677 lines
18 KiB
JavaScript
677 lines
18 KiB
JavaScript
'use strict';
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game.import('card',function(lib,game,ui,get,ai,_status){
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return {
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name:'sp',
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connect:true,
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card:{
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jinchan:{
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audio:true,
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fullskin:true,
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wuxieable:true,
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type:'trick',
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notarget:true,
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global:['g_jinchan','g_jinchan2'],
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content:function(){
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var evt=event.getParent(3)._trigger;
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if(evt.jinchan){
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var type=get.type(evt.card,'trick');
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if(type=='basic'||type=='trick'){
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evt.neutralize();
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}
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}
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player.draw(2);
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},
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ai:{
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useful:function(){
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var player=_status.event.player;
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var nj=player.countCards('h','jinchan');
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var num=player.getHandcardLimit();
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if(nj>=num){
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return 10;
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}
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if(nj==num-1){
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return 6;
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}
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return 1;
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},
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result:{
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player:1
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},
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value:5
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}
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},
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qijia:{
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audio:true,
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fullskin:true,
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type:'trick',
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enable:true,
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filterTarget:function(card,player,target){
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if(target==player) return false;
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if(target.getEquip(5)){
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return target.countCards('e')>1;
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}
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else{
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return target.countCards('e')>0;
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}
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},
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content:function(){
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'step 0'
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var e1=[],e2=[];
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var he=target.getCards('he');
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for(var i=0;i<he.length;i++){
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if(get.type(he[i])=='equip'){
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var subtype=get.subtype(he[i]);
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if(subtype=='equip1'||subtype=='equip4'){
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e1.push(he[i]);
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}
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else if(subtype=='equip2'||subtype=='equip3'){
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e2.push(he[i]);
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}
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}
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}
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if(e1.length&&e2.length){
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var choice=0;
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if(e1.length>e2.length||(target.hp>=3&&Math.random()<0.3)){
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choice=1;
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}
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event.e1=e1;
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event.e2=e2;
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target.chooseControl(choice).set('choiceList',['弃置'+get.translation(e1),'弃置'+get.translation(e2)]);
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}
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else{
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if(e1.length){
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target.discard(e1);
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}
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else if(e2.length){
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target.discard(e2);
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}
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event.finish();
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}
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'step 1'
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if(result.index==0){
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target.discard(event.e1);
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}
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else{
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target.discard(event.e2);
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}
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},
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ai:{
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order:9.01,
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useful:1,
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value:5,
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result:{
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target:function(player,target){
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var num1=0,num2=0;
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for(var i=1;i<=4;i++){
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var card=target.getEquip(i);
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if(card){
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if(i==1||i==4){
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num1+=get.equipValue(card);
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}
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else{
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num2+=get.equipValue(card);
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}
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}
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}
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var num;
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if(num1==0){
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num=num2;
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}
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else if(num2==0){
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num=num1;
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}
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else{
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num=Math.min(num1,num2);
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}
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if(num>0){
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return -0.8-num/10;
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}
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else{
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return 0;
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}
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}
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},
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tag:{
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loseCard:1,
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discard:1
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}
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}
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},
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fulei:{
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audio:true,
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fullskin:true,
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type:'delay',
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cardnature:'thunder',
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modTarget:function(card,player,target){
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return lib.filter.judge(card,player,target);
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},
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enable:function(card,player){
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return player.canAddJudge(card);
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},
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filterTarget:function(card,player,target){
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return (lib.filter.judge(card,player,target)&&player==target);
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},
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selectTarget:[-1,-1],
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toself:true,
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judge:function(card){
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if(get.suit(card)=='spade') return -6;
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return 6;
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},
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judge2:function(result){
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if(result.bool==false) return true;
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return false;
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},
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cardPrompt:function(card){
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var str='出牌阶段,对你使用。你将【浮雷】置入判定区。若判定结果为♠,则目标角色受到X点雷电伤害(X为此牌判定结果为♠的次数)。判定完成后,将此牌移动到下家的判定区里。';
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if(card.storage&&card.storage.fulei) str+=('<br><span style="font-family:yuanli">此牌已判定命中过:'+card.storage.fulei+'次</span>');
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return str;
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},
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effect:function(){
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'step 0'
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if(result.bool==false){
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var card=cards[0];
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if(card){
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if(!card.storage.fulei){
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card.storage.fulei=1;
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}
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else{
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card.storage.fulei++;
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}
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player.damage(card.storage.fulei,'thunder','nosource');
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}
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}
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'step 1'
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player.addJudgeNext(card);
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},
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cancel:function(){
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player.addJudgeNext(card);
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},
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ai:{
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basic:{
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order:1,
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useful:0,
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value:0,
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},
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result:{
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target:function(player,target){
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return lib.card.shandian.ai.result.target(player,target);
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}
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},
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}
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},
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qibaodao:{
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audio:true,
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fullskin:true,
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type:'equip',
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subtype:'equip1',
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skills:['qibaodao','qibaodao2'],
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distance:{attackFrom:-1},
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ai:{
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equipValue:function(card,player){
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if(game.hasPlayer(function(current){
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return player.canUse('sha',current)&¤t.isHealthy()&&get.attitude(player,current)<0;
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})){
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return 5;
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}
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return 3;
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},
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basic:{
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equipValue:5
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}
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},
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},
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zhungangshuo:{
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audio:true,
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fullskin:true,
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type:'equip',
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subtype:'equip1',
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skills:['zhungangshuo'],
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distance:{attackFrom:-2},
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ai:{
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equipValue:4
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},
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},
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lanyinjia:{
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fullskin:true,
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type:'equip',
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subtype:'equip2',
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skills:['lanyinjia','lanyinjia2'],
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ai:{
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equipValue:6
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}
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},
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yinyueqiang:{
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audio:true,
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fullskin:true,
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type:'equip',
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subtype:'equip1',
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distance:{attackFrom:-2},
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ai:{
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basic:{
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equipValue:4
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}
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},
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skills:['yinyueqiang']
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},
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shengdong:{
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audio:true,
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fullskin:true,
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enable:function(){
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return game.countPlayer()>2;
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},
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chongzhu:function(){
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return game.countPlayer()<=2;
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},
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singleCard:true,
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type:'trick',
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complexTarget:true,
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multitarget:true,
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targetprompt:['给一张牌','得两张牌'],
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filterTarget:function(card,player,target){
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return target!=player;
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},
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filterAddedTarget:function(card,player,target){
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return target!=player;
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},
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content:function(){
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'step 0'
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if(!player.countCards('h')){
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event.finish();
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}
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else{
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event.target1=target;
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event.target2=event.addedTarget;
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player.chooseCard('h','将一张手牌交给'+get.translation(event.target1),true);
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}
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'step 1'
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player.give(result.cards,event.target1);
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'step 2'
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if(!event.target1.countCards('h')){
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event.finish();
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}
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else{
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var he=event.target1.getCards('he');
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if(he.length<=2){
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event.directresult=he;
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}
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else{
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event.target1.chooseCard('he','将两张牌交给'+get.translation(event.target2),2,true);
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}
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}
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'step 3'
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if(!event.directresult){
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event.directresult=result.cards;
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}
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event.target1.give(event.directresult,event.target2);
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},
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ai:{
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order:2.5,
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value:[4,1],
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useful:1,
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wuxie:function(){
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return 0;
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},
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result:{
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target:function(player,target){
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var ok=false;
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var hs=player.getCards('h');
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if(hs.length<=1) return 0;
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for(var i=0;i<hs.length;i++){
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if(get.value(hs[i])<=5){
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ok=true;
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break;
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}
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}
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if(!ok) return 0;
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if(ui.selected.targets.length==1){
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if(target.hasSkillTag('nogain')) return 0;
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return 2;
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}
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if(target.countCards('he')==0) return 0;
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if(player.hasFriend()) return -1;
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return 0;
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}
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}
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}
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},
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zengbin:{
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audio:true,
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fullskin:true,
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enable:true,
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type:'trick',
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filterTarget:true,
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content:function(){
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'step 0'
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target.draw(3);
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'step 1'
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if(target.countCards('he',{type:'basic'})<target.countCards('he')){
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target.chooseToDiscard('增兵减灶','he',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.goon) return 8-get.value(card);
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return 11-get.value(card);
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}).set('goon',target.countCards('h',function(card){
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return get.value(card,target,'raw')<8;
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})>1).set('prompt2','弃置一张非基本牌,或取消并弃置两张牌');
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event.more=true;
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}
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else{
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target.chooseToDiscard('he',2,true).set('ai',get.disvalue2);
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}
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'step 2'
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if(event.more&&!result.bool){
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target.chooseToDiscard('he',2,true).set('ai',get.disvalue2);
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}
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},
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ai:{
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order:7,
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useful:4,
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value:10,
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tag:{
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draw:2
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},
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result:{
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target:function(player,target){
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if(target.hasJudge('lebu')) return 0;
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return Math.max(1,2-target.countCards('h')/10);
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}
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}
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}
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},
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caomu:{
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audio:true,
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fullskin:true,
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enable:true,
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type:'delay',
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filterTarget:function(card,player,target){
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return (lib.filter.judge(card,player,target)&&player!=target);
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},
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judge:function(card){
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if(get.suit(card)=='club') return 1;
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return -3;
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},
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judge2:function(result){
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if(result.bool==false) return true;
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return false;
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},
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effect:function(){
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if(result.bool==false){
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player.addTempSkill('caomu_skill');
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}
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},
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ai:{
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basic:{
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order:1,
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useful:1,
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value:4.5,
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},
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result:{
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player:function(player,target){
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return game.countPlayer(function(current){
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if(get.distance(target,current)<=1&¤t!=target){
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var att=get.attitude(player,current);
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if(att>3){
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return 1.1;
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}
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else if(att>0){
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return 1;
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}
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else if(att<-3){
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return -1.1;
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}
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else if(att<0){
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return -1;
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}
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}
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});
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},
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target:function(player,target){
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if(target.hasJudge('bingliang')) return 0;
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return -1.5/Math.sqrt(target.countCards('h')+1);
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}
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},
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}
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}
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},
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skill:{
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lanyinjia:{
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equipSkill:true,
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enable:['chooseToUse','chooseToRespond'],
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filterCard:true,
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viewAs:{name:'shan'},
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viewAsFilter:function(player){
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if(!player.countCards('hs')) return false;
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},
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position:'hs',
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prompt:'将一张手牌当闪使用或打出',
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check:function(card){
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return 6-get.value(card);
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},
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ai:{
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respondShan:true,
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skillTagFilter:function(player){
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if(!player.countCards('hs')) return false;
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},
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effect:{
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target:function(card,player,target,current){
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if(get.tag(card,'respondShan')&¤t<0&&target.countCards('hs')) return 0.59
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}
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},
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order:4,
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useful:-0.5,
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value:-0.5
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}
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},
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lanyinjia2:{
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equipSkill:true,
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trigger:{player:'damageBegin4'},
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forced:true,
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filter:function(event,player){
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return event.card&&event.card.name=='sha'&&player.getEquip('lanyinjia');
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},
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content:function(){
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var card=player.getEquip('lanyinjia');
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if(card){
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player.discard(card);
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}
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},
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},
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zhungangshuo:{
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equipSkill:true,
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trigger:{player:'useCardToPlayered'},
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logTarget:'target',
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filter:function(event,player){
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return event.card.name=='sha'&&(event.player.countCards('h')||player.countCards('h'));
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},
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check:function(event,player){
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var target=event.target;
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if(get.attitude(player,target)>=0) return false;
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if(player.hasCard(function(card){
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return get.value(card)>=8;
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})){
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return false;
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}
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var n1=event.target.countCards('h');
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return n1>0&&n1<=player.countCards('h');
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},
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content:function(){
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'step 0'
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game.delayx();
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'step 1'
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trigger.target.discardPlayerCard('h',player,true);
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'step 2'
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player.discardPlayerCard('h',trigger.target,true);
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}
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},
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qibaodao:{
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equipSkill:true,
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trigger:{source:'damageBegin1'},
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forced:true,
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filter:function(event){
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return event.card&&event.card.name=='sha'&&event.player.isHealthy();
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},
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content:function(){
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trigger.num++;
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},
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ai:{
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effect:{
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player:function(card,player,target){
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if(card.name=='sha'&&target.isHealthy()&&get.attitude(player,target)>0){
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return [1,-2];
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}
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}
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}
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}
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},
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qibaodao2:{
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inherit:'qinggang_skill',
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},
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g_jinchan:{
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cardSkill:true,
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trigger:{target:'useCardToBefore'},
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forced:true,
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popup:false,
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filter:function(event,player){
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if(event.player==player) return false;
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if(event.getParent().directHit.contains(player)) return false;
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var num=player.countCards('h','jinchan');
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return num&&num==player.countCards('h');
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},
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content:function(){
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'step 0'
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player.chooseToUse('是否对'+get.translation(trigger.card)+'使用【金蝉脱壳】?').set('ai1',function(card){
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return _status.event.bool;
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}).set('bool',-get.effect(player,trigger.card,trigger.player,player)).set('respondTo',[trigger.player,trigger.card]).set('filterCard',function(card,player){
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if(get.name(card)!='jinchan') return false;
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return lib.filter.cardEnabled(card,player,'forceEnable');
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});
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trigger.jinchan=true;
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'step 1'
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delete trigger.jinchan;
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}
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},
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g_jinchan2:{
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trigger:{
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player:'loseAfter',
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global:'loseAsyncAfter',
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},
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forced:true,
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cardSkill:true,
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filter:function(event,player){
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||
if(event.type!='discard') return false;
|
||
var evt=event.getl(player);
|
||
if(!evt||!evt.cards2||!evt.cards2.length) return false;
|
||
for(var i of evt.cards2){
|
||
if(i.name=='jinchan') return true;
|
||
}
|
||
return false;
|
||
},
|
||
content:function(){
|
||
var num=0,cards=trigger.getl(player).cards2;
|
||
for(var i=0;i<cards.length;i++){
|
||
if(cards[i].name=='jinchan') num++;
|
||
}
|
||
if(num){
|
||
player.draw(num);
|
||
}
|
||
}
|
||
},
|
||
yinyueqiang:{
|
||
equipSkill:true,
|
||
trigger:{player:['useCard','respondAfter']},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
if(_status.currentPhase==player) return false;
|
||
if(!event.cards) return false;
|
||
if(event.cards.length!=1) return false;
|
||
if(lib.filter.autoRespondSha.call({player:player})) return false;
|
||
return get.color(event.cards[0])=='black';
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var next=player.chooseToUse(get.prompt('yinyueqiang'),{name:'sha'});
|
||
next.aidelay=true;
|
||
next.logSkill='yinyueqiang';
|
||
next.noButton=true;
|
||
'step 1'
|
||
if(result.bool){
|
||
game.delay();
|
||
}
|
||
}
|
||
},
|
||
caomu_skill:{
|
||
cardSkill:true,
|
||
unique:true,
|
||
trigger:{player:'phaseDrawBegin'},
|
||
popup:false,
|
||
charlotte:true,
|
||
forced:true,
|
||
content:function(){
|
||
trigger.num--;
|
||
},
|
||
group:'caomu_skill2'
|
||
},
|
||
caomu_skill2:{
|
||
cardSkill:true,
|
||
popup:false,
|
||
forced:true,
|
||
trigger:{player:'phaseDrawAfter'},
|
||
content:function(){
|
||
var targets=game.filterPlayer(function(current){
|
||
return get.distance(player,current)<=1&&player!=current;
|
||
});
|
||
if(targets.length){
|
||
game.asyncDraw(targets);
|
||
}
|
||
}
|
||
}
|
||
},
|
||
translate:{
|
||
qijia:'弃甲曳兵',
|
||
qijia_info:'出牌阶段,对一名装备区里有牌的其他角色使用。该角色选择一项:1.弃置手牌区和装备区里所有的武器和-1坐骑;2.弃置手牌区和装备区里所有的防具和+1坐骑。',
|
||
jinchan:'金蝉脱壳',
|
||
g_jinchan2:'金蝉脱壳',
|
||
g_jinchan2_info:'当你因弃置而失去【金蝉脱壳】时,你摸一张牌',
|
||
jinchan_info:'其他角色使用的基本牌或普通牌对你生效时,若你的所有手牌均为【金蝉脱壳】,则你可以使用此牌。你令此牌对你无效并摸两张牌。当你因弃置而失去【金蝉脱壳】时,你摸一张牌。',
|
||
fulei:'浮雷',
|
||
fulei_info:'出牌阶段,对你使用。你将【浮雷】置入判定区。若判定结果为♠,则目标角色受到X点雷电伤害(X为此牌判定结果为♠的次数)。判定完成后,将此牌移动到下家的判定区里。',
|
||
qibaodao:'七宝刀',
|
||
qibaodao_info:'攻击范围2;锁定技,你使用【杀】无视目标防具,若目标角色未损失体力值,此【杀】伤害+1',
|
||
qibaodao2:'七宝刀',
|
||
zhungangshuo:'衠钢槊',
|
||
zhungangshuo_info:'当你使用【杀】指定一名角色为目标后,你可令该角色弃置你的一张手牌,然后你弃置其一张手牌',
|
||
lanyinjia:'烂银甲',
|
||
lanyinjia_info:'你可以将一张手牌当做【闪】使用或打出。锁定技,【烂银甲】不会无效化;当你受到【杀】造成的伤害时,弃置【烂银甲】。',
|
||
yinyueqiang:'银月枪',
|
||
yinyueqiang_info:'你的回合外,每当你使用或打出了一张黑色手牌(若为使用则在它结算之前),你可以立即对你攻击范围内的任意一名角色使用一张【杀】',
|
||
shengdong:'声东击西',
|
||
shengdong_info:'出牌阶段,对一名其他角色使用。你交给目标角色一张手牌,若如此做,其将两张牌交给另一名由你选择的其他角色(不足则全给,存活角色不超过2时可重铸)',
|
||
zengbin:'增兵减灶',
|
||
zengbin_info:'出牌阶段,对一名角色使用。目标角色摸三张牌,然后选择一项:1.弃置一张非基本牌;2.弃置两张牌',
|
||
caomu:'草木皆兵',
|
||
caomu_info:'出牌阶段,对一名其他角色使用。将【草木皆兵】放置于该角色的判定区里,若判定结果不为梅花:摸牌阶段,目标角色少摸一张牌;摸牌阶段结束时,与其距离为1的角色各摸一张牌',
|
||
},
|
||
list:[
|
||
['spade',1,'caomu'],
|
||
['club',3,'caomu'],
|
||
['heart',12,'shengdong'],
|
||
['club',9,'shengdong'],
|
||
['spade',9,'shengdong'],
|
||
['diamond',4,'zengbin'],
|
||
['heart',6,'zengbin'],
|
||
['spade',7,'zengbin'],
|
||
['diamond',12,'yinyueqiang'],
|
||
["spade",11,'jinchan'],
|
||
["club",12,'jinchan'],
|
||
["club",13,'jinchan'],
|
||
["club",12,'qijia'],
|
||
["club",13,'qijia'],
|
||
["spade",1,'fulei'],
|
||
["spade",6,'qibaodao'],
|
||
["spade",5,'zhungangshuo'],
|
||
["spade",2,'lanyinjia'],
|
||
["club",2,'lanyinjia'],
|
||
],
|
||
};
|
||
});
|