h')<=1) return true;
|
||
var min=[];
|
||
var temp=player.next.num('h');
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i]!=player&&game.players[i].num('h')<temp){
|
||
temp=game.players[i].num('h');
|
||
}
|
||
}
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i]!=player&&game.players[i].num('h')==temp){
|
||
min.push(game.players[i]);
|
||
}
|
||
}
|
||
for(var i=0;i<min.length;i++){
|
||
if(ai.get.attitude(player,min[i])>0) return true;
|
||
}
|
||
return false;
|
||
},
|
||
content:function(){
|
||
trigger.num+=2;
|
||
player.addSkill('haoshi2');
|
||
},
|
||
ai:{
|
||
threaten:2,
|
||
ai:{
|
||
noh:true,
|
||
skillTagFilter:function(player,tag){
|
||
if(tag=='noh'){
|
||
if(player.num('h')!=2) return false;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
haoshi2:{
|
||
trigger:{player:'phaseDrawEnd'},
|
||
forced:true,
|
||
popup:false,
|
||
audio:false,
|
||
content:function(){
|
||
"step 0"
|
||
player.removeSkill('haoshi2');
|
||
if(player.num('h')<=5){
|
||
event.finish();
|
||
return;
|
||
}
|
||
var temp=player.next.num('h');
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i]!=player&&game.players[i].num('h')<temp){
|
||
temp=game.players[i].num('h');
|
||
}
|
||
}
|
||
player.chooseCardTarget({
|
||
selectCard:Math.floor(player.num('h')/2),
|
||
filterTarget:function(card,player,target){
|
||
return target.num('h')==_status.event.temp;
|
||
},
|
||
forced:true,
|
||
ai2:function(target){
|
||
return ai.get.attitude(_status.event.player,target);
|
||
}
|
||
}).set('temp',temp);
|
||
"step 1"
|
||
if(result.targets&&result.targets[0]){
|
||
result.targets[0].gain(result.cards);
|
||
player.$give(result.cards.length,result.targets[0]);
|
||
}
|
||
}
|
||
},
|
||
dimeng:{
|
||
audio:2,
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
position:'he',
|
||
filterCard:function(){
|
||
if(ui.selected.targets.length==2) return false;
|
||
return true;
|
||
},
|
||
selectCard:[0,Infinity],
|
||
selectTarget:2,
|
||
filterTarget:function(card,player,target){
|
||
if(player==target) return false;
|
||
if(ui.selected.targets.length==0) return true;
|
||
return (Math.abs(ui.selected.targets[0].num('h')-target.num('h'))==
|
||
ui.selected.cards.length);
|
||
},
|
||
multitarget:true,
|
||
content:function(){
|
||
'step 0'
|
||
event.cards0=targets[0].get('h');
|
||
event.cards1=targets[1].get('h');
|
||
targets[0].lose(event.cards0,ui.special);
|
||
targets[1].lose(event.cards1,ui.special);
|
||
'step 1'
|
||
targets[0].gain(event.cards1);
|
||
targets[1].gain(event.cards0);
|
||
targets[0].$give(event.cards0.length,targets[1]);
|
||
targets[1].$give(event.cards1.length,targets[0]);
|
||
},
|
||
check:function(card){
|
||
var list=[],player=_status.event.player;
|
||
var num=player.num('he');
|
||
var count;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i]!=player&&ai.get.attitude(player,game.players[i])>3) list.push(game.players[i]);
|
||
}
|
||
list.sort(function(a,b){
|
||
return a.num('h')-b.num('h');
|
||
});
|
||
if(list.length==0) return -1;
|
||
var from=list[0];
|
||
list.length=0;
|
||
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i]!=player&&ai.get.attitude(player,game.players[i])<1) list.push(game.players[i]);
|
||
}
|
||
if(list.length==0) return -1;
|
||
list.sort(function(a,b){
|
||
return b.num('h')-a.num('h');
|
||
});
|
||
if(from.num('h')>=list[0].num('h')) return -1;
|
||
for(var i=0;i<list.length&&from.num('h')<list[i].num('h');i++){
|
||
if(list[i].num('h')-from.num('h')<=num){
|
||
count=list[i].num('h')-from.num('h');break;
|
||
}
|
||
}
|
||
if(count<2&&from.num('h')>=2) return -1;
|
||
if(ui.selected.cards.length<count) return 11-ai.get.value(card);
|
||
return -1;
|
||
},
|
||
ai:{
|
||
order:6,
|
||
threaten:3,
|
||
expose:0.9,
|
||
result:{
|
||
target:function(player,target){
|
||
var list=[];
|
||
var num=player.num('he');
|
||
if(ui.selected.targets.length==0){
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i]!=player&&ai.get.attitude(player,game.players[i])>3) list.push(game.players[i]);
|
||
}
|
||
list.sort(function(a,b){
|
||
return a.num('h')-b.num('h');
|
||
});
|
||
if(target==list[0]) return ai.get.attitude(player,target);
|
||
return -ai.get.attitude(player,target);
|
||
}
|
||
else{
|
||
var from=ui.selected.targets[0];
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i]!=player&&ai.get.attitude(player,game.players[i])<1) list.push(game.players[i]);
|
||
}
|
||
list.sort(function(a,b){
|
||
return b.num('h')-a.num('h');
|
||
});
|
||
if(from.num('h')>=list[0].num('h')) return -ai.get.attitude(player,target);
|
||
for(var i=0;i<list.length&&from.num('h')<list[i].num('h');i++){
|
||
if(list[i].num('h')-from.num('h')<=num){
|
||
var count=list[i].num('h')-from.num('h');
|
||
if(count<2&&from.num('h')>=2) return -ai.get.attitude(player,target);
|
||
if(target==list[i]) return ai.get.attitude(player,target);
|
||
return -ai.get.attitude(player,target);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
yinghun:{
|
||
audio:2,
|
||
audioname:['sunce'],
|
||
trigger:{player:'phaseBegin'},
|
||
filter:function(event,player){
|
||
return player.hp<player.maxHp;
|
||
},
|
||
direct:true,
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseTarget('是否发动【英魂】?',function(card,player,target){
|
||
return player!=target;
|
||
}).set('ai',function(target){
|
||
var player=_status.event.player;
|
||
if(player.maxHp-player.hp==1&&target.num('he')==0){
|
||
return 0;
|
||
}
|
||
if(ai.get.attitude(_status.event.player,target)>0){
|
||
return 10+ai.get.attitude(_status.event.player,target);
|
||
}
|
||
if(player.maxHp-player.hp==1){
|
||
return -1;
|
||
}
|
||
return 1;
|
||
});
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('yinghun',result.targets);
|
||
event.target=result.targets[0];
|
||
player.chooseControl('yinghun_true','yinghun_false',function(event,player){
|
||
if(ai.get.attitude(player,event.target)>0) return 'yinghun_true';
|
||
return 'yinghun_false';
|
||
})
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 2"
|
||
if(result.control=='yinghun_true'){
|
||
event.target.draw(player.maxHp-player.hp);
|
||
event.target.chooseToDiscard(true,'he');
|
||
}
|
||
else{
|
||
event.target.draw();
|
||
event.target.chooseToDiscard(player.maxHp-player.hp,true,'he');
|
||
}
|
||
},
|
||
ai:{
|
||
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(target.maxHp<=3) return;
|
||
if(get.tag(card,'damage')){
|
||
if(target.hp==target.maxHp) return [0,1];
|
||
}
|
||
if(get.tag(card,'recover')&&player.hp>=player.maxHp-1) return [0,0];
|
||
}
|
||
}
|
||
}
|
||
},
|
||
jiuchi:{
|
||
audio:2,
|
||
enable:'chooseToUse',
|
||
filterCard:function(card){
|
||
return get.suit(card)=='spade';
|
||
},
|
||
viewAs:{name:'jiu'},
|
||
viewAsFilter:function(player){
|
||
if(!player.num('h',{suit:'spade'})) return false;
|
||
},
|
||
prompt:'将一张黑桃手牌当酒使用',
|
||
check:function(card){
|
||
if(_status.event.type=='dying') return 1;
|
||
return 4-ai.get.value(card);
|
||
},
|
||
ai:{
|
||
skillTagFilter:function(player){
|
||
return player.num('h',{suit:'spade'})>0&&player.hp<=0;
|
||
},
|
||
threaten:1.5,
|
||
save:true,
|
||
}
|
||
},
|
||
roulin:{
|
||
audio:2,
|
||
trigger:{player:'shaBegin',target:'shaBegin'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
if(event.directHit) return false;
|
||
if(player==event.player){
|
||
return event.target.sex=='female';
|
||
}
|
||
return event.player.sex=='female';
|
||
},
|
||
check:function(event,player){
|
||
return player==event.player;
|
||
},
|
||
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;
|
||
}
|
||
}
|
||
},
|
||
benghuai:{
|
||
audio:4,
|
||
trigger:{player:'phaseEnd'},
|
||
forced:true,
|
||
check:function(){
|
||
return false;
|
||
},
|
||
filter:function(event,player){
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i]!=player&&game.players[i].hp<player.hp) return true;
|
||
}
|
||
return false;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseControl('baonue_hp','baonue_maxHp',function(event,player){
|
||
if(player.hp==player.maxHp) return 'baonue_hp';
|
||
if(player.hp<player.maxHp-1||player.hp<=2) return 'baonue_maxHp';
|
||
return 'baonue_hp';
|
||
});
|
||
"step 1"
|
||
if(result.control=='baonue_hp'){
|
||
player.loseHp();
|
||
}
|
||
else{
|
||
player.loseMaxHp();
|
||
}
|
||
},
|
||
ai:{
|
||
threaten:0.5
|
||
}
|
||
},
|
||
baonue:{
|
||
unique:true,
|
||
global:'baonue2'
|
||
},
|
||
baonue2:{
|
||
audio:2,
|
||
forceaudio:true,
|
||
trigger:{source:'damageEnd'},
|
||
filter:function(event,player){
|
||
var zhu=get.zhu('baonue');
|
||
if(!zhu) return false;
|
||
return (player!=zhu&&player.group=='qun'&&zhu.hp<zhu.maxHp);
|
||
},
|
||
check:function(event,player){
|
||
var zhu=get.zhu('baonue');
|
||
if(!zhu) return false;
|
||
return ai.get.attitude(player,zhu)>0;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.judge(function(card){
|
||
if(get.suit(card)=='spade') return 4;
|
||
return 0;
|
||
})
|
||
"step 1"
|
||
if(result.bool){
|
||
var zhu=get.zhu('baonue');
|
||
if(zhu){
|
||
zhu.recover();
|
||
}
|
||
}
|
||
}
|
||
},
|
||
luanwu:{
|
||
audio:2,
|
||
unique:true,
|
||
enable:'phaseUse',
|
||
filter:function(event,player){
|
||
return !player.storage.luanwu;
|
||
},
|
||
init:function(player){
|
||
player.storage.luanwu=false;
|
||
},
|
||
mark:true,
|
||
intro:{
|
||
content:'limited'
|
||
},
|
||
skillAnimation:'epic',
|
||
animationColor:'thunder',
|
||
prepare:function(cards,player){
|
||
player.line(game.players);
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i]!=player){
|
||
game.players[i].animate('target');
|
||
}
|
||
}
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.unmarkSkill('luanwu')
|
||
player.storage.luanwu=true;
|
||
event.current=player.next;
|
||
"step 1"
|
||
event.current.animate('target');
|
||
event.current.chooseToUse('乱舞:使用一张杀或流失一点体力',{name:'sha'},function(card,player,target){
|
||
if(player==target) return false;
|
||
if(!player.canUse('sha',target)) return false;
|
||
if(get.distance(player,target)<=1) return true;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i]==player) continue;
|
||
if(get.distance(player,game.players[i])<get.distance(player,target)) return false;
|
||
}
|
||
return true;
|
||
});
|
||
"step 2"
|
||
if(result.bool==false) event.current.loseHp();
|
||
if(event.current.next!=player){
|
||
event.current=event.current.next;
|
||
game.delay(0.5);
|
||
event.goto(1);
|
||
}
|
||
},
|
||
ai:{
|
||
order:1,
|
||
result:{
|
||
player:function(player){
|
||
if(lib.config.mode=='identity'&&game.zhu.isZhu&&player.identity=='fan'){
|
||
if(game.zhu.hp==1&&game.zhu.num('h')<=2) return 1;
|
||
}
|
||
var num=0;
|
||
for(var i=0;i<game.players.length;i++){
|
||
var att=ai.get.attitude(player,game.players[i]);
|
||
if(att>0) att=1;
|
||
if(att<0) att=-1;
|
||
if(game.players[i]!=player&&game.players[i].hp<=3){
|
||
if(game.players[i].num('h')==0) num+=att/game.players[i].hp;
|
||
else if(game.players[i].num('h')==1) num+=att/2/game.players[i].hp;
|
||
else if(game.players[i].num('h')==2) num+=att/4/game.players[i].hp;
|
||
}
|
||
if(game.players[i].hp==1) num+=att*1.5;
|
||
}
|
||
// console.log(num);
|
||
if(player.hp==1){
|
||
return -num;
|
||
}
|
||
if(player.hp==2){
|
||
return -game.players.length/4-num;
|
||
}
|
||
return -game.players.length/3-num;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
wansha:{
|
||
locked:true,
|
||
global:'wansha2'
|
||
},
|
||
wansha2:{
|
||
mod:{
|
||
cardSavable:function(card,player){
|
||
if(!_status.currentPhase) return;
|
||
if(_status.currentPhase.get('s').contains('wansha')&&_status.currentPhase!=player){
|
||
if(card.name=='tao'&&_status.event.dying!=player) return false;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
weimu:{
|
||
mod:{
|
||
targetEnabled:function(card){
|
||
if((get.type(card)=='trick'||get.type(card)=='delay')&&
|
||
get.color(card)=='black') return false;
|
||
}
|
||
}
|
||
},
|
||
huoji:{
|
||
audio:2,
|
||
enable:'chooseToUse',
|
||
filterCard:function(card){
|
||
return get.color(card)=='red';
|
||
},
|
||
viewAs:{name:'huogong',nature:'fire'},
|
||
viewAsFilter:function(player){
|
||
if(!player.num('h',{color:'red'})) return false;
|
||
},
|
||
prompt:'将一张红色牌当火攻使用',
|
||
check:function(card){
|
||
var player=_status.currentPhase;
|
||
if(player.num('h')>player.hp){
|
||
return 6-ai.get.value(card);
|
||
}
|
||
return 4-ai.get.value(card)
|
||
}
|
||
},
|
||
bazhen:{
|
||
audio:2,
|
||
inherit:'bagua_skill',
|
||
filter:function(event,player){
|
||
if(!event.filterCard({name:'shan'})) return false;
|
||
if(event.getParent().player.num('s','unequip')) return false;
|
||
if(player.get('e','2')) return false;
|
||
return true;
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player,target){
|
||
if(player==target&&get.subtype(card)=='equip2'){
|
||
if(ai.get.equipValue(card)<=8) return 0;
|
||
}
|
||
if(target.get('e','2')) return;
|
||
if(player.skills.contains('unequip')) return;
|
||
if(get.tag(card,'respondShan')) return [0.5,0];
|
||
}
|
||
}
|
||
}
|
||
},
|
||
kanpo:{
|
||
audio:2,
|
||
enable:'chooseToUse',
|
||
filterCard:function(card){
|
||
return get.color(card)=='black';
|
||
},
|
||
viewAsFilter:function(player){
|
||
return player.num('h',{color:'black'})>0;
|
||
},
|
||
viewAs:{name:'wuxie'},
|
||
prompt:'将一张黑色手牌当无懈可击使用',
|
||
check:function(card){return 8-ai.get.value(card)},
|
||
threaten:1.2
|
||
},
|
||
lianhuan:{
|
||
group:['lianhuan1','lianhuan2']
|
||
},
|
||
lianhuan1:{
|
||
audio:2,
|
||
enable:'phaseUse',
|
||
filter:function(event,player){
|
||
return player.num('h',{suit:'club'})>0;
|
||
},
|
||
filterCard:function(card){
|
||
return get.suit(card)=='club';
|
||
},
|
||
viewAs:{name:'tiesuo'},
|
||
prompt:'将一张梅花牌当铁锁连环使用',
|
||
check:function(card){return 4-ai.get.value(card)}
|
||
},
|
||
lianhuan2:{
|
||
audio:2,
|
||
enable:'phaseUse',
|
||
filter:function(event,player){
|
||
return player.num('h',{suit:'club'})>0;
|
||
},
|
||
filterCard:function(card){
|
||
return get.suit(card)=='club';
|
||
},
|
||
check:function(card){
|
||
return 5-ai.get.useful(card);
|
||
},
|
||
content:function(){
|
||
player.draw();
|
||
},
|
||
discard:false,
|
||
prepare:function(cards,player){
|
||
player.$throw(cards);
|
||
},
|
||
ai:{
|
||
basic:{
|
||
order:1
|
||
},
|
||
result:{
|
||
player:1,
|
||
},
|
||
}
|
||
},
|
||
niepan:{
|
||
audio:2,
|
||
unique:true,
|
||
enable:'chooseToUse',
|
||
mark:true,
|
||
skillAnimation:true,
|
||
animationStr:'涅盘',
|
||
animationColor:'fire',
|
||
init:function(player){
|
||
player.storage.niepan=false;
|
||
},
|
||
filter:function(event,player){
|
||
if(event.type!='dying') return false;
|
||
if(player!=event.dying) return false;
|
||
if(player.storage.niepan) return false;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.hp=Math.min(3,player.maxHp);
|
||
player.discard(player.get('hej'));
|
||
player.draw(3);
|
||
player.unmarkSkill('niepan');
|
||
player.storage.niepan=true;
|
||
'step 1'
|
||
if(player.classList.contains('linked')) player.link();
|
||
'step 2'
|
||
if(player.classList.contains('turnedover')) player.turnOver();
|
||
},
|
||
ai:{
|
||
order:1,
|
||
skillTagFilter:function(player){
|
||
if(player.storage.niepan) return false;
|
||
if(player.hp>0) return false;
|
||
},
|
||
save:true,
|
||
result:{
|
||
player:10
|
||
},
|
||
threaten:function(player,target){
|
||
if(!target.storage.niepan) return 0.6;
|
||
}
|
||
},
|
||
intro:{
|
||
content:'limited'
|
||
}
|
||
},
|
||
quhu:{
|
||
audio:2,
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filter:function(event,player){
|
||
if(player.num('h')==0) return false;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].hp>player.hp&&game.players[i].num('h')) return true;
|
||
}
|
||
return false;
|
||
},
|
||
filterTarget:function(card,player,target){
|
||
return target.hp>player.hp&&target.num('h')>0;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseToCompare(target);
|
||
"step 1"
|
||
if(result.bool){
|
||
if(game.hasPlayer(function(player){
|
||
return player!=target&&get.distance(target,player,'attack')<=1;
|
||
})){
|
||
player.chooseTarget(function(card,player,target){
|
||
var source=_status.event.source;
|
||
return target!=source&&get.distance(source,target,'attack')<=1;
|
||
},true).set('ai',function(target){
|
||
return ai.get.damageEffect(target,_status.event.source,player);
|
||
}).set('source',target);
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
}
|
||
else{
|
||
player.damage(target);
|
||
event.finish();
|
||
}
|
||
"step 2"
|
||
if(result.bool&&result.targets&&result.targets.length){
|
||
target.line(result.targets[0],'green');
|
||
result.targets[0].damage(target);
|
||
}
|
||
},
|
||
ai:{
|
||
order:0.5,
|
||
result:{
|
||
target:function(player,target){
|
||
var att=ai.get.attitude(player,target);
|
||
var oc=(target.num('h')==1);
|
||
if(att>0&&oc) return 0;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i]!=target&&game.players[i]!=player&&
|
||
get.distance(target,game.players[i],'attack')<=1){
|
||
if(ai.get.damageEffect(game.players[i],target,player)>0){
|
||
return att>0?att/2:att-(oc?5:0);
|
||
}
|
||
}
|
||
}
|
||
return 0;
|
||
},
|
||
player:function(player,target){
|
||
if(target.skills.contains('jueqing')) return -10;
|
||
var mn=1;
|
||
var hs=player.get('h');
|
||
for(var i=0;i<hs.length;i++){
|
||
mn=Math.max(mn,hs[i].number);
|
||
}
|
||
if(mn<=11&&player.hp<2) return -20;
|
||
var max=player.maxHp-hs.length;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(ai.get.attitude(player,game.players[i])>2){
|
||
max=Math.max(Math.min(5,game.players[i].hp)-game.players[i].num('h'),max);
|
||
}
|
||
}
|
||
switch(max){
|
||
case 0:return mn==13?0:-20;
|
||
case 1:return mn>=12?0:-15;
|
||
case 2:return 0;
|
||
case 3:return 1;
|
||
default:return max;
|
||
}
|
||
}
|
||
},
|
||
expose:0.2
|
||
}
|
||
},
|
||
jieming:{
|
||
audio:2,
|
||
trigger:{player:'damageEnd'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return event.num>0
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseTarget('是否发动【节命】?',[1,trigger.num],function(card,player,target){
|
||
return target.num('h')<Math.min(target.maxHp,5);
|
||
}).set('ai',function(target){
|
||
var att=ai.get.attitude(_status.event.player,target);
|
||
if(att>2){
|
||
return Math.min(5,target.maxHp)-target.num('h');
|
||
}
|
||
return att/3;
|
||
});
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('jieming',result.targets);
|
||
for(var i=0;i<result.targets.length;i++){
|
||
result.targets[i].draw(Math.min(5,result.targets[i].maxHp)-result.targets[i].num('h'));
|
||
}
|
||
}
|
||
},
|
||
ai:{
|
||
maixie:true,
|
||
effect:{
|
||
target:function(card,player,target,current){
|
||
if(get.tag(card,'damage')&&target.hp>1){
|
||
if(player.skills.contains('jueqing')) return [1,-2];
|
||
var max=0;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(ai.get.attitude(target,game.players[i])>0){
|
||
max=Math.max(Math.min(5,game.players[i].hp)-game.players[i].num('h'),max);
|
||
}
|
||
}
|
||
switch(max){
|
||
case 0:return 2;
|
||
case 1:return 1.5;
|
||
case 2:return [1,2];
|
||
default:return [0,max];
|
||
}
|
||
}
|
||
if((card.name=='tao'||card.name=='caoyao')&&
|
||
target.hp>1&&target.num('h')<=target.hp) return [0,0];
|
||
}
|
||
},
|
||
}
|
||
},
|
||
qiangxi:{
|
||
audio:2,
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filterCard:function(card){
|
||
return get.subtype(card)=='equip1';
|
||
},
|
||
selectCard:[0,1],
|
||
filterTarget:function(card,player,target){
|
||
if(player==target) return false;
|
||
return get.distance(player,target,'attack')<=1;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
if(cards.length==0){
|
||
player.loseHp();
|
||
}
|
||
"step 1"
|
||
target.damage();
|
||
},
|
||
check:function(card){
|
||
return 10-ai.get.value(card);
|
||
},
|
||
position:'he',
|
||
ai:{
|
||
order:8,
|
||
result:{
|
||
player:function(player,target){
|
||
if(ui.selected.cards.length) return 0;
|
||
if(player.hp>=target.hp) return -0.9;
|
||
if(player.hp<=2) return -10;
|
||
return -2;
|
||
},
|
||
target:function(player,target){
|
||
if(!ui.selected.cards.length){
|
||
if(player.hp<2) return 0;
|
||
if(player.hp==2&&target.hp>=2) return 0;
|
||
}
|
||
return ai.get.damageEffect(target,player);
|
||
}
|
||
}
|
||
},
|
||
threaten:1.3
|
||
},
|
||
tianyi:{
|
||
audio:2,
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filterTarget:function(card,player,target){
|
||
return player!=target&&target.num('h')>0;
|
||
},
|
||
filter:function(event,player){
|
||
return player.num('h')>0;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseToCompare(target);
|
||
"step 1"
|
||
if(result.bool){
|
||
player.addTempSkill('tianyi2','phaseAfter');
|
||
}
|
||
else{
|
||
player.addTempSkill('tianyi3','phaseAfter');
|
||
}
|
||
},
|
||
ai:{
|
||
order:function(name,player){
|
||
var cards=player.get('h');
|
||
if(player.num('h','sha')==0){
|
||
return 1;
|
||
}
|
||
for(var i=0;i<cards.length;i++){
|
||
if(cards[i].name!='sha'&&cards[i].number>11&&ai.get.value(cards[i])<7){
|
||
return 9;
|
||
}
|
||
}
|
||
return lib.card.sha.ai.order-1;
|
||
},
|
||
result:{
|
||
player:function(player){
|
||
if(player.num('h','sha')>0) return 0.6;
|
||
var num=player.num('h');
|
||
if(num>player.hp) return 0;
|
||
if(num==1) return -2;
|
||
if(num==2) return -1;
|
||
return -0.7;
|
||
},
|
||
target:function(player,target){
|
||
var num=target.num('h');
|
||
if(num==1) return -1;
|
||
if(num==2) return -0.7;
|
||
return -0.5
|
||
},
|
||
},
|
||
threaten:1.3
|
||
}
|
||
},
|
||
tianyi2:{
|
||
mod:{
|
||
targetInRange:function(card,player,target,now){
|
||
if(card.name=='sha') return true;
|
||
},
|
||
selectTarget:function(card,player,range){
|
||
if(card.name=='sha'&&range[1]!=-1) range[1]++;
|
||
},
|
||
cardUsable:function(card,player,num){
|
||
if(card.name=='sha') return num+1;
|
||
}
|
||
},
|
||
},
|
||
tianyi3:{
|
||
mod:{
|
||
cardEnabled:function(card){if(card.name=='sha') return false}
|
||
}
|
||
},
|
||
shuangxiong:{
|
||
audio:true,
|
||
trigger:{player:'phaseDrawBefore'},
|
||
check:function(event,player){
|
||
if(player.num('h')>player.hp) return true;
|
||
if(player.num('h')>3) return true;
|
||
return false;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.judge(ui.special);
|
||
"step 1"
|
||
player.gain(result.card);
|
||
player.$gain2(result.card);
|
||
player.addTempSkill('shuangxiong2','phaseAfter');
|
||
player.storage.shuangxiong=get.color(result.card);
|
||
trigger.untrigger();
|
||
trigger.finish();
|
||
}
|
||
},
|
||
shuangxiong2:{
|
||
audio:true,
|
||
enable:'phaseUse',
|
||
viewAs:{name:'juedou'},
|
||
filterCard:function(card,player){
|
||
return get.color(card)!=player.storage.shuangxiong;
|
||
},
|
||
check:function(card){
|
||
return 6-ai.get.value(card);
|
||
},
|
||
ai:{
|
||
basic:{
|
||
order:10
|
||
}
|
||
}
|
||
},
|
||
luanji:{
|
||
audio:2,
|
||
enable:'phaseUse',
|
||
viewAs:{name:'wanjian'},
|
||
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;
|
||
},
|
||
selectCard:2,
|
||
check:function(card){
|
||
return 6-ai.get.value(card);
|
||
},
|
||
ai:{
|
||
basic:{
|
||
order:10
|
||
}
|
||
}
|
||
},
|
||
xueyi:{
|
||
mod:{
|
||
maxHandcard:function(player,num){
|
||
if(player.isZhu){
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(player!=game.players[i]&&game.players[i].group=='qun') num+=2;
|
||
}
|
||
}
|
||
return num;
|
||
}
|
||
}
|
||
},
|
||
mengjin:{
|
||
audio:2,
|
||
trigger:{player:'shaMiss'},
|
||
priority:-1,
|
||
filter:function(event){
|
||
return event.target.num('he')>0;
|
||
},
|
||
check:function(event,player){
|
||
return ai.get.attitude(player,event.target)<0;
|
||
},
|
||
content:function(){
|
||
player.discardPlayerCard('he',trigger.target,true);
|
||
}
|
||
},
|
||
jiewei:{
|
||
trigger:{player:'turnOverEnd'},
|
||
direct:true,
|
||
audio:2,
|
||
content:function(){
|
||
'step 0'
|
||
player.chooseToUse(function(card){
|
||
if(!lib.filter.cardEnabled(card,_status.event.player,_status.event)){
|
||
return false;
|
||
}
|
||
var type=get.type(card,'trick');
|
||
return type=='trick'||type=='equip';
|
||
},'是否使用一张锦囊牌或装备牌?').set('logSkill','jiewei');
|
||
'step 1'
|
||
if(result.bool){
|
||
var goon=false;
|
||
var type=get.type(result.card||result.cards[0]);
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(type=='equip'){
|
||
if(game.players[i].num('e')){
|
||
goon=true;break;
|
||
}
|
||
}
|
||
else{
|
||
if(game.players[i].num('j')){
|
||
goon=true;break;
|
||
}
|
||
}
|
||
}
|
||
if(goon){
|
||
var next=player.chooseTarget('是否弃置场上的一张'+get.translation(type)+'牌?',function(card,player,target){
|
||
if(_status.event.type=='equip'){
|
||
return target.num('e')>0;
|
||
}
|
||
else{
|
||
return target.num('j')>0;
|
||
}
|
||
});
|
||
next.set('ai',function(target){
|
||
if(type=='equip'){
|
||
return -ai.get.attitude(player,target);
|
||
}
|
||
else{
|
||
return ai.get.attitude(player,target);
|
||
}
|
||
});
|
||
next.set('type',type);
|
||
event.type=type;
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
'step 2'
|
||
if(event.type&&result.bool&&result.targets&&result.targets.length){
|
||
player.line(result.targets,'green');
|
||
if(event.type=='equip'){
|
||
player.discardPlayerCard(result.targets[0],'e',true);
|
||
}
|
||
else{
|
||
player.discardPlayerCard(result.targets[0],'j',true);
|
||
}
|
||
}
|
||
}
|
||
},
|
||
releiji:{
|
||
audio:2,
|
||
trigger:{player:'respond'},
|
||
filter:function(event,player){
|
||
return event.card.name=='shan';
|
||
},
|
||
direct:true,
|
||
content:function(){
|
||
"step 0";
|
||
player.chooseTarget('是否发动【'+get.skillTranslation('releiji',player)+'】?').ai=function(target){
|
||
if(target.skills.contains('hongyan')) return 0;
|
||
return ai.get.damageEffect(target,_status.event.player,_status.event.player,'thunder');
|
||
};
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('releiji',result.targets,'thunder');
|
||
event.target=result.targets[0];
|
||
event.target.judge(function(card){
|
||
var suit=get.suit(card);
|
||
if(suit=='spade') return -4;
|
||
if(suit=='club') return -2;
|
||
return 0;
|
||
});
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 2"
|
||
if(result.suit=='club'){
|
||
event.target.damage('thunder');
|
||
player.recover();
|
||
}
|
||
else if(result.suit=='spade'){
|
||
event.target.damage(2,'thunder');
|
||
}
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player,target,current){
|
||
if(get.tag(card,'respondShan')){
|
||
var hastarget=false;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(ai.get.attitude(target,game.players[i])<0){
|
||
hastarget=true;break;
|
||
}
|
||
}
|
||
var be=target.num('e',{color:'black'});
|
||
if(target.num('h','shan')&&be){
|
||
if(!target.skills.contains('guidao')) return 0;
|
||
return [0,hastarget?target.num('he')/2:0];
|
||
}
|
||
if(target.num('h','shan')&&target.num('h')>2){
|
||
if(!target.skills.contains('guidao')) return 0;
|
||
return [0,hastarget?target.num('h')/4:0];
|
||
}
|
||
if(target.num('h')>3||(be&&target.num('h')>=2)){
|
||
return [0,0];
|
||
}
|
||
if(target.num('h')==0){
|
||
return [1.5,0];
|
||
}
|
||
if(target.num('h')==1&&!be){
|
||
return [1.2,0];
|
||
}
|
||
if(!target.skills.contains('guidao')) return [1,0.05];
|
||
return [1,Math.min(0.5,(target.num('h')+be)/4)];
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
shensu:{
|
||
group:['shensu1','shensu2']
|
||
},
|
||
shensu1:{
|
||
audio:2,
|
||
trigger:{player:'phaseBegin'},
|
||
direct:true,
|
||
content:function(){
|
||
"step 0"
|
||
player.addSkill('shensu3');
|
||
var check= player.num('h')>2;
|
||
player.chooseTarget('是否发动【神速】?',function(card,player,target){
|
||
if(player==target) return false;
|
||
return player.canUse({name:'sha'},target);
|
||
}).ai=function(target){
|
||
if(!check) return 0;
|
||
return ai.get.effect(target,{name:'sha'},_status.event.player);
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('shensu1',result.targets);
|
||
player.useCard({name:'sha'},result.targets[0],false);
|
||
player.skip('phaseJudge');
|
||
player.skip('phaseDraw');
|
||
}
|
||
player.removeSkill('shensu3');
|
||
}
|
||
},
|
||
shensu2:{
|
||
audio:2,
|
||
trigger:{player:'phaseUseBefore'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return player.num('he',{type:'equip'})>0;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.addSkill('shensu3');
|
||
var check=player.num('h')<=player.hp;
|
||
player.chooseCardTarget({
|
||
prompt:'是否发动【神速】?',
|
||
filterCard:function(card){
|
||
return get.type(card)=='equip'
|
||
},
|
||
position:'he',
|
||
filterTarget:function(card,player,target){
|
||
if(player==target) return false;
|
||
return player.canUse({name:'sha'},target);
|
||
},
|
||
ai1:function(card){
|
||
if(!_status.event.check) return 0;
|
||
return 6-ai.get.value(card);
|
||
},
|
||
ai2:function(target){
|
||
if(!_status.event.check) return 0;
|
||
return ai.get.effect(target,{name:'sha'},_status.event.player);
|
||
},
|
||
check:check
|
||
});
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('shensu2',result.targets);
|
||
player.discard(result.cards[0]);
|
||
player.useCard({name:'sha'},result.targets[0]);
|
||
trigger.untrigger();
|
||
trigger.finish();
|
||
}
|
||
player.removeSkill('shensu3');
|
||
}
|
||
},
|
||
shensu3:{
|
||
mod:{
|
||
targetInRange:function(card,player,target,now){
|
||
return true;
|
||
}
|
||
},
|
||
},
|
||
jushou:{
|
||
audio:true,
|
||
trigger:{player:'phaseEnd'},
|
||
content:function(){
|
||
player.draw(3);
|
||
player.turnOver();
|
||
}
|
||
},
|
||
liegong:{
|
||
audio:2,
|
||
trigger:{player:'shaBegin'},
|
||
check:function(event,player){
|
||
return ai.get.attitude(player,event.target)<=0;
|
||
},
|
||
filter:function(event,player){
|
||
var length=event.target.num('h');
|
||
return (length>=player.hp||length<=get.attackRange(player));
|
||
},
|
||
content:function(){
|
||
trigger.directHit=true;
|
||
}
|
||
},
|
||
kuanggu:{
|
||
audio:2,
|
||
trigger:{source:'damageEnd'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return get.distance(player,event.player)<=1;
|
||
},
|
||
content:function(){
|
||
player.recover(trigger.num);
|
||
}
|
||
},
|
||
tianxiang:{
|
||
audio:2,
|
||
trigger:{player:'damageBefore'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return player.num('h',{suit:'heart'})>0&&event.num>0;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseCardTarget({
|
||
filterCard:function(card){
|
||
return get.suit(card)=='heart';
|
||
},
|
||
filterTarget:function(card,player,target){
|
||
return player!=target;
|
||
},
|
||
ai1:function(card){
|
||
return 10-ai.get.value(card);
|
||
},
|
||
ai2:function(target){
|
||
var att=ai.get.attitude(_status.event.player,target);
|
||
var trigger=_status.event.getTrigger();
|
||
var da=0;
|
||
if(_status.event.player.hp==1){
|
||
da=10;
|
||
}
|
||
if(trigger.num>1){
|
||
if(target.maxHp>5&&target.hp>1) return -att/10+da;
|
||
return -att+da;
|
||
}
|
||
var eff=ai.get.damageEffect(target,trigger.source,target,trigger.nature);
|
||
if(att==0) return 0.1+da;
|
||
if(eff>=0&&trigger.num==1){
|
||
return att+da;
|
||
}
|
||
if(target.hp==target.maxHp) return -att+da;
|
||
if(target.hp==1){
|
||
if(target.maxHp<=4&&!target.hasSkillTag('maixie')){
|
||
if(target.maxHp<=3){
|
||
return -att+da;
|
||
}
|
||
return -att/2+da;
|
||
}
|
||
return da;
|
||
}
|
||
if(target.hp==target.maxHp-1){
|
||
if(target.hp>2||target.hasSkillTag('maixie')) return att/5+da;
|
||
if(att>0) return 0.02+da;
|
||
return 0.05+da;
|
||
}
|
||
return att/2+da;
|
||
},
|
||
prompt:'天香:弃置一张红桃牌转移伤害'
|
||
});
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('tianxiang',result.targets);
|
||
trigger.untrigger();
|
||
trigger.player=result.targets[0];
|
||
trigger.player.addSkill('tianxiang2');
|
||
player.discard(result.cards[0]);
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 2"
|
||
trigger.trigger('damageBefore');
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player,target){
|
||
if(player.skills.contains('jueqing')) return;
|
||
if(get.tag(card,'damage')&&target.num('h')>1) return 0.7;
|
||
}
|
||
},
|
||
threaten:function(player,target){
|
||
if(target.num('h')==0) return 2;
|
||
}
|
||
}
|
||
},
|
||
tianxiang2:{
|
||
trigger:{player:['damageAfter','damageCancelled']},
|
||
forced:true,
|
||
popup:false,
|
||
audio:false,
|
||
content:function(){
|
||
if(player.hp<player.maxHp) player.draw(player.maxHp-player.hp);
|
||
player.removeSkill('tianxiang2');
|
||
player.popup('tianxiang');
|
||
}
|
||
},
|
||
hongyan:{
|
||
mod:{
|
||
suit:function(card,suit){
|
||
if(suit=='spade') return 'heart';
|
||
}
|
||
}
|
||
},
|
||
buqu:{
|
||
audio:2,
|
||
trigger:{player:'dieBefore'},
|
||
forced:true,
|
||
filter:function(event,player){return player.maxHp>0},
|
||
content:function(){
|
||
"step 0"
|
||
event.card=get.cards()[0];
|
||
if(player.storage.buqu==undefined) player.storage.buqu=[];
|
||
player.storage.buqu.push(event.card);
|
||
player.syncStorage('buqu');
|
||
player.showCards(player.storage.buqu,'不屈')
|
||
player.markSkill('buqu');
|
||
"step 1"
|
||
for(var i=0;i<player.storage.buqu.length-1;i++){
|
||
if(get.number(event.card)&&get.number(event.card)==get.number(player.storage.buqu[i])) return;
|
||
}
|
||
trigger.untrigger();
|
||
trigger.finish();
|
||
player.hp=0;
|
||
},
|
||
mod:{
|
||
maxHandcard:function(player){
|
||
if(player.storage.buqu&&player.storage.buqu.length) return player.storage.buqu.length;
|
||
}
|
||
},
|
||
intro:{
|
||
content:'cards',
|
||
onunmark:function(storage,player){
|
||
if(storage&&storage.length){
|
||
player.$throw(storage);
|
||
for(var i=0;i<storage.length;i++){
|
||
ui.discardPile.appendChild(storage[i]);
|
||
}
|
||
delete player.storage.buqu;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
fenji:{
|
||
audio:2,
|
||
trigger:{global:'discardAfter'},
|
||
filter:function(event){
|
||
if(_status.currentPhase!=event.player){
|
||
for(var i=0;i<event.cards.length;i++){
|
||
if(event.cards[i].original=='h') return true;
|
||
}
|
||
}
|
||
return false;
|
||
},
|
||
check:function(event,player){
|
||
return ai.get.attitude(player,event.player)>2;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.line(trigger.player,'green');
|
||
player.loseHp();
|
||
"step 1"
|
||
trigger.player.draw(2);
|
||
},
|
||
},
|
||
leiji:{
|
||
audio:2,
|
||
trigger:{player:'respond'},
|
||
filter:function(event,player){
|
||
return event.card.name=='shan';
|
||
},
|
||
direct:true,
|
||
content:function(){
|
||
"step 0";
|
||
player.chooseTarget('是否发动【雷击】?').ai=function(target){
|
||
if(target.skills.contains('hongyan')) return 0;
|
||
return ai.get.damageEffect(target,_status.event.player,_status.event.player,'thunder');
|
||
};
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('leiji',result.targets,'thunder');
|
||
event.target=result.targets[0];
|
||
event.target.judge(function(card){
|
||
if(get.suit(card)=='spade') return -4;
|
||
return 0;
|
||
});
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 2"
|
||
if(result.bool==false){
|
||
event.target.damage(2,'thunder');
|
||
}
|
||
},
|
||
ai:{
|
||
mingzhi:false,
|
||
effect:{
|
||
target:function(card,player,target,current){
|
||
if(get.tag(card,'respondShan')){
|
||
var hastarget=false;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(ai.get.attitude(target,game.players[i])<0){
|
||
hastarget=true;break;
|
||
}
|
||
}
|
||
if(target.num('h','shan')&&target.num('e',{suit:'spade'})){
|
||
return [0,hastarget?target.num('he')/2:0];
|
||
}
|
||
if(target.num('h','shan')){
|
||
return [1,hastarget?target.num('he')/2:0];
|
||
}
|
||
return [1,target.num('h')/4];
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
guidao:{
|
||
audio:2,
|
||
trigger:{global:'judge'},
|
||
filter:function(event,player){
|
||
return player.num('he',{color:'black'})>0;
|
||
},
|
||
direct:true,
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseCard(get.translation(trigger.player)+'的'+(trigger.judgestr||'')+'判定为'+
|
||
get.translation(trigger.player.judging[0])+',是否发动【鬼道】?','he',function(card){
|
||
return get.color(card)=='black';
|
||
}).set('ai',function(card){
|
||
var trigger=_status.event.getTrigger();
|
||
var player=_status.event.player;
|
||
var judging=_status.event.judging;
|
||
var result=trigger.judge(card)-trigger.judge(judging);
|
||
var attitude=ai.get.attitude(player,trigger.player);
|
||
if(attitude==0||result==0) return 0;
|
||
if(attitude>0){
|
||
return result;
|
||
}
|
||
else{
|
||
return -result;
|
||
}
|
||
}).set('judging',trigger.player.judging[0]);
|
||
"step 1"
|
||
if(result.bool){
|
||
player.respond(result.cards,'highlight');
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
"step 2"
|
||
if(result.bool){
|
||
player.logSkill('guidao');
|
||
player.$gain2(trigger.player.judging[0]);
|
||
player.gain(trigger.player.judging[0]);
|
||
trigger.player.judging[0]=result.cards[0];
|
||
if(!get.owner(result.cards[0],'judge')){
|
||
trigger.position.appendChild(result.cards[0]);
|
||
}
|
||
game.log(trigger.player,'的判定牌改为',result.cards[0]);
|
||
}
|
||
"step 3"
|
||
game.delay(2);
|
||
},
|
||
ai:{
|
||
tag:{
|
||
rejudge:1
|
||
}
|
||
}
|
||
},
|
||
guhuo:{
|
||
trigger:{player:'phaseBegin'},
|
||
forced:true,
|
||
content:function(){
|
||
player.draw();
|
||
player.chooseToDiscard('hej',true).ai=ai.get.disvalue;
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card){
|
||
if(get.type(card)=='delay') return [0,1];
|
||
}
|
||
}
|
||
}
|
||
},
|
||
huangtian:{
|
||
unique:true,
|
||
global:'huangtian2'
|
||
},
|
||
huangtian2:{
|
||
audio:2,
|
||
enable:'phaseUse',
|
||
discard:false,
|
||
line:true,
|
||
prepare:function(cards,player,targets){
|
||
player.$give(cards,targets[0]);
|
||
},
|
||
filter:function(event,player){
|
||
var zhu=get.zhu('huangtian');
|
||
if(!zhu) return false;
|
||
return (player!=zhu&&player.group=='qun'&&
|
||
(player.num('h','shan')+player.num('h','shandian')>0))
|
||
},
|
||
filterCard:function(card){
|
||
return (card.name=='shan'||card.name=='shandian')
|
||
},
|
||
filterTarget:function(card,player,target){
|
||
return player!=target&&target.isZhu&&target.get('s').contains('huangtian');
|
||
},
|
||
usable:1,
|
||
forceaudio:true,
|
||
content:function(){
|
||
target.gain(cards);
|
||
},
|
||
ai:{
|
||
expose:0.3,
|
||
order:10,
|
||
result:{
|
||
target:5
|
||
}
|
||
}
|
||
}
|
||
},
|
||
translate:{
|
||
tiaoxin:'挑衅',
|
||
zhiji:'志继',
|
||
zhiji_draw:'摸牌',
|
||
zhiji_recover:'回血',
|
||
xiangle:'享乐',
|
||
fangquan:'放权',
|
||
ruoyu:'若愚',
|
||
qiaobian:'巧变',
|
||
qiaobian1:'巧变-判定',
|
||
qiaobian2:'巧变-摸牌',
|
||
qiaobian3:'巧变-出牌',
|
||
qiaobian4:'巧变-弃牌',
|
||
tuntian:'屯田',
|
||
tuntian_bg:'田',
|
||
zaoxian:'凿险',
|
||
jixi:'急袭',
|
||
jiang:'激昂',
|
||
hunzi:'魂姿',
|
||
zhiba:'制霸',
|
||
zhiba2:'制霸',
|
||
zhijian:'直谏',
|
||
guzheng:'固政',
|
||
beige:'悲歌',
|
||
duanchang:'断肠',
|
||
// fushen:'附身',
|
||
huashen:'化身',
|
||
huashen1:'化身',
|
||
huashen2:'化身',
|
||
xinsheng:'新生',
|
||
tiaoxin_info:'出牌阶段,你可以指定一名使用【杀】能攻击到你的角色,该角色需对你使用一张【杀】,若该角色不如此做,你弃掉他的一张牌,每回合限一次。',
|
||
zhiji_info:'觉醒技,回合开始阶段,若你没有手牌,你须回复1点体力或摸两张牌,然后减1点体力上限,并永久获得技能“观星”。',
|
||
xiangle_info:'锁定技,当其他玩家使用【杀】指定你为目标时,需额外弃掉一张基本牌,否则该【杀】对你无效。',
|
||
fangquan_info:'你可跳过你的出牌阶段,若如此做,在回合结束时可弃一张手牌令一名其他角色进行一个额外的回合。',
|
||
ruoyu_info:'主公技,觉醒技,回合开始阶段,若你的体力是全场最少的(或之一),你须增加1点体力上限,回复1点体力,并永久获得技能“激将”。',
|
||
qiaobian_info:'你可以弃一张手牌来跳过自己的一个阶段(回合开始和回合结束阶段除外);若以此法跳过摸牌阶段,你可以从其他至多两名角色手里各抽取一张牌;若以此法跳过出牌阶段,你可以将场上的一张牌移动到另一个合理的位置。',
|
||
tuntian_info:'每次当你于回合外失去牌时,可以进行一次判定,将非♥结果的判定牌置于你的武将牌上,称为“田”,每有一张田,你计算与其他角色的距离便-1.',
|
||
zaoxian_info:'觉醒技,回合开始阶段,若田的数量达到3张或更多,你须减1点体力上限,并永久获得技能“急袭”(出牌阶段,你可以把任意一张田当【顺手牵羊】使用)。',
|
||
jiang_info:'每当你使用(指定目标后)或被使用(成为目标后)一张【决斗】或红色的【杀】时,你可以摸一张牌。',
|
||
hunzi_info:'觉醒技,回合开始阶段,若你的体力为1,你须减1点体力上限,并永久获得技能“英姿”和“英魂”。',
|
||
zhiba_info:'主公技,其他吴势力角色的出牌阶段,可与你进行一次拼点,若该角色没赢,你可以获得双方拼点的牌;你的觉醒技发动后,你可以拒绝此拼点。每回合限一次。',
|
||
zhijian_info:'出牌阶段,你可以将你手牌中的一张装备牌置于一名其他角色装备区里(不得替换原装备),然后摸一张牌。',
|
||
guzheng_info:'其他角色的弃牌阶段结束时,你可将其弃置的一张牌返回其手牌,然后获得其弃置的其它牌',
|
||
beige_info:'一名角色每受到【杀】造成的一次伤害,你可以弃一张牌,并令其进行一次判定,判定结果为:♥该角色回复1点体力;♦︎该角色摸两张牌;♣伤害来源弃两张牌;♠伤害来源将其武将牌翻面',
|
||
duanchang_info:'锁定技,杀死你的角色失去当前的所有技能直到游戏结束。',
|
||
// fushen_info:'回合开始前,你可以选择与任意一名角色交换控制权,该角色可选择在下一个回合开始前与你换回',
|
||
huashen_info:'所有人都展示武将牌后,你随机获得两张未加入游戏的武将牌,选一张置于你面前并声明该武将的一项技能,你拥有该技能且同时将性别和势力属性变成与该武将相同知道该化身被替换。在你的每个回合开始时和结束后,你可以替换化身牌,你须为新的化身重新声明一项技能(你不可声明锁定技、觉醒技或主公技)。',
|
||
xinsheng_info:'你每受到1点伤害,可获得一张新化身牌。',
|
||
jiangwei:'姜维',
|
||
liushan:'刘禅',
|
||
zhanghe:'张郃',
|
||
dengai:'邓艾',
|
||
sunce:'孙策',
|
||
zhangzhang:'张昭张紘',
|
||
caiwenji:'蔡文姬',
|
||
zuoci:'左慈',
|
||
|
||
zhurong:'祝融',
|
||
menghuo:'孟获',
|
||
caopi:'曹丕',
|
||
xuhuang:'徐晃',
|
||
lusu:'鲁肃',
|
||
sunjian:'孙坚',
|
||
dongzhuo:'董卓',
|
||
jiaxu:'贾诩',
|
||
huoshou:'祸首',
|
||
huoshou1:'祸首',
|
||
huoshou2:'祸首',
|
||
zaiqi:'再起',
|
||
juxiang:'巨象',
|
||
juxiang1:'巨象',
|
||
juxiang2:'巨象',
|
||
lieren:'烈刃',
|
||
xingshang:'行殇',
|
||
fangzhu:'放逐',
|
||
songwei:'颂威',
|
||
songwei2:'颂威',
|
||
duanliang:'断粮',
|
||
duanliang1:'断粮',
|
||
haoshi:'好施',
|
||
dimeng:'缔盟',
|
||
yinghun:'英魂',
|
||
yinghun_true:'摸X弃1',
|
||
yinghun_false:'摸1弃X',
|
||
jiuchi:'酒池',
|
||
roulin:'肉林',
|
||
benghuai:'崩坏',
|
||
baonue:'暴虐',
|
||
baonue2:'暴虐',
|
||
baonue_hp:'体力',
|
||
baonue_maxHp:'体力上限',
|
||
luanwu:'乱武',
|
||
wansha:'完杀',
|
||
weimu:'帷幕',
|
||
huoshou_info:'【南蛮入侵】对你无效;你是任何【南蛮入侵】造成伤害的来源。',
|
||
zaiqi_info:'摸牌阶段,若你已受伤,你可以放弃摸牌并展示牌堆顶的X张牌,X为你已损失的体力值,其中每有一张♥牌,你回复1点体力,然后弃掉这些♥牌,将其余的牌收入手牌。',
|
||
juxiang_info:'南蛮入侵】对你无效;若其他角色使用的【南蛮入侵】在结算完时进入弃牌堆,你立即获得它。',
|
||
lieren_info:'你每使用【杀】造成一次伤害,可与受到该伤害的角色拼点;若你赢,你获得对方的一张牌。',
|
||
xingshang_info:'你可以立即获得死亡角色的所有牌。',
|
||
fangzhu_info:'你每受到一次伤害,可令除你以外的任一角色补X张牌,X为你已损失的体力值,然后该角色将其武将牌翻面。',
|
||
songwei_info:'主公技,其他魏势力的角色的判定牌结果为♠或♣且失效后,可以让你摸一张牌。',
|
||
duanliang_info:'出牌阶段,你可以将你的任意一张♠或♣的基本牌或装备牌当【兵粮寸断】使用;你可以对与你距离2以内的角色使用【兵粮寸断】。',
|
||
haoshi_info:'摸牌阶段,你可以额外摸两张牌,若此时你的手牌数多于五张,你必须将一半(向下取整)的手牌交给场上除你外手牌数最少的一名角色。',
|
||
dimeng_info:'出牌阶段,你可以选择其他两名角色,你弃掉等同于这两名角色手牌数量之差的牌,然后交换他们的手牌,每回合限一次。',
|
||
yinghun_info:'回合开始阶段,若你已受伤,可选择一名其他角色执行下列两项中的一项: 1.摸X张牌,然后弃一张牌。 2.摸一张牌,然后弃X张牌。 X为你已损失的体力值,每回合限一次。',
|
||
jiuchi_info:'你可将你的任意一张♠手牌当【酒】使用。',
|
||
roulin_info:'你对女性角色、女性角色对你使用【杀】时,都需连续使用两张【闪】才能抵消。',
|
||
benghuai_info:'回合结束阶段,若你的体力不是全场最少的(或之一),你须减1点体力或体力上限。',
|
||
baonue_info:'主公技,其他群雄角色每造成一次伤害,可进行一次判定,若为♠,你回复1点体力。',
|
||
luanwu_info:'出牌阶段,可令除你外的所有角色依次对与其距离最近的另一名角色使用一张【杀】,无法如此做者失去1点体力。',
|
||
wansha_info:'在你的回合,除你以外,只有处于濒死状态的角色才能使用【桃】。',
|
||
weimu_info:'你不能成为♠或♣锦囊的目标。',
|
||
|
||
sp_zhugeliang:'卧龙',
|
||
pangtong:'庞统',
|
||
xunyu:'荀彧',
|
||
dianwei:'典韦',
|
||
taishici:'太史慈',
|
||
yanwen:'颜良文丑',
|
||
yuanshao:'袁绍',
|
||
pangde:'庞德',
|
||
huoji:'火计',
|
||
bazhen:'八阵',
|
||
kanpo:'看破',
|
||
lianhuan:'连环',
|
||
lianhuan1:'连环',
|
||
lianhuan2:'重铸♣︎',
|
||
niepan:'涅槃',
|
||
quhu:'驱虎',
|
||
jieming:'节命',
|
||
qiangxi:'强袭',
|
||
tianyi:'天义',
|
||
shuangxiong:'双雄',
|
||
shuangxiong2:'双雄',
|
||
luanji:'乱击',
|
||
xueyi:'血裔',
|
||
mengjin:'猛进',
|
||
huoji_info:'出牌阶段,你可以将你的任意一张♥或♦手牌当【火攻】使用。',
|
||
bazhen_info:'当你没装备防具时,始终视为你装备着【八卦阵】。',
|
||
kanpo_info:'你可以将你的任意一张♠或♣手牌当【无懈可击】使用。',
|
||
lianhuan_info:'出牌阶段,你可以将你任意一张梅花手牌当【铁索连环】使用或重铸。',
|
||
niepan_info:'限定技,当你处于濒死状态时,你可以丢弃你所有的牌和你判定区里的牌,并重置你的武将牌,然后摸三张牌且体力回复至3点。',
|
||
quhu_info:'出牌阶段,你可以与一名体力比你多的角色拼点,若你赢,则该角色对其攻击范围内另一名由你指定的角色造成1点伤害。若你没赢,他/她对你造成一点伤害。每回合限用一次。',
|
||
jieming_info:'你每受到1点伤害,可令任意一名角色将手牌补至其体力上限的张数(不能超过五张)。',
|
||
qiangxi_info:'出牌阶段,你可以自减一点体力或弃一张武器牌,然后你对你攻击范围内的一名角色造成一点伤害,每回合限一次。',
|
||
tianyi_info:'出牌阶段,你可以和一名角色拼点,若你赢,你获得以下技能直到回合结束:攻击范围无限;可额外使用一张【杀】;使用【杀】时可额外指定一个目标,若你没赢,你不能使用【杀】直到回合结束。每回合限一次。',
|
||
shuangxiong_info:'摸牌阶段,你可选择放弃摸牌并进行一次判定:你获得此判定牌,且于此回合的出牌阶段,你可以将任意一张与此判定牌不同颜色的手牌当【决斗】使用。',
|
||
luanji_info:'出牌阶段,你可以将任意两张相同花色的手牌当【万箭齐发】使用。',
|
||
xueyi_info:'场上每有一名其他群雄角色存活,你的手牌上限便+2。',
|
||
mengjin_info:'当你使用的【杀】被【闪】抵消时,你可以弃掉对方的一张牌。',
|
||
|
||
xiahouyuan:'夏侯渊',
|
||
caoren:'曹仁',
|
||
huangzhong:'黄忠',
|
||
sp_zhangjiao:'张角',
|
||
weiyan:'魏延',
|
||
xiaoqiao:'小乔',
|
||
zhoutai:'周泰',
|
||
zhangjiao:'张角',
|
||
yuji:'于吉',
|
||
shensu:'神速',
|
||
shensu1:'神速',
|
||
shensu2:'神速',
|
||
jushou:'据守',
|
||
liegong:'烈弓',
|
||
kuanggu:'狂骨',
|
||
tianxiang:'天香',
|
||
hongyan:'红颜',
|
||
buqu:'不屈',
|
||
buqu_bg:'创',
|
||
leiji:'雷击',
|
||
guidao:'鬼道',
|
||
huangtian:'黄天',
|
||
huangtian2:'黄天',
|
||
guhuo:'蛊惑',
|
||
fenji:'奋激',
|
||
releiji:'雷击',
|
||
jiewei:'解围',
|
||
jiewei_info:'每当你翻面,你可以使用一张锦囊牌或装备牌,若如此做,此牌结算后,你可以弃置场上一张同类型的牌',
|
||
releiji_info:'每当你使用或打出一张【闪】,可令任意一名角色进行一次判定,若结果为梅花,其受到一点雷电伤害,然后你回复一点体力;若结果为黑桃,其受到两点雷电伤害',
|
||
tiangong:'天公',
|
||
tiangong2:'天公',
|
||
tiangong_info:'锁定技,你防止即将受到的雷电伤害,每当你造成一次雷电伤害,你摸一张牌',
|
||
shensu_info:
|
||
'你可以跳过摸牌阶段,或跳过出牌阶段并弃置一张装备牌,'+
|
||
'若如此则视为对任意一名使用一张【杀】',
|
||
jushou_info:
|
||
'回合结束阶段,你可以摸3张牌并将武将牌翻面',
|
||
liegong_info:
|
||
'当你使用【杀】时,若目标的手牌数大于等于你的体力值,或小于等于你的攻击范围,你可令此【杀】不能闪避',
|
||
kuanggu_info:
|
||
'锁定技,每当你造成一点伤害,若受伤害角色与你的距离不大于1,你回复一点体力',
|
||
tianxiang_info:
|
||
'当你即将受到伤害时,你可以弃置一张红桃牌将伤害转移给任意一名其他角色,然后该角色摸x张牌,x为其已损失体力值',
|
||
hongyan_info:
|
||
'锁定技,你的黑桃牌均视为红桃',
|
||
buqu_info:
|
||
'锁定技,每当你扣减1点体力后,若你当前的体力值为0,你可以将牌堆顶的一张牌置于你的武将牌上,'+
|
||
'称为“创”,若所有“创”的点数均不同,你不会死亡。你的手牌上限为“创”的个数',
|
||
leiji_info:
|
||
'每当你使用或打出一张【闪】,可令任意一名角色进行一次判定,若结果为黑桃,其受到两点雷电伤害',
|
||
guidao_info:
|
||
'任意一名角色的判定生效前,你可以打出一张黑色牌替换之',
|
||
huangtian_info:
|
||
'主公技,群雄角色可在他们各自的回合里给你一张【闪】或【闪电】。',
|
||
guhuo_info:
|
||
'锁定技,回合开始阶段,你摸一张牌并弃置区域内的一张牌',
|
||
fenji_info:
|
||
'每当一名角色的手牌于回合外被弃置时,你可以失去1点体力,然后该角色摸两张牌。'
|
||
},
|
||
}
|